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Rotação Oficial - P10 - Survivorالدوران الرسمي - P10 -السورفايفر 公式カテゴリー - P10 - サバイバー Official Rotation - P10 - SurvivorRotazione Ufficiale - P10 - SurvivorRotation Officielle - P10 - SurvivorOficjalna Rotacja - P10 - SurvivorPálya Körforgás - P10 - TúlélőRotația Oficială - P10 - SurvivorRotación Oficial - P10 - SurvivorResmi Rotasyon - P10 - SurvivorOfficiële Rotatie - P10 - Survivor
Haydie
« Citoyen »
1596037200000
    • Haydie#0000
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#10761
  2
@7745846 .
@7745823 .
Verox1
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#10762
  0
@7733286
Eliterecon
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1596112920000
    • Eliterecon#0095
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#10763
  1
  • Today's Review
  • Discussed Maps

Left as is


Jasseh#0000

@4045771 - This map is rather dull and doesn't add anything interesting to the rotation. The lower grounds are able to be abused for headsurfing, and cannons frequently bounce and roll when aimed at the grounds, making it harder to dodge. Mice that are cannoned into the ice grounds will also be propelled upwards, enabling them to land on the shaman spawn In addition, the trampoline grounds can be used to direct cannons in unpredictable ways, making it difficult for mice to have sufficient time to react. However, the shaman must move onto one of the side grounds in order for them to use the trampoline in other ways. Overall, the gameplay is generic and requires edits to work in rotation.

@7717190 - There are quite a few maps like this in rotation which have a similar layout. Additionally, this map does not add anything new or different to the ones that are already in rotation. Overall, the layout of the map is generic and would not work well in the rotation.
Koulouh#0000

@4739827 - This map looks too similar to a map already in discussion, and the gameplay is generic. Although the shaman can reach all grounds, the top leftmost ground is hard to aim for and is too easy for mice to survive. In addition, although the cheese is a deterrent for mice to go to the shaman platform, most players will risk it for the benefit of hugging. Mice can also jump to the shaman spawn without getting cheese via cannon jumping. Since the mice spawn ground is anticloud, there is a higher chance that players will be propelled up. Furthermore, the bottom grounds enable headsurfing. This map will not work in rotation.
Trexexjc#0000

@420622 - The concept of the map is original and cool. However, in its current state it favours the shaman. All of the grounds the players survive on are anti-ground as well which means that the up-wards cannons will be very easy for the shaman to sweep the players. It’s also easy for the shaman to spawn boxes and planks which again would sweep a lot of players. A suggestion would be to make the map more balanced in terms of gameplay for both the players and the shaman. In it’s current state, the map would not work well in the P10 rotation but the concept has potential.

@287346 - The layout of the map is quite generic and resembles other maps in discussion. Both the top and bottom grounds encourages headsurfing, which is unfair for the players. Shamans can also attach a plank w a cannon, which will wipe out most of the players. In addition, the gameplay is not unique and will require major edits before it can be considered for discussion.
Dourem#9357

@7757329 - The shaman is unable to access certain areas of the map which then requires them to remove from their spawn point to access these parts. Additionally, there is a hidden trampoline ground which is off-screen which is not permitted in survivor. The diagonal ice ground acts as a ramp which propels players upwards which can be extremely hard for them shaman to kill as it can be camped. There is also a vertical ground on the left hand-side which allows players to camp the side of the ground. Furthermore, there are water grounds which changes the direction of the cannons the shaman spawns and also allows players to camp in them which is why it is advised to not use them in your maps. In it’s current form the map would not work well in P10 rotation.
Juliandcc#0000

@4690880 - Although there are no major flaws with this map, the layout and gameplay resembles some other maps. It is difficult to target the top left ground as the ramp in the shaman spawn blocks the range of the shaman, and the anticloud vertical column makes it very easy for mice to be shot up to the topmost right ground. In addition, the angle of the wood ramp directs the cannon to roll just beneath the edge of the bottom left ground, which also allows players to cannonjump up to the topmost left ice ground.

@4818212 - Killing mice on the middle rotated ground is very difficult as people just get propelled upwards, to get a better aim at the mice the sham would have to move to the right which he should clear beforehand so as not to get hugged.
Bonnieparker#0337

@7757493 - Backgrounds are not permitted in survivor even if they are used to decorate grounds. Additionally, there is very mobility for players as there are only two grounds for them to survive on. Players are still able to camp the diagonal ground which acts as a ramp. Furthermore, if a player is not killed by the skull tokens, they can walk through the cobwebs which makes it difficult for the shaman to kill them from their spawn which would mean they would have to move from their spawning position to handle this. In it’s current form, the map would not work well in the P10 rotation.
Fas#9106

@7735140 - This map is heavily skewed towards the players. The shaman cannot reasonably reach the outermost sides of the bottommost blocks, which players can abuse via camping. In addition, the blocks are closely spaced together, enabling high mobility. It will be difficult and tedious for the shaman to track and kill the players as they can avoid cannons by platform hopping. Players are also able to camp the walls of the shaman box; due to its anticloud nature, shamans may have a hard time cannoning them down without moving. If they are spirited down, the players will land on the platforms beneath them and can camp again without consequence. The map's layout is also generic, and does not add anything new to the rotation.

@7739686 - The map has too many grounds available to the mice which provides too much mobility to mice. This makes it difficult for the shaman to get rid off mice as they can spread out and around the map very quickly. Overall, the layout of the map is quite similar to a map already in the rotation.
Billions#3148

@7754811 - The diagonal ice ground on the right acts as a ramp which propels players upwards when hit by a shaman’s cannon. This allows the player to get on top of the shaman’s cage in the top right-hand corner which makes it extremely tedious for the shaman to kill them. Additionally, it’s advised not to use water grounds in your maps as they can manipulate the direction of the shaman’s cannons which means that players have to react quickly to dodge the cannons. On the far-left hand side, the players are capable of camping the outside edge of the ground which makes it hard for the shaman to cannon the players in this area as the shaman is unable to leave their box. In it's current form, the map would not work well in the P10 rotation.

@7754790 - The shaman cannot reach any of the top grounds from its spawn, whereas mice have an opportunity to cannonjump up. In addition, the top wood and ice grounds are too closely spaced together, allowing mice to move around and easily dodge the cannons. The ramps on the top right are also too close to the navigation bar, as well as easy for mice to survive on due to the ramps propelling the cannons (and them) up. This map's layout is very similar to a map already in rotation and will not work in Survivor without some major edits.
Bluevintrix#6860

@7757196 - The way the top 2 grounds are placed makes it unavoidable for the sham to use the area above the info bar to aim properly at the mice which would be offscreen gameplay. Apart from that the layout is very similar to other maps in rotation. Also, it is confusing that the coloured edges and wall actually have friction and not ice properties, which is what we would assume from the colour.

@7757545 - The shaman is unable to access the bottom portion of map without moving from their spawn point as the central middle ground blocks the shaman from accessing this area with cannons. Additionally, the top two vertical grounds on either side are too narrow for mice to survive on, as well as that players can camp on the outer side of these walls as the shaman cannot reach this area without moving. The central ground is too close to the central ground above which means that the shaman can spawn a cannon and the mice are unable to avoid is as the space between is too narrow. Furthermore, from the appearance, the white grounds on the edges of the grounds look like they should act as ice grounds however they have the normal friction as normal grounds which is misleading for both the shaman and the players until they come into contact with them. In it’s current form the map would not work well in the P10 rotation.
A_4K#3858

@7753495 - This map requires more edits before it can be considered for P10. The leftmost water column can be abused by mice who stay at the top of the column, as it is very difficult for shamans to dislodge them with a cannon. If the shamans choose to spirit the mice down, the mice on the upper platform have an opportunity to jump up to the shaman platform. In addition, although the cheese deters mice from climbing back up, experienced players are able to waterjump with the cheese. The cheese at the top right does not seem to be very useful, as most players will choose to hug the shaman instead of going down. There is also a slim possibility that the mice will go up to the shaman spawn via the right side of the map, as the shaman will typically fire cannons to the left.

@7757727 - The rotation of all the grounds makes it difficult for mice to survive especially with the ramps the sham has at his disposal to use for unpredictability and combos. The gap between the sections at the bottom is a problem as most shams will have a hard time aiming at the people camping in it. The bottom grounds also appear to be anti-ground, however they are not.
Commandantso#0000

@7757681 - The middle bottom ground, the anti-ground and the top right ground are all too narrow for players to survive on. Additionally, the shaman cannot access the top right ground without moving from their spawn point. There are quite a few large gaps in the map which could have been utilised for other grounds or to extend other grounds. Furthermore, there are other maps in rotation which have a similar layout to this one. In it’s current form the map would not work well in the P10 rotation.
Askdemebana#0000

@7758068 - This map's layout is generic and has a few major flaws. The mouse spawn is hard to reach from the shaman spawn, and the cloud grounds on the edges of the wooden grounds only encourage camping. The cloud ground on the shaman spawn cannot be used as any cannons directed towards it will also knock the shaman off the platform. In addition, shamans can spawn cannons that ricochet off the top of the cloud ground, which is hard for mice to anticipate. The water grounds on the center wood ground are also easily abused for camping, as the shamans cannot knock them off except for spirits (which would propel the mice on those grounds upwards). The wooden grounds on the corners are also a tad bit too small for mice to survive on. Overall, this map would not work in P10.
Q41#6299

@7758359 - The section the sham spawns in is easily reachable either to the left using the tramp or to the right using cannons. Most of the gameplay will come from the mice abusing the tramp to gain mobility thus making the map unsuitable. The upper section will most likely include cannons being spawned offscreen and it gives mice quite a bit of surface. I would also make the mice spawn less vulnerable by adding support grounds, but the main issue is the trampoline. Also alignment could be better, especially the ice parts - the little block that sticks out at the top should be removed.

@7758363 - The layout of the map is very similar to other maps in rotation. Additionally, the two lava grounds at the bottom are far too narrow for players to survive on. They can also be used to propel the player upwards to the shaman where they are able to camp the shaman’s spawn point. Furthermore, the shaman’s spawn point is too close to the information bar which limits the shamans the range and encourages off-screen gameplay which means that some players will be unaware of items being spawned the direction they are being spawned in. In it’s current form, the map would not work well in P10 rotation.
Asumira#0000

@7757885 - Although the map has no major flaws, the layout is generic. The mouse spawn ground is a tad bit too long, making it difficult for shamans to kill mice as they have more space to dodge. However, the ice triangle at the corner is a nice touch, as it allows for combinations. In addition, the bottommost platforms are able to propel mice up if they are hit into the sides lined with ice, allowing the mice to jump back up to their spawn on the shaman spawn. This map requires edits before it can be considered for P10.
Kimsterjay#0000

@7758405 - The gameplay is a bit awkward in public as a large amount of mice is given so little surface at the beginning. It also feels cramped, and, despite the small surface, I think experienced mice will have an easy job to move around here, so I’d space it out a bit in the remaining space and maybe make the grounds at the bottom a little longer.
Ifo#4275

@6998657 - The anti-cloud grounds do not appear to be anti-cloud until the player or shaman comes into contact with them. This is misleading for both the shaman and the players as it looks like a normal ground on first appearance. The layout is fairly generic in terms of the ground placement and would not add anything new into the rotation. In it’s current state, the map would not work well in the current P10 rotation.

@6182819 - The overall layout of the map is similar to other maps in rotation. Additionally, the gap between the two higher grounds on the right-hand side is too narrow for players to avoid the shaman’s cannons. Overall, the map would not bring anything new to the rotation.
+Guai#0000

@7758487 - The two ice grounds at the top of the map mean that players must be constantly moving so they do not slide off the edge. Additionally, the two grounds at the bottom are too long for players to survive on which makes it difficult for the shaman to cannon them off the map. Furthermore, the small diagonal ice ground in-between can be used as a ramp to propel the players upwards which again makes it harder for the shaman to remove the players from the map. The two water grounds either side are too small and do not add any new type of gameplay to the map. In it’s current state, the map would not work well in the P10 rotation.
Peachxjuicy#5900

@7759136 - The left side of the ground the shaman spawns on looks like a cloud ground, however when the player or shaman comes into contact, it’s actually an ice ground which results in the player falling to the death. This is misleading to both the shaman and the player as they have to come into contact with the ground to find out what it actually is. Additionally, the shaman spawn is too close to the information bar which limits the shaman range. As the mice spawn is on the other side of the map, this means the shaman has to either move or spawn cannons off-screen to reach the area where the players are. Furthermore, the cloud ground in the middle of the map allows cannons to hit the corner of the ice ground on the side of the wooden ground and act as a ramp for players to camp on. This is the same for the ice ground beneath. In it’s current state, the map would not work well in the current P10 rotation.

@7759497 - The three vertical grounds in the centre of the map are all too narrow for players to survive on. Additionally, the left-hand side of these grounds allow players to camp the side by wall jumping and avoiding the shaman’s cannons. The shaman must leave their spawn point to handle these players. Furthermore, all the grounds are at the bottom of the map which leaves quite a lot of room at the top which could have been used for other grounds. This also means the players have a lot of mobility to move around on the map which makes it harder for the shaman to kill them. In it’s current state, the map would not work well in the survivor rotation.
Kiry#6848

@7759166 - This map is similar to another map in the survivor rotation and therefore would not add anything new into the rotation.

@7759219 - The shaman spawn point is too close to the information bar which limits their spawning range to other areas of the map. Additionally, the gaps between middle and higher grounds is too narrow for players to avoid the shaman’s cannons and results in the players being cannoned off the grounds. Furthermore, the layout of the map is generic and similar to other maps in rotation. There's also quite a lot of grounds for mice to spread around which makes it difficult for the shaman to remove them all from the map. In it’s current state, it would not work well in the current P10 rotation.
M23#4702

@7759254 - Despite the clouds and water it's pretty boring as there aren't many places for the mice to go. Regardless, it’s quite annoying to play here as cannons bounce unpredictably with the clouds and through the water. I'd suggest removing it and also adding more to the map and change the layout.
Ozner#3093

@7759477 - Even though the map is nice, the gameplay aspect is not balanced. The map is highly in favour of the shaman as it’s easy for them to remove the players from the map. Edits need to be made to make the gameplay for balanced for fair for both for it be considered for P10 rotation.
Perfecteca#0000

@6564367 - In my opinion, the layout of the map makes it somewhat easy for experienced players to survive, for mainly three reasons: firstly, unless he clears the middle grounds beforehand and goes there, the sham cant aim as well at the mice at the bottom who are directly below him. Secondly, the sections are quite close to each other and it feels like mobility will be a bit too much. Thirdly, the lateral grounds often act as a wall that saves the mice from dying when they're shot either side.

@6714179 - There are other maps which are similar to this already in rotation. This map would not add anything new to the rotation which other maps don’t already do.
Bhvana#0543

@7759769 - Despite the use of circular surfaces that would in general make mice hard to kill, the mice here spawn in such an isolated and vulnerable place that it should be easy for the sham. The walls don't add much as the average sham won't let the mice get up. If the mice do reach them, there's an aspect of offscreen gameplay as they can camp the outer side of the walls.
Ozner#3093

@7759930 - The gameplay aspect of the map is not balanced. The map is highly in favour of the shaman as it’s easy for them to remove the players from the map. Additionally, there is very little mobility for the players at the start of the map as they are limited to the ground they spawn on. Furthermore, the top right ground is a tiny bit too small for players to survive on. It’s also quite difficult for the players to get to higher grounds so I would suggest adjusting the spawn point for the players. In its current state the map would not work well in the current rotation.
Haydie#0000

@7745846 - During tests the average sham seemed to struggle with killing the large amounts of mice directly below him in that middle section, apart from that there were no major flaws in how it played.

@7745823 - The map starts off good but the grounds disappear too quickly which results in a generic map layout and boring gameplay for both the shaman and the players. The despawning of the grounds is quick too and the colour difference of the grounds despawning is small too which may result in players not noticing and therefore falling into the void. I would suggest slowing down the grounds disappearing to give different map layouts throughout the time to give different aspects of game. In its current state the map would not work well in rotation.
Verox1#0000

@7733286 - Verox1#0000 - There are too many grounds close to each other and on the same Y levels, experienced players will have an easy job moving around.


x

Will be discussed

None




x

Ignored

None





If your map was previously added into discussion, check out the general feedback on your map here.



Maps that are now permed


@236646 by Trexexjc#0000

Congratulations! Your map is now P10.

https://cdn.discordapp.com/attachments/695399622297780234/740718609776509068/Screenshot_87.png
@7670818 by Tioeter#0000

Congratulations! Your map is now P10.

https://cdn.discordapp.com/attachments/695399622297780234/740718639803531274/Screenshot_88.png
@7738629 by Apelidunsete#0000

Congratulations! Your map is now P10.

https://cdn.discordapp.com/attachments/695399622297780234/740718661886672987/Screenshot_89.png


Maps that are being temporarily permed


@7727315 by Trexexjc#0000


https://cdn.discordapp.com/attachments/695399622297780234/740719328407847043/Screenshot_82.png
@7716449 by Haydie#0000


https://cdn.discordapp.com/attachments/695399622297780234/740719349362327622/Screenshot_83.png
@7516401 by Jasseh#0000


https://cdn.discordapp.com/attachments/695399622297780234/740719367804944404/Screenshot_84.png
@7522912 by Jasseh#0000


https://cdn.discordapp.com/attachments/695399622297780234/740719383126605835/Screenshot_85.png
@7752082 by Eliterecon#0020


https://cdn.discordapp.com/attachments/695399622297780234/740719400637825054/Screenshot_86.png

Maps in this section may or may not be removed from rotation after approximately a month.



Maps that have been rejected


@7714530 by Bikanyl#0000

There was no sense of direction to how the cannon would come back when hit into the trampoline ground which can be quite confusing. Additionally, the map can easily be overwhelming, especially considering the small amount of space provided to the mice.

https://cdn.discordapp.com/attachments/695399622297780234/740721285235081266/Screenshot_70.png
@7704456 by Jasseh#0000

The ground at the bottom was quite problematic as it is quite an awkward angle for the shaman to spawn cannons from, to get rid off the mice. Additionally, the anti-cloud ground allows easy access for the shaman to get rid off mice at the bottom left ground which can be quite tedious. The top left part of the map seems quite lacking which could've been used for something else. Overall, the map provides an unbalanced gameplay.

https://cdn.discordapp.com/attachments/695399622297780234/740721318261162085/Screenshot_71.png
@292832 by Trexexjc#0000

The grounds being placed closely together was an issue as players were able to jump around from one ground to another which became it very tedious for the shaman to get rid off the mice. Furthermore, it was almost impossible for players to get on top of the moving grounds which makes them quite useless. The grounds at the bottom provide a lot of headsurfing which makes the gameplay very unfair.

https://cdn.discordapp.com/attachments/695399622297780234/740721337328336977/Screenshot_72.png
@7732156 by Haydie#0000

The gameplay is very awkward as the two grounds in the top left are barely used and mice are swept within the first 20/30 seconds which provides an unfair gameplay. Those that camped the bottom right ground were able to always be propelled up into the sky which was tedious for the shaman. Overall, the layout of the map doesn't work too well.

https://cdn.discordapp.com/attachments/695399622297780234/740721383322943558/Screenshot_73.png
@240836 by Trexexjc#0000

The grounds despawn at a very inconsistent rate, for example the middle ground started despawning and then a random ground on the bottom started to as well and then the middle ground completely disappeared while the bottom left turned into ice. Overall, the map should have some consistency with the despawning and the general layout is quite strange. It doesn't work too well.

https://cdn.discordapp.com/attachments/695399622297780234/740721407205572689/Screenshot_74.png
@7727979 by Trexexjc#0000

The map behaves like other maps seen in rotation without too much of a difference in gameplay. The shaman being isolated in the top right seems a bit off and should be a little closer to have easier access to the top left ground and other grounds. Overall, the colour of the map can be a bit of an eye strain so using another colour to a more soothing one would be better.

https://cdn.discordapp.com/attachments/695399622297780234/740721424200761474/Screenshot_75.png
@7721296 by Jasseh#0000

It can be quite problematic if mice manage to make it to shamans spawn, getting rid of them will require the shaman to reposition onto the anticloud wood ground which would be difficult for those that don't have the necessary skills. The idea of mice making it to the ground below shamans spawn is not favourable as it can be quite difficult to get rid off them.

https://cdn.discordapp.com/attachments/695399622297780234/740721439727943740/Screenshot_76.png
@310521 by Trexexjc#0000

Very few mice remain on the top grounds since half the room tends to willingly relocate to below the shaman spawn, so ends up with only a few pros that stay up there if the shaman has spawned a couple cannons at mice spawn. The bottom section allows for a lot of annoying headsurfing which can easily kill several players in one cannon, once the little ramp despawns. It's also a pain to have to try and kill the survivors when the time cuts to 20s because of the shaman doing a good job of clearing most mice early before any of the grounds have despawned, basically punishing them for doing well.

https://cdn.discordapp.com/attachments/695399622297780234/740721455679144006/Screenshot_77.png
@7727343 by B0wl#7075

The moving grounds are unique but to be honest, serve very little actual purpose to the map. The moving mechanism doesn't change much if anything to the game play, all it does it shift mice around a little. If you remove the mechanism, you will have a very bland map.

https://cdn.discordapp.com/attachments/695399622297780234/740721475774054420/Screenshot_78.png
@7738888 by Jasseh#0000

The layout of the grounds at the bottom provide a lot of unpredictable actions from the cannons, they slightly hit the edged and headsurf several mice to death. Mice also have a bit too much mobility down there as they may get knocked down to the far left ground and can easily get back up to the right one.

https://cdn.discordapp.com/attachments/695399622297780234/740721492513259540/Screenshot_79.png
@296433 by Trexexjc#0000

The wind seems very unnecessary and it doesn't really work too well with the map due to the moving grounds. Both wind and moving grounds don't work well together.

https://cdn.discordapp.com/attachments/695399622297780234/740721513036120144/Screenshot_80.png
@7718610 by Bikanyl#0000

The map feels very lacking as there's not much going on at the bottom and the ramp ground feels very off and rather just there to fill in the gap. Additionally, it plays pretty awkwardly, fair bit of the time is just the shamans spamming cannons down on the ramp and it failing to reach the mice or rolling over the head of the mice slowly.

https://cdn.discordapp.com/attachments/695399622297780234/740721530333429780/Screenshot_81.png


Dernière modification le 1596675120000
Bhvana
« Censeur »
1596677940000
    • Bhvana#0543
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#10764
  0
@7759769 - edited
Asumira
« Citoyen »
1596712260000
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#10765
  0
@7757885 - Edited
Haydie
« Citoyen »
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#10766
  0
@7745823 - *Edited*!
@7762791 .
Gabriel_dual
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1596739920000
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#10767
  0
@7760885
Kiry
« Citoyen »
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#10768
  0
@7759219 - Edited.
Jasseh
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#10769
  1
@7755553
@7755554
Extremo
« Citoyen »
1596753960000
    • Extremo#1562
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#10770
  0
@7759182
Peachxjuicy
« Citoyen »
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    • Peachxjuicy#5900
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#10771
  0
@7764061
@7764078
Yuumi
« Consul »
1596833100000
    • Yuumi#4856
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#10772
  0
@7764226

Dernière modification le 1597190880000
Xxproxx
« Citoyen »
1596840720000
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#10773
  0
@7760525 // dONE
B0wl
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#10774
  0
@7726636
A_4k
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#10775
  0
@7757727 - edited
@7764664

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M23
« Citoyen »
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#10776
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Varys
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#10777
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Fas
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#10778
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@7735140
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Newen
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#10779
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Commandantso
« Censeur »
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#10780
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@7230579 - edited
@7757681 - edited

Dernière modification le 1596920760000
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