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 |
Rainb0wtigr « Citoyen » 1603644600000
| 0 | ||
@7795737 |
0 | ||
@7795830 @7795836 |
0 | ||
@7795932 - Double Mice Spawn @7796471 - Double Mice Spawn Dernière modification le 1603827480000 |
Nicina « Citoyen » 1603709160000
| 1 | ||
@7665987 @7712040 Dernière modification le 1603710060000 |
0 | ||
@7720502 @7795487 @7796226 |
Mapcrew « Consul » 1603865580000
| 0 | ||
Left as is: @7701329 - Newen#6196 - The bottom section looks too overpowered, i feel like experienced survivors will find it easy to survive on such a long continuous surface; the ground above is pretty close too and can be reached somewhat easily @7710672 - Newen#6196 - The tests made it feel like a decent sham would clear it easily, below average shams were able to cut the number of mice in half with a pair of cannons. I think it's because mice were restrained on the 2 pretty short grounds at the bottom most of the round, no one managed to reach the top section to the right @3030412 - Viniciusdara#4015 - The grounds, though short, are placed in a way that makes me believe there will be too much mobility here. Ninety seconds probably aren't enough to clear so many sections that the mice will probably be able to spread out onto, since they are so close to each other. The battery suggesting when grounds will change is really cool concept that i hope to see again together with an improved layout @1981719 - Viniciusdara#4015 - Dying instantly when offscreen is a pretty big disadvantage maps with defilante tokens have, regardless the layout of the grounds isn't that great; though the amount of mobility is decent, i feel like mice will spread out somewhat easily and there won't be enough time to clear all the grounds, especially since the ground in the middle, though small, can lead to all the other grounds easily @7750898 - Eremiaovidiu#0000 - It's not that unbalanced, however i think the biggest flaw here is the section the sham spawns on, if mice reach it they will be very difficult to handle for a newer sham, mostly because of the ramp. The rest of the map is a bit bland, a couple sand grounds in almost symmetrical positions, that give a similar gameplay to other maps in rotation. Also, i don't think the bottom ground to the left will be used much, since the sham always has to shoot to his right, as mice spawn to his right + it's a vulnerable ground at the edge of the map and you risk to take the cheese if you go there @7751186 - Eremiaovidiu#0000 - The cobweb slowing cannons down is a cool touch, however i don't like the bottom section. That amount of continuous surface is a very big advantage for experienced survivors and honestly i feel like most of the gameplay will happen on it, since the 2 grounds at the top are pretty short, one of them also vulnerable at the edge of the map @7791249 - B0wl#7075 - To be honest, despite the ice platform - which is placed in quite an original way - i think the way the map plays out is not original or fun enough. That is, because mice need to get knocked off the top ground, then the middle one, and only then meet the mech at the bottom. That succession is present in many maps already @6190562 - Sewaged#0000 - It could be somewhat balanced but the gameplay isn't that appealing, it's way too mobile for the sham to have fun on too. That is, because most of the gameplay consists of people continuously running - around the whole map - thus making it possible to always recover from getting struck onto the next lower platform, and also to reach the sham who could get hugged easily. Perhaps mice could enjoy it, but it would be frustrating to sham on @6215593 - Sewaged#0000 - The lateral walls are a big no-no, experienced mice will most likely be able to take advantage of them and get propelled upwards often or be saved when struck against them. The map as a whole is a bit cramped and i don't think it plays that differently to other maps in rotation, if it does it's because of the walls that worsen it. Also, the cricles should probably be ice colour too, since they have the properties of ice @7791623 - Hackdesamba#0000 - It's bland, because the positioning of the grounds is similar to old survivor maps. Also, because the sections to the left and right consist of grounds so close to each other on the Y axis, mice will have a hard time dodging cannons properly when on the lower ones @7791635 - Hackdesamba#0000 - The gameplay isn't that appealing, maybe mice will have fun with that amount of mobility - too much mobility - running around between all those squares. The sham, though, will have a hard time killing a significant amount of mice when everyone is constantly on the move + removing people from rotated squares like these is no easy task for a newer player, since mice can keep moving between the sides of the square @7791111 - Hisspiss#0000 - It wouldn't work well in public rooms as it will take a long time for the sham to get rid of the first chunk of mice and therefore get rid of most of the headsurfs. That is, because everyone spawns on the ice square and the sham has to spawn downwards-orientated cannons onto their heads + it will be hard for newer shams to be successful here because of the length of this middle section, experienced survivors will most likely recover with that amount of surface @7791136 - Hisspiss#0000 - The mice's spawn section has the same flaws as the last map, except here it will be even easier for the mice, as they are closer to the top grounds where they can hug the sham. Also, it took me quite a bit of time to aim at the cloud grounds properly and get a good shot so i don't think newer shams will be able to use it efficiently. Lastly, mice can camp in the water at the bottom, that the sham cannot attack from his spawn, until he clears the long wood section, because otherwise he would get hugged when descending to try to kill mice camping in the water @7792143 - +guai#0000 - Is the cloud section only meant for the tall ground below the sham? I wasn't able to use it efficiently for my cannons to reach any other ground. Regardless, the map isn't that interesting, the layout of the 3 longer grounds is pretty generic but not that unbalanced @7792227 - +guai#0000 - Just too much surface, so close to each other as well. Thus, it's way too hard for the sham, as people are able not only to move around so much surface, but also to camp on the bottom ground to the right, which the sham cannot attack from his spawn. The ramps are another advantage for the sham, as it will be difficult for less experienced players to aim properly rotated cannons at them @728382 - Trexexjc#0000 - With a decent sham that can deny most of the mice from reaching the platform beneath him, i don't think the map is balanced enough - mice are stuck on mostly 2 pretty short grounds, maybe 3 for the better ones that can reach the top one, one of which is quite vulnerable at the edge of the map. With a sham slightly below average, the map can be pretty balanced. All in all, it's pretty good but i think a bit too inconsistent in how it plays, depending too much on the sham @7766071 - M23#4702 - I'd say the gameplay is pretty similar to other maps. The water and little walls that make it look different don't add that much to the gameplay. Also, the bottom section to the right won't be used that much, mostly because the sham always shoots to the left, but also because mice won't go to such a vulnerable platform at the edge of the map willingly @7766075 - M23#4702 - Definitely interesting but not enough in my opinion, despite that design it's pretty much just a couple simple sections if you look at the gameplay. The 2 sections to the left can be handled in similar ways and are a similar experience to other maps. The pair of grounds below the sham, though providing different gameplay, are quite short and vulnerable at the edge of the map @7790313 - Haeda#1503 - I feel like the cannon-propelling system below the sham could've been made simpler. Regardless, the gameplay is pretty generic, despite the sham being able to use the cloud somewhat efficiently, as it's just 3 horizontal grounds above each other, similar to other maps, except here it feels quite cramped, so you could space it out more @6461763 - Jasseh#0000 - Mice need a really good cornerjump to reach the middle ground, which most mice won't be able to do. Thus, the sham has the opportunity to restrain everyone on mostly 3 pretty short grounds, one of which vulnerable at the edge of the map. Even if mice reach other grounds, despite the sham consistently aiming to the left, i think it's easy to remove mice from each ground individually as they're quite short @7517751 - Jasseh#0000 - It's decent but again, in my opinion it's a bit unbalanced in the shaman's favour. Though somewhat difficult to knock pros off of their spawn grounds, after that it's just vulnerable grounds - The one in the middle is pretty short and the others are at the edges of the map @7790046 - Godmcb#6577 - It's not that interesting, most mice will be removed somewhat easily from the higher grounds that are pretty short, thus most of the gameplay will happen on the longer bottom ground. A slightly below average sham will most likely have trouble removing mice from the platform beneath him, but a better one should do it easily, by aiming to the right. Also, though difficult, it is possible to camp in the cloud @7792792 - Godmcb#6577 - If you look past the fancy design, which i do like a lot, it's just 2 pairs of grounds placed in almost symmetrical positions. Cool tokens but the actual gameplay on those 4 pretty short grounds is generic @7619795 - Fastyle#0000 - The positioning of the smaller grounds are a very big advantage for mice. They have the opportunity to not only recover when removed from the one closer to the sham, but also to get propelled upwards whenever struck against the corner of the ground to the left by a cannon @7792802 - Fastyle#0000 - I tested it (after adding collision with mice for the top section since it didn't have any) and by far the biggest issue was the fact that many cannons reflected upwards from the tramp and caused unpredictable trajectories, thus making gameplay on the top section quite chaotic. The rest of the map was pretty balanced @7793144 - Varys#1513 - The gameplay isn't good enough as it is the same on each of the sections. It will take quite a bit of time for the sham to knock mice off of the longer one at the top and after that it will be the same thing, except on shorter grounds that should be cleared easily @7764550 - Varys#1513 - It's pretty cool but to be honest i don't know how much the system at the top will be used by the average sham - the shots the bottom path offers don't look very convincing. The one at the top, though, gives decent shams the opportunity to combo, which cannot be expected from less experienced ones, who won't be able to kill with just those shots. Apart from that the layout of the map is pretty similar to other maps from rotation @7793292 - Eginixbexem#0000 - Maps submitted for P10 shouldn't have holes and shouldn't have been exported to the server @7793394 - Portwave#8221 - It's pretty annoying, both as a survivor and as a sham, to continuously slide off on the slanted grounds. Mice can survive many shots by just standing still on the chocolate. Mice can camp on the ice wall to the right or the chocolate walls, which the sham cannot attack from his cage. Chocolate, in general, is not a good addition to survivor, as it is easy for mice to take advantage of its properties to remain stuck when shot. Lastly, having only rotated grounds doesn't make for a good gameplay, not only for the first flaw mentioned on this map, but also because less experienced mice have a hard time anticipating the trajectory of cannons on them @7793983 - Enko#2923 - Too many grounds, close to each other as well, that facilitate the mice's mobility and survival on this map way too much @7794558 - Stovedove#0000 - All of the sections in the map are so close to each other it feels pretty cramped and there most likely would be too much mobility @7794502 - Xxxskywalker#0000 - The ramps are too big an advantage for mice, even if they are struck to the left they can always land back on the ice or wall that the sham cannot attack from his spawn. If mice fall down, the gameplay in the lower part of the map isn't that interesting, pretty much just 2 short grounds with walls next to them that can act as safety nets @7790890 - Bluevintrix#6860 - The gameplay isn't that interesting, most of it happens on 2 identical horizontal platforms that even decent shams will have trouble clearing, because of the black ramps that mice can land on even if struck off of the horizontal grounds. Also, i'd rather the black ramps had the same design as the rest of the map @7795486 - Zetdey#3845 - There's too much going on, from the huge surface that mice have to survive on, to the amount of grounds they can reach and the overall mobility they have with all the water. Furthermore, the sham cannot atack the mice camping in the water or small ground below their spawn section from his spawn, so he'd have to descend to the middle, where he would get hugged if he hadn't cleared that section beforehand. Handling mice in the middle section is no easy task either, as i doubt newer shams will be able to aim properly along the ice ramps. Even with the water removed, which i suggest you do, the grounds should be spaced out more and even some of them removed, as mice can move around easily using cannons and even reach the sham's spawn ground easily. Also, it's also possible for mice to camp the outer sides of the lateral walls at the bottom, which would also be offscreen gameplay @7795737 - Rainb0wtigr#0360 - Circles aren't suggested in survivor, as it is difficult to knock mice off them, since they just abuse the circular surface of the circle to get propelled upwards whenever a cannon pushes them against it. Also, with the circle being so high up the map, there will be offscreen gameplay as the sham tries to cannon the mice and they jump above the info bar. The cloud, though helpful in adding combo possibilities, doesn't make up for the generic layout of the remaining grounds @7795830 - Ozner#3093 - The mice's spawn ground is placed in a way that forces the sham to spawn cannons offscreen, above the info bar, in order for them to reach that platform. Also, from his spawn, the sham cannot attack the inner side of the bottom ground to the right, as cannons are blocked off by the section in the middle. Apart from that, the layout is too similar to other maps currently in rotation @7795836 - Ozner#3093 - The section the mice spawn on will be very difficult to clear, even if the (offscreen) ice wall inhibits their jumping a bit, as people will get propelled upwards whenever a cannon pushes them against the slanted surface. The remaining grounds are placed in a layout that is very similar to other maps in rotation @7795932 - Jets#9678 - The middle is cool and all (though i didn't understand why there are 2 gaps in it with only 1 sham), but the gameplay doesn't work, mice just get propelled upwards whenever a cannon strikes them against the ground behind them, unless the sham is aiming perfectly at their head, which i don't expect from the average sham @7796471 - Jets#9678 - I like the ice but the map as a whole feels cramped, even if the sham can give it a fair go i just expect experienced players to continuously climb back up to the higher grounds since all the sections are so close to each other, not to mention that they can run continuously between the left and right sections @7665987 - Nicina#0000 - There's not much to it, a fast shaman would probably be able to restrain mice on like 2 grounds, that they will be hoping to move from since they are vulnerable at the edge of the map, and really limit the gameplay of this map. Even if he doesn't, the layout is pretty generic @7712040 - Nicina#0000 - It's exactly the same layout as @6953348 except mirrored Will be discussed: @417265 - Trexexjc#0000 - Ignored: @7720502 - Shine#8682 - Posted more than 2 maps (#10905) @7795487 - Shine#8682 - Posted more than 2 maps (#10905) @7796226 - Shine#8682 - Posted more than 2 maps (#10905) Dernière modification le 1603884480000 |
Eremia « Censeur » 1603890540000
| 0 | ||
@7750898 - edited @7751186 - edited |
0 | ||
@7710672 (edited) @3780736 (edited) |
0 | ||
okay, sorry. forgot the rules, so here we go again: @7720502 @7795487 |
Portwave « Citoyen » 1603908900000
| 0 | ||
@7793394 completely remade |
El_peruano « Citoyen » 1603949160000
| 0 | ||
@7796901 |
Xxxskywalker « Citoyen » 1603997100000
| 0 | ||
@7796982 @7796421 |
Trexexjc « Citoyen » 1604065140000
| 0 | ||
@292832 @728382 Dernière modification le 1604319660000 |
Fastyle « Citoyen » 1604079900000
| 0 | ||
@7792802 - edited @7619795 - edited |
Pratton « Citoyen » 1604098140000
| 0 | ||
@6998901 |
0 | ||
@7797450 @7797454 |
0 | ||
@7797565 @7800656 Dernière modification le 1604795520000 |
Napcem « Citoyen » 1604222700000
| 0 | ||
@7797973 |
Bluevintrix « Censeur » 1604259720000
| 0 | ||
@7798129 @7798135 |