![]() Rotação Oficial - P7 - Sem Shamanالدوران الرسمي - P7 - بدون شامان 公式カテゴリー - P7 - ノーシャーマン Official Rotation - P7 - No ShamanRotazione Ufficiale - P7 - No SciamanoRotation Officielle - P7 - Sans ChamaneOficjalna Rotacja - P7 - Bez SzamanaPálya Körforgás - P7 - Sámán NélküliRotația Oficială - P7 - Fără șamanResmi Rotasyon - P7 - ŞamansızRotación Oficial - P7 - Sin ChamánOfficiële Rotatie - P7 - Geen Sjamaan |
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Left as is: @7964646 - Lossi#7729 - While shortcuts are a nice touch, within P7 they need be more approachable for new players. This is due to the beginner-friendly nature of the category. Turn-arounds are a little more advanced and should therefore be reserved for racing/bootcamp. Aside from that, the obstacles used aren't very exciting or innovative, which is a must given the current standards. @7967322 - Zeus#6550 - This map is very frustrating to play because most of the players (at least about 80% of them) get stuck in the beginning because of the chocolate ground - even the experienced. Besides that, the cheese on the top part of the map is avoidable for most of the players, as it is easier to get the other one without any help (other players), making it pointless. To sum up, it doesn't seem to be well executed, speaking about gameplay and its challenges. @7958728 - R_Y#8502 - This map flows fine, but it would add nothing new for the rotation, as there are several maps very similar to this one already in rotation with better gameplay - there isn't much originality here. Plus, this map has the same issue I mentioned in other maps in this review: the gameplay is basically made of treadmills, due to this fact, it becomes something very automatic. In addition to this, you can get in the hole in just a few seconds, and this affects the replay value as there's no need to put effort in order to complete the map, it becomes boring to play on it with time. On a side note, as it is an easy and fast map to complete, there will be trolling players until the timer ends and nothing can be done about it, making it irritating to play on. @7612622 - R_Y#8502 - The bouncing grounds are inconsistent: sometimes they appear, sometimes they don't; sometimes the grounds that appear are ice grounds, sometimes they are trampolines. In other words, the players can't predict in any way what they should expect here, making this map a luck-based one, which is frustrating for the players. Besides that, depending on the number of players that are between the bouncing grounds, they will affect the ground's movement even more, because they are blocking it. Also, the players can get "attached" to the trampoline (shaman item) above the water because of the throwing-up property it has, which is a bit boring as they'll need to get off it and try again to avoid it. Lastly, the map is unbalanced, if you're lucky enough to get thrown to the top part of it in the very beginning, it will be much easier for you to complete the map than the other players struggling with the bouncing grounds on the bottom. @7946611 - R_Y#8502 - I like the idea of using shaman items as part of the map layout and gameplay, nevertheless, it doesn't seem to work as intended here, mostly, if you're in a room full of players (their weight impacts the runes' rotation, affecting their function). Plus, the map is, overall, linear and boring. There's a lot of unused space which you could've used to improve the gameplay by adding obstacles that make sense and even different paths with different difficulties to follow. @7963072 - Wallem#3124 - The entire map is empty, the gameplay is awful and would bring nothing interesting for the rotation as it lacks originality. It feels like you have "copied" existing things and put them all together in a very cramped space that can be completed effortlessly. It is not the kind of map we're looking for the P7 rotation. @7958898 - Wallem#3124 - The originality comment I made on the previous map is still worth it here. The gameplay is boring with a lot of wall-jumping in it. Also, there's no reason for such a map to contain that amount of cheese and holes, it makes the map look visually polluted and there's no function for it. @7965265 - Wallem#3124 - The "art" is cool and it seems to be original. Nonetheless, this map is way too deadly for the players, even for the more experienced ones, the tax of success rate of completing it is little to nonexistent. That being said, you might try to submit it for the bootcamp rotation as it would fit this better. On a side note, the lava restitution is not the same for every ground and it is a very bad point. @7958897 - Wallem#3124 - This map doesn't fit the P7 rotation. Please, submit it for the art category. @5558378 - Unknown#3300 - This map is, somehow, fun and chaotic. However, it is way too deadly and the win rate is way too low, depending on the way the lava ground will be, which is frustrating. @7965398 - Dayanakun#0000 - This map consists of doing a lot of wall jumps on each side, which is very annoying, mostly when you get the cheese as you become heavier. Also, there are fake grounds on it (the trampolines) and this is not allowed in the way you used because it would confuse the players. @7966392 - Relaxbir2#3456 - The map is linear and boring. More than half of it is unused. The gameplay is way too simple and it doesn't impact that much in a positive way, to be honest, it is quite the opposite, as it is very easy to complete it without any trouble and the obstacle can be avoided easily during the back-and-forth path. @7966081 - Relaxbir2#3456 - The map is very big with no reason other than makes it difficult for the players who didn't get the ice property, which is going to make it easier for you to slide on the chocolate ground. However, even if you get it, it doesn't last the entire chocolate ground from the right side to the left side, on the other hand, the effect may lasts more than it should on the opposite way and you're going to be "punished" by needing to wait for it to end so you could climb the grass ground when you're there - if you did it all correctly, but some players who took a little more time (seconds) to do this very same route will be there already without the ice effect, being able to climb the grass ground while the others might need to wait, which makes it unfair. Plus, as I mentioned, the map is very long for no reason, you could've done this very same thing in a small area, it would be more enjoyable. @7966630 - Relaxbir2#3456 - The map idea is interesting, but there are several flaws in this map. Firstly, it is a waiting gameplay, which is boring itself as you need to wait for the honey and ice ground to move until your platform and gets the desired effect and then follows you're way on the map. Second, even though you have the honey effect, you still can't climb on this ice ground - that is barely seen - and consequently complete the map. Thirdly, the acid ground is barely seen as well, it looks more like the top part of a grass ground than an acid, which kills lots of players. In addition to this, the ice ground might throw you to the acid ground and you'll be dead too. Lastly, the mechanism is broken because the honey ground can stop moving somehow. @7954742 - Rioxmaps#3702 - Very fun map, but a bit too basic for a highperm. The trampoline structures carry an element of luck and lack sufficient skill expression, meaning the map does not quite suit racing either. P1 for now. @7961944 - Rioxmaps#3702 - The water-gravity concept is interesting, albeit its surge in popularity, however the obstacles themselves do not stand out. It's a basic use of trampoline that's repeated 3 times, leading to repetition. @7963673 - Rioxmaps#3702 - Not very different from regular water, aside from the unique effect on cheese. Perhaps a more creative execution, such as a shortcut, would make the modified water ground more interesting, although that might compromise the simplicity of the map, pushing it into racing territory. I would suggest abandoning the symmetrical design and looking for a more complex gameplay. @7948728 - Bautipro#5357 - The acid ground has no other function other than killing the players—which is its function, it's true, but.... it doesn't add anything fun or interesting to the map in terms of gameplay because it leads to a waiting gameplay to survive this obstacle, which is very boring. @7966060 - Bautipro#5357 - I am not saying you did it, but this map's gameplay looks like a map you made for the Racing (P17) category that got rejected at some point and you changed its visuals with decorations and "pretty grounds" to fit the P7 rotation - that plays in a normal room. If you didn't, I recommend that you do the opposite (remove the decorations and make it look more "racing-styled") and submit for the racing category, it would fit it better. @7966572 - Matheu#1732 - Fake grounds aren't allowed. @7880408 - Obsyt#0000 - It looks like you were strongly inspired by an old mechanism map, don't you?? Anyway, the idea is interesting, nevertheless, it has two main issues. The first and biggest problem is that, despite the "Warning signal" in the middle, it's not possible to predict that you are going to die when you get smashed by the mechanism, it looks more like an "industrial" visual element. The other one is that, other than the crashing thing, there's nothing else on the map, in other words, it is just a back-and-forth linear map. Try to explore this mechanism in a different way and also find a way to indicate that you're going to die when the mechanism pushes you against the ground. @7819993 - Katwyn#1614 - Previously discussed by P17 crew and rejected for being too linear and lacking originality (shortcut-wise). Another issue was that the flow of the map is can easily break, but not be easily restored, leading to a very awkward gameplay in public rooms. @7967128 - Tadzio#2404 - The same map that got P1, but with night mode. The other version plays better as it is less deadly and frustrating. @7966688 - Draxt#8093 - The map is definitely more racing-coded than P7, however regardless of the category, the same issues apply. There is little path variety and the gameplay is quite basic throughout. Try to experiment with something new! P1'ed: @7961497 - Zeus#6550 - You have done such a nice job of using the water parameters on this map. However, the gameplay is way too simple and automatic, the players don't need to make much effort while trying to complete the map. P1 will do. @7899647 - Zeus#6550 - The little mouse icons on the mechanism are confusing. Players expected to have collision with each other upon contact, but there was none. Without mouse collision, the grounds act like ordinary cobweb, so the gameplay comes down to walljumping. P1 at most. @7073392 - Kyclet#0000 - This map is very simple, but it flows smoothly and it is well-made. It's different enough than the maps we're used to seeing on the rotation, mostly, because of its size. That being said, P1 fits it. @7966120 - Relaxbir2#3456 - Good to see the slippery effect being used! Sadly, the map falls short due to a common misuse of this ground. All the ramps and floors can be replaced with ice, and the slippery ice becomes completely redundant. For this concept to really stand out and bring on new gameplay, it needs to be irreplaceable in a map. On a side note, that water obstacle is quite difficult for beginners and is not really fit for P7. @7964319 - Rioxmaps#3702 - There are different paths to follow where players with different experiences can explore their skills, which is very cool. However, it doesn't fit our high perm standards. @7967129 - Tadzio#2404 - This map would have been a success if it were created back in 2011 or so. Anyway, there are several maps with this very same idea, including this layout, already in rotation. Either way, it looks visually good and plays fine. That being said, P1 is more than enough for this map. Will be discussed: @7947875 - Bautipro#5357 - It works fine and it is very original! Let's see what the others think about it. Ignored: @7966915 - Matheus#8294 - Posted more than 4 maps (#10941, #10942, #10943, #10945, #10947, #10948) @7966916 - Matheus#8294 - Posted more than 4 maps (#10941, #10942, #10943, #10945, #10947, #10948) @7967019 - Matheus#8294 - Posted more than 4 maps (#10941, #10942, #10943, #10945, #10947, #10948) @7967070 - Matheus#8294 - Posted more than 4 maps (#10941, #10942, #10943, #10945, #10947, #10948) @7967148 - Matheus#8294 - Posted more than 4 maps (#10941, #10942, #10943, #10945, #10947, #10948) @7967199 - Matheus#8294 - Posted more than 4 maps (#10941, #10942, #10943, #10945, #10947, #10948) Dernière modification le 1746240960000 |
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Left as is: @7967727 - Zeus#6550 - The map idea is interesting and it is great to see the brand new galaxy ground being used. However, it wasn't well used on this map. There are two bigger issues on this map, which are: it being very repetitive because you must do the same thing always and, in addition to this, all you have to do besides jumping on the galaxy grounds is walk. Nevertheless, all the chocolate's friction are way too high and the players are likely forced to win the friction by walking or by continuing to do little jumps to be able to pass through the map. As a result, it is very boring and annoying. @7968416 - Zeus#6550 - Although you've used the new ground to explore its function on this map, there are already many other maps with the same concept already in rotation, using an alternative way to do the same teleport thing. Also, it is repetitive and lacks gameplay. @837988 - Neverknight#0000 - As I stated SEVERAL TIMES in pretty much ALL categories I reviewed recently, I'll recommend you once more to take a look at the standards we're searching for nowadays. Instead, you're just digging old maps and submitting them randomly in every submission thread, expecting to get a high-perm map, which is not going to happen. By doing it, you're not breaking any rules and you can keep submitting them. However, do not expect a proper review of these maps due to this context. @698545 - Neverknight#0000 - Same as above. @5452566 - +hotboy#0000 - O conceito que o mapa trás e bem legal e eu nunca havia visto nada parecido até agora, é bastante original. Contudo, o mecanimo está bem instável, precisa ser corrigido. Além disso, há uma dificuldade bem grande dos jogadores que coletaram o queijo conseguirem ser lançados para cima com a força de impulso da água. Corrija essas duas coisas e me avise (pode ser no Discord). @7968160 - +hotboy#0000 - Um mapa excelente e criativo. A princípio, funconou bem apenas comigo. Mas, quando fui testar em salas públicas, houve algumas instabilidades com o mecanismo e os jogadores see quer conseguiram fazer alguma bola entrar nos suportes de cima (que liberam as tocas). Se conseguir arrumar, pode me chamar no Discord também. @7968507 - Newen#6196 - Nice idea, but I don't seem to work well. As the galaxy grounds are dynamic and connected to each other with nails, some areas of them are inside the other and this makes the players teleport to another place they shouldn't fastly and they can get "stuck" at some part of the map due to this fact, which is not your intention. To sum up, it will depend 100% on the luck of a ground disposition and it is frustrating because you can't do anything about it but keep trying until it works and it can happen fast or take the entire map round. @7968521 - Newen#6196 - The same thing I mentioned in the previous comment regarding the teleport behavior in an inappropriate way also happens here because the galaxy grounds are very close to each other. @7968523 - Newen#6196 - Cage maps, as such, aren't usually good because they are repetitive and the replay value is way too low. In addition to this, it feels like your hands are tied and you can't do much here but prove your luck. @7968113 - Rioxmaps#3702 - On this confusing map, it has everything we and the players don't like: it is luck-based, repetitive and has a waiting gameplay, which is very boring. @7916677 - Antoni0#8587 - The map doesn't work well because the players may get stuck at some point when the trampoline stops moving, making them unable to either get the cheese or go to the hole (or both). P1'ed: @7967731 - Zeus#6550 - To be frank, maze maps had their time already. Nonetheless, the use of the galaxy grounds on this map added some new gameplay value to it and made it a bit chaotic - in a good way -. Despite being repetitive and sometimes frustrating for the players who don't find their way to the cheese and hole, it is, somehow, enjoyable enough to become P1. @2784078 - Clilo#0000 - Simple, however, fun to let the players explore it without the shaman's interference. It doesn't have high-perm material, but it is fine to be added as P1. @5558378 - +hotboy#0000 - O mapa ainda é bem caótico, mas com o trampolim ao invés da lava é menos mortal e se torna divertido. Tem um quê de aleatoriedade aos jogadores que ficam presos momentaneamnete entre os trampolins, no entando, nem sempre é algo positivo ou negativo, é difícil prever, então é uma característica interessante. Mas, acaba não sendo um mapa tão bom para se tornar high-perm. Will be discussed: @4855970 - +hotboy#0000 - Um bom mapa, bem feito e sem problemas. Tem diferentes caminhos e atalhos para diferentes graus de dificuldade que agradarão e desafiarão diferentes jogadores. @7388978 - Mquk#0095 - Lucky-based maps are usually a problem, but I had so much fun with this one. The feedback in the rooms was good too. Let's see what the others think about it! Ignored: None Dernière modification le 1747758540000 |