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 |
Mimx20 « Citoyen » 1608514500000
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@7816946 |
Phansi « Citoyen » 1608567780000
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Edit: @7801523 |
Purplehawt « Citoyen » 1608568080000
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@7817113 |
Gabriel_dual « Citoyen » 1608654300000
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@7817430 |
Mapcrew « Consul » 1608694200000
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Left as is: @7798632 - +guai#0000 - Although the gameplay of this map is balanced, the acid grounds do not add anything to the concept. The layout is also rather basic. This map requires edits before it can be considered for P10. @7812337 - +guai#0000 - While this concept is interesting, there are several errors that are overlooked in the layout. There is no roof on the map, so the ramp on the top right ground could shoot mice up. In addition, mice can camp offscreen by walljumping on that vertical ground. It is also difficult to kill mice that camp on the anticloud wooden column, as it requires a direct shot from the shaman to knock the mouse off, and is evable if the shaman misdirects the cannon. @7795555 - M23#4702 - The usage of acid grounds is interesting, but the concept is a bit generic, and the vertical anticloud acid wall presents more of a challenge to mice as they will not be able to evade cannon combinations as easily. @7803174 - Arena001#0000 - It's a very minimalistic map, but the grounds will be quite difficult for mice to survive on. Mice will be able to camp the edges of the rectangular block and the square ground by walljumping. The grounds are too small, and there is not much usage of space on the map. @7803173 - Arena001#0000 - Akin to the previous map, this one also does not make much use of the map space. The shaman spawn is too close to the top information bar, which enables the shaman to spawn offscreen. The thinness of the grounds prevents mice from dipping down and dodging, which skews the map in favour of the shaman as they can easily wipe players out with cannon combinations. @7803198 - Newen#6196 - The moving shaman spawn is quite interesting, but the colour of the grounds is misleading as it may cause players to think that it is a trampoline ground rather than anticloud. Overall, the map feels like it is skewed in favour of the shaman, as they are able to access many grounds with ease, and the anticloud provides them great range when firing cannons. @7702477 - Newen#6196 - This map is too similar to one that already exists in rotation. @7798843 - Z0ctm#6356 - This map has overlooked several key errors. The shaman spawn is too close to the information bar, enabling offscreen spawning. The wooden sides of the blocks can be camped by mice, and the ice will make it difficult for players to stay on the ground while dodging cannons. In addition, the bottom two trampoline diamonds are not very visible, and cannot be accessed by the shaman at spawn. The topmost trampoline triangle has too high of a restitution, and therefore make it extremely difficult to dodge cannons that ricochet off of it. This map will not work in P10 in its current state. @7797450 - Z0ctm#6356 - While this map has an interesting concept, it has several major errors. Mice can go behind the ice ramp, which blocks them from the shaman's cannons. Mice also have high mobility on this map, as they can be shot up easily against the ramp. The trampoline ground also has extremely high restitution, making the cannons near impossible to dodge, and the placement of the trampoline means that only shamans with up-cannons are able to access it adequately. @7803254 - Hackdesamba#0000 - The shaman spawn is just a bit too close to the information bar, allowing offscreen spawning. The rectangular ground in the bottom left of the map is anticloud, although it is not marked as such. Overall, the map's layout is generic and will not work in P10. @7807004 - Hackdesamba#0000 - The shaman spawn is too close to the right side of the screen, allowing for easy offscreen spawning. In addition, the top (and bottom) part of the diagonal ground is not solid, which allows mice to circumvent it by cannon-jumping to the top of the invisible shaman cage. The disappearing grounds is interesting, but does not make much usage of space in this map. This map is not fit for P10 in its current state. @292832 - Trexexjc#0000 - This map is too similar to a one that has already been tested and rejected. @7803680 - Zetdey#3845 - This map is similar to one that has already been discussed and P22'd. @6997953 - Leiks#0000 - The concept of this map is interesting, but during the second phase of the map, the middle two square blocks are anticloud despite it visually presenting as solid grounds. The changing of the grounds is also not very intuitive, as most players would expect the grounds to disappear instead of shrink into a square. Overall, this map requires edits for it to be considered for P10. @6778675 - Leiks#0000 - The appearance of the center bottommost ground is unique, but the layout of this map is generic and requires edits for it to be considered for P10. @7751186 - Eremiaovidiu#0000 - The concept of the spiderwebs is really interesting, and it would be quite a unique element if shamans can utilise it. However, the flaw with the map is that shamans can move offscreen to the right, and spawn cannons there. Other than that, it's a layout that's worth testing. @7803228 - Ozner#3093 - The concept is similar to other maps, and the shaman is required to constantly move around to kill mice. As the grounds are close to each other, and mice have high mobility, it is more difficult and costs for time for the shaman. In addition, the topmost center ground is seemingly haphazardly placed, as well as is offscreen, which is not allowed. @7803833 - Ozner#3093 - The anticloud grounds are too small for mice to survive on, and the bottom leftmost solid ramp portion does not have ice that covers the entirety of the left side. In addition, the topmost cloud (that has been sectioned off) has minimal resitution, which will not be very helpful to the shaman. Overall, this map is not for P10 in its current state. @310716 - Trexexjc#0000 - While the execution of this map is done well, the gameplay of it was rather generic and did not differentiate much compared to if the grounds were stationary. @7804935 - Zetdey#3845 - The shaman must constantly utilise the water column to move around and target the grounds, which may be burdensome for newer players to due. In addition, the acid ground is unnecessary and the map will function the same without it. This map requires edits before it can be considered for P10. @6215593 - Sewaged#0000 - The colours of the map are very visually pleasing, but the layout of the grounds is generic, and the circles are somewhat difficult to stay still on. @1912741 - Sewaged#0000 - Not a lot of the space around the map was utilised, and the ice on the middle ground would require mice to constantly move in order to prevent them from falling off. This map would not work in P10 in its current form. @7805321 - Chizurie#3329 - The ice grounds will require players to move constantly in order to not fall off, which is difficult as they must dodge/fire cannons as well. In addition, the shaman spawn is too close to the information bar, which allows for offscreen spawning. This map requires edits for it to be considered for P10. @7806061 - Wubzyyy#0000 - Mice are able to camp the outer edges of the wooden ground, and the bottommost center platform of the map is very difficult to access via the shaman spawn. This map will not work in P10 in its current state. @7810745 - Jets#9678 - This map has an interesting concept, but mice are easily able to spread out over several different grounds. Thus, it will be difficult for shamans to efficiently kill mice. During tests, the cloud ground was under-utilised or ignored, and required specific angles for the rebounded cannons to be useful. This map requires edits before it can be considered for P10. @7815700 - Stovedove#0000 - The acid grounds on the ends of the wooden platforms are unnecessary and resulted in numerous accidental deaths. The shaman was also able to kill mice easily during tests. This map requires edits before it can be considered for P10. @7811983 - Stovedove#0000 - While the concept is interesting, mice have high mobility on this map, which makes the round more difficult for the shaman as they spread out. In addition, cannons bounced off the bottomost trampoline and off the vertical one are likely to hit the shaman, which renders the cannon unusuable. The dodue cheese may also confuse players into thinking that they can recieve more than one cheese, and it also doesn't seem to serve much purpose as players can stand on the edge of the ground if they wanted to be propelled upwards. @6716041 - Lunarianuba#0000 - The map contains too many grounds, and enables the mice to spread out easily, which lessens the shaman's ability to efficiently kill mice. In addition, the various trampolines make it difficult to players to predict where the cannon will land, which is unfair. Some platforms are also blocked from the shaman due to the trampolines, which mice can camp until the shaman is forced to move (ex. the bottom left ground). The map will not work in P10 in its current state. @6416368 - Lunarianuba#0000 - While the tiered grounds are a unique concept, it does not work well as it results in easy headsurfing of the mice. The gameplay is somewhat generic as well. This map requires edits before it can be considered for P10. @7809528 - Farabi#5948 - While he concept of this map is unique, the shaman has many liabilities. The bottommost square grounds are extremely hard to reach from the shaman spawn, as in the sections between the ramps due to their narrowness. This map will not work in P10 in its current state. @7809529 - Farabi#5948 - The topmost solid red grounds are a bit too near the information bar, and the shaman is required to aim offscreen in order to target them easily. In addition, the ice grounds mean that the players have to constantly move in order to stay on the ground while dodging, which is not an easy task. Furthermore, the bottommost grounds are quite difficult to reach as they require the cannon to be angled at a certain degree. @7800008 - Jasseh#0000 - The acid grounds did not add much to the gameplay- the map would have played the same regardless of its placement. In addition, the gameplay was generic and does not contribute anything interesting to the rotation. @7810523 - Thewalking#8831 - The map's layout is too similar to one that already exists in rotation. In addition, mice can cannon-jump offscreen to reach the top ground, and the lava under the topmost platform seems to be more of a hassle as it can ricochet players straight down into the path of a cannon. Overall, this map is not fit for P10 in its current state. @7811455 - Smutny_Nalesnik#0000 - The concept of this map is interesting, but the placement of the mice spawn on the bottommost ground may raise problems as it will be hard for players to utilise the other grounds. This map requires edits to be suitable for P10. @7811564 - Cookieszs#0000 - The layout of the map is interesting. However, the cloud grounds by the shaman do not do much, as they bounce the cannons straight down, onto the ice ramps that lead to the gaps between the grounds- the cannons will not be directed towards the players. Likewise, the cloud grounds on the outer edges of the map do not manage to ricochet the cannons to the mouse spawn platform. The chocolate ground above the shaman seems unnecessarily restrictive, as it prevents the shaman from jumping. The map will not fit into P10 in its current state. @7812298 - Lobirna#0000 - It may be easy for shamans to kill players as they can use cannon combinations that make it impossible for mice to dodge when on the ramps. The cheese and water further increases the difficulty, as mice are not able to dip over the edge to dodge the cannons, or else they come in contact with the cheese. In addition, the platforms on the top of the ramp are rather small for mice. This map requires edits for it to be considered for P10. @7803780 - Xxxskywalker#0000 - The concept of this map is intriguing, but the unmarked suction ground will mislead players into thinking that it is solid or may disappear. I suggest that you add arrows to signify that it pulls mice down, or use something else to showcase its intent. Players can also be shot through the suction ground, in both directions. The bottom left corner ground is too small or mice to survive on, and mice could potentially camp the inside edge next to the cloud ground. This map requires edits before it can be considered for P10. @5208099 - Viniciusdara#4015 - It's a unique concept, but there are flaws with the layout of the map. All of the grounds are anticloud, yet none of them have the anticloud indicator. In addition, the edges of the map are blocked by foreground blocks, which is misleading as mice may think there is a way to climb up to the shaman spawn- a better way of blocking off player access is by extending the wooden ground. In addition, it may be hard for shamans to kill players as the cannons will require direct hits in order to push them into the lava. On the other hand, meep will be extremely overpowered on this map. The map is not suitable for P10 in its current state. @2679826 - Viniciusdara#4015 - The springs skew the map in favour of the mice, as players are now able to spread out easily to all grounds, making it more difficult for the shamans to efficiently kill mice. Otherwise, the layout is fairly generic, and mice will be able to camp on the stone column of the bottom leftmost ground, as the shaman cannot easily access it via the shaman spawn. @7797468 - Commandantso#0000 - The moving shaman spawn is interesting, but it makes it more difficult to target mice on the top grounds (especially the top right, as it is the furthest away). In addition, the small grounds are too small, and the tan-coloured grounds are marked as solid grounds although they do not collide with mice nor objects. This map requires edits before it can be considered for P10. @7736460 - Commandantso#0000 - The moving squares are unique, but the wooden grounds are placed too near the topmost anticloud, restricting the players' ability to dodge. In addition, the small diamond ground, the bottom center wood ground, and the squares are too small for players to survive on. Furthermore, the shaman spawn being placed on the far left of the map requires the shaman to waste time positioning themselves at the center (to ensure a greater range). Despite the mice spawning at the bottom, players have a lot of mobility as they can spread out to every ground (except the shaman spawn). This map is not suitable for P10 in its current state. @7807125 - F3n1ksss#0000 - The vertical grounds on the bottom left are too small for players to survive on, and the bottom right ground is slightly mislead as players can be lead into thinking that they can walljump up the side of it when they cannot. The ice diamond ground is also too difficult for players to survive on. This map requires edits before it can work for P10. @7813552 - F3n1ksss#0000 - The angled trampoline ground on the top right is marked incorrectly as it is a cloud ground, and not anticloud. In addition, the circle grounds are too small for mice to survive on, and the vertical trampoline ground on the top left can be wall-jumped and camped. This map does not work in P10 in its current state. @7776494 - Gremix#4123 - The concept of the map is a bit too generic for the rotation, and mice may have trouble moving across the grounds, as all grounds except for the bottommost one requires corner jumping to move to. This map requires edits before it can be considered for P10. @7776500 - Gremix#4123 - The ramp is interesting, but it requires specific angles in order for the rolling cannon to be useful- most of the time, the cannon skips past the bottom middle ground, or only hits the end portion of the bottom rightmost ground. It also is hard for shamans to target the bottommost grounds efficiently without resorting to cannon combinations. Overall, this map does not work in P10 in its current state. @7814807 - Orororii#0000 - The leftmost top ground is too small for players to survive on, and the ground below that can be camped via its inner edge. In addition, the bottom grounds are too close to the chat box and thus a bit difficult to notice. Likewise, the cloud ground by the shaman spawn may also be overlooked due to its small size. This map requires edits in order for it to be considered for P10. @7814621 - Yuichiro#8406 - The shaman spawn is too close to the information bar, thus allowing offscreen spawning. In addition, the large distance between the shaman spawn and the mice spawn will make it more difficult for shamans to kill players. The ice ground will also be difficult for mice as they must constantly move while dodging cannons in order to not be knocked off. Overall, the layout of the map is too generic and requires edits for it to be considered for P10. @7815520 - Akiong#3458 - This is an interesting layout, but unfortunately does not work for Survivor. Please refer to the thread [Survivor] Tips for creating a better map! for some general concepts about map layouts in Survivor. @7811044 - Apelidunsete#0000 - The rightmost ground may be difficult for shamans to kill mice on as the middlemost ground provides some cover and allows cannons to bounce over the platform. In addition, the bottom ground with the ramp may be easily cleared with cannon combinations. This map requires edits before it can work in P10. @7808983 - Godmcb#6577 - This is a really neat concept that's quite uncommon, but one major downside with it is that mice can easily survive on bottom grounds (with the ice triangles). As the grounds are predominantly anticloud, it is harder to target the mice without them being boosted up by a cannon. In addition, the contraption may be a bit too overwhelming for newer shamans, so perhaps the addition of a couple arrows (or something along those lines) may clear up the confusion. It would be interesting to see this map resubmitted with edits. @7815850 - Vicente502#5976 - The anticloud grounds are very misleading as they are cloud grounds, yet are not marked as such. In addition, mice can camp the edges of the wooden grounds that border the actual cloud grounds. The layout is basic as well, and requires edits before it can be considered for P10. @6053794 - Varys#1513 - The top acid grounds seem rather unnecessary as mice rarely encounter those areas and utilise it to their benefits. In addition, the layout is basic and there are many grounds that mice can spread out to. This map requires edits before it can be considered for P10. @7445853 - Varys#1513 - The middle anticloud ice ground seems to only deepen the difficulty for shamans, as mice can use it to cannon-jump to the topmost grounds. In addition, the ramps on the bottom grounds are difficult to target and may be camped. @7816188 - Master#7848 - The concept is similar to a map already in rotation, and the players can be easily killed by cannoning a box down the ramp. This map requires edits before it can be considered for P10. @7816482 - Azrael#2817 - The layout of this map is too generic, and the acid grounds will hinder the players' movements a lot as it occupies the majority of the bottom grounds. This map is skewed in favour of the mice, and requires edits before it can be considered for P10. @7816445 - Xaxadoooooo#0000 - The map layout is unique but it has several issues with the placement and properties of the grounds. The leftmost stone ground can be camped via the inner wall, and the cloud ground beside that seems useless as it does not direct the cannon to where mice could be. The same holds for the water ground, which shamans cannot make use of. In addition, the circular grounds are misleading as they are marked as solid grounds when they should be marked as cloud grounds. This map requires edits before it can be considered for P10. @7816876 - Dansinquin#4470 - Mice are able to walljump the sides of the grounds offscreen. There is also an invisible cloud ground to the right of the shaman spawn and trampoline- offscreen grounds are not permitted in Survivor. In addition, once players move to the rightmost trampoline, it will be very hard to dislodge them as there is only one direction that they can be cannoned out and killed. The inner sides of the wooden grounds can be camped as well. Overall, this map is not fit for Survivor in its current state. @7816946 - Mimx20#1809 - The grounds are spaced too closely together, allowing for high mobility and a higher difficulty in killing the players. In addition, shamans are unable to adequately reach the bottom grounds from their spawn, and players may be able to camp the edges of the wooden grounds. This map requires edits before it can be considered for P10. @7801523 - Phansi#7362 - The anticloud spaces are a bit too small- shamans would need to fire the cannon at a specific angle or the cannon might be redirected by the upper solid ground. The layout is also too generic, and the middle anticloud ground is too small for mice to survive on. The outside edges of the shaman cage can also be camped via walljumping. This map requires edits before it can be considered for P10. @7817113 - Purplehawt#0000 - This map would play similar to one that already exists in rotation, as the acid grounds seem pointless as mice would die regardless of those additions. @7817430 - Gabriel_Dual#0000 - The alignment of the grounds is somewhat off, which affects the directions of the cannon. In addition, the shaman will find it difficult to target the bottommost ground. Otherwise, the gameplay is generic and does not bring anything new to the rotation. This map requires edits before it can be considered for P10. Will be discussed: @7770300 - M23#4702 @7750898 - Eremiaovidiu#0000 @7810046 - Jets#9678 @7800002 - Jasseh#0000 @7814569 - Orororii#0000 @7809189 - Apelidunsete#0000 Ignored: @7794832 - N1cetomeetu#0699 - Blacklisted until Jan 12, 2021. @7811102 - N1cetomeetu#0699 - Blacklisted until Jan 12, 2021. @7803674 - Ceagy#7796 - Posted more than 2 maps (#10940, #10948, #10965) @7803718 - Ceagy#7796 - Posted more than 2 maps (#10940, #10948, #10965) @7805227 - Ceagy#7796 - Posted more than 2 maps (#10940, #10948, #10965) @7813848 - Ceagy#7796 - Posted more than 2 maps (#10940, #10948, #10965) Dernière modification le 1609389120000 |
Apelidunsete « Citoyen » 1609397640000
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@7811044 - Edited @7739030 |
Zetdey « Censeur » 1609420500000
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@7804935 (Edited since the last review) @7820036 |
Smutny_nalesnik « Consul » 1609420800000
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@7811455 edited |
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@7819561 @7819428 |
Eremia « Censeur » 1609429200000
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@7751186 - edited @7729613 Dernière modification le 1609431060000 |
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@7702477 (edited and show me the map which is supposedly similar please) |
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@7810745 - Remake. @7812145 Dernière modification le 1609466580000 |
Stanislovl « Citoyen » 1609497780000
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@7820311 |
Xxxskywalker « Citoyen » 1609507680000
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@7820074 |
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@7766073 @7820093 Dernière modification le 1610537220000 |
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@7780609 |
Pumape « Citoyen » 1609599300000
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@7817413 |
Jasseh « Censeur » 1609617300000
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@7800006 @7800008 |
Bikanyl « Citoyen » 1609682340000
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@7819476 |
Bigfluffball « Citoyen » 1609704060000
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@7821901 @7822414 Dernière modification le 1610116680000 |