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 |
Anathema « Citoyen » 1620021660000
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@7852721 Dernière modification le 1620095220000 |
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I made the map a tribehouse map, is that ok? Map code -> @7852502 |
Brisars « Citoyen » 1620087120000
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@7852218 @7852208 |
Gabriel_dual « Citoyen » 1620244860000
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@7852636 |
Kudajbergen « Citoyen » 1620325860000
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@7853462 |
Fem31415 « Citoyen » 1620521100000
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Left as is: @6392518 - Zetdey#3845 - The layout is alright, but my main concern would be the lack of a roof (which could result in accidental shaman deaths if they cannon underneath themselves), and the distance of the far right platform. Although the ramp by the shaman spawn helps with creating cannon combinations, it is not nearly enough to knock experienced players off the platform. @6397228 - Zetdey#3845 - While the ice does add some uniqueness to the visual design of the map, it adds barely anything gameplay-wise and results in a generic round. The bottom ground will also be problematic as shamans can only fire cannons down the ramp part of the platform, as the rest of their summoning circle is blocked by the ice. @7843522 - Cheff#5441 - The shaman spawning on the other middle ground will prove to be problematic as more experienced players will be able to easily cannonjump up to the topmost ground, out of the shaman's range. Otherwise, this map does not prove to be very interesting in gameplay. @7842339 - Cheff#5441 - Interesting concept, but there are some flaws with its execution. The ice on the outside edges of the trampoline are misaligned, allowing mice to walljump and camp there offscreen. Players also have a lot of mobility due to the proximity of the two middle grass grounds, and the cloud grounds can easily contribute to a pile-up of cannons overwhelming the players on the bottommost platform. I appreciate the acid being covered so shamans can't die from it inside the cage, though. @7840466 - Gh_Az#6465 - The map has a nice minimalistic design. However, there are some oversights. The cloud ground is underwhelming and does not contribute to gameplay, and the water column is unreachable from the shaman spawn. Players can simply camp in the column and force the shaman to move to the middle platform to deal with them, and then use the water to lift themselves back onto the mice spawn. @7840040 - Gh_Az#6465 - I would recommend having the top platform despawn faster as its current despawn time occurs after most players have been thrown off, and allows players to frequently hug the shaman. The middle water grounds too small for shamans to aim through as well. @7839261 - Bluevintrix#6860 - It played alright during tests, but the topmost acid ground was misleading as players thought it was short enough that they could jump over it, when it was not. Furthermore, few players made it to the upper platform of the bottom ground (with the acid ramp)- those who were stuck on the lower platform were headsurfed by cannons rolling along the upper one. @7840542 - Jets#9678 - The layout is rather generic and the gameplay is similar to pre-existing maps. However, I do like the diamond-shaped cloud ground- it makes the bottom left ground much less problematic and easier to deal with. @7815512 - Jets#9678 - The gameplay does not seem to be anything unique, and the walls of the bottom rightmost ground can be camped. I would also recommend making the acid ground a bit thicker so it is easier to notice. @7704627 - Newen#6196 - The vertical sticky ground was interesting to see, but the layout of the map was rather generic and that platform did not alter the gameplay significantly enough to make the map different. @7836991 - Newen#6196 - The layout of this map is similar to other maps and gameplay styles. The vertical cloud column is confusing as well, since it has barely any restitution, but seems like it was intended for the shaman to bounce cannons off of it. @1418791 - Jota#0676 - I love the design of the ice columns, but it doesn't contribute much to gameplay, leaving the map feeling rather generic with its layout. @7843812 - Refused#6163 - Mice could potentially climb up offscreen to the topmost left ground if they were pushed against the stone diamond. In addition, the topmost left ground will be hard for shamans to clear as the length of the platform is rather long, making it easier for players to survive on the outer edge. @7849586 - Xaxadoooooo#0000 - The green ground is certainly unique, and increases mobility on the map. However, mice can traverse across it to the rightmost ground if they continuously jump while spamming the right movement key. Otherwise, the gameplay of this map is not very interesting. @7844155 - +guai#0000 - The map played decently during tests, but there are some flaws that need to be addressed. Shamans are able to easily headsurf players by rolling cannons off of the platforms, and most players die or fall off before the first ground despawns, reducing the impact of the despawning mechanism. @7826698 - Ougoundare#0000 - The usage of the acid was good, but the gameplay of the map is generic and does not contribute much to the rotation. @7849062 - Ougoundare#0000 - I love how the grounds allow for an easier time making cannon combinations, which is very helpful to newer shamans. However, apart from that, the layout is not unique and the gameplay remains the same as other maps in rotation. @7844163 - Koroca#5003 - The layout of this map is too similar to ones already in rotation. @7844460 - Amari21#0000 - The trampoline ground does not have collision with mice nor objects, and should be indicated as such. In addition, the layout resembles other maps in rotation and thus does not bring anything new. @7842907 - Sewaged#0000 - This map has a lot of potential, but the middle blue ground has no collision with objects nor mice, so it is misleading. Furthermore, the pink grounds have restitution, which would be better conveyed to the players if they were cloud grounds, or if there were downwards arrows to show that the cannons would bounce if aimed on it. @7848709 - Xaxadoooooo#0000 - The cloud grounds are a very versatile concept, but it is hard to aim at them and ensure that the cannon can be launched in a viable manner to the other platforms. Oftentimes, the cannon would only make contact with the edges of the platforms, or fly over them. @7844731 - Timzz#0000 - Mice are able to camp offscreen on the leftmost wooden columns. Furthermore, the gameplay resembles maps already in rotation. @7766071 - M23#4702 - The chocolate in the shaman cage is quite cool and useful. The treadmill ground is also very interesting, but it can easily be negated by using cannons to jump over it. Overall, the gameplay is too similar to maps already in rotation. @7820417 - Ozner#3093 - The bottommost anticloud ground cannot be viably reached from the shaman spawn, and will be quite hard for shamans to kill mice on as the anticloud property ensures that shamans need to land a direct hit on the players. In addition, while the open cage concept is interesting, shamans might accidentally fall down, and players that make it inside the cage will be impossible to kill. @7811043 - Ozner#3093 - Players can easily camp on the edge of the bottom middlemost ground. Players also have a lot of mobility on the bottom grounds, which unbalances the map in favour of the mice. @7814807 - Orororii#0000 - Shamans are unable to kill mice on the bottom left grounds from their spawn. Mice will also be easily shot up and traverse across the map if they use the slanted iced edges of their spawn ground. @7810577 - Jennie_Kim#2675 - The design of the slanted grounds is pretty, but gives off the impression that those grounds are anticloud instead of solid grounds. In addition, players at the mice spawn will be difficult to kill due to the distance from that platform to the shaman spawn. Furthermore, the acid ground adds very little to the map as mice will be aiming to be shot up through the cloud grounds, which is away from where the acid is placed. @7810585 - Jennie_Kim#2675 - The gameplay of this map resembles those already in rotation. @7845180 - Timzz#0000 - This map resembles those already in rotation. @7845159 - Japq#5404 - The shaman spawn should be moved to the topmost platform on the left so shamans have easier access to the spawn from the start of the map. Otherwise, the layout is too similar to maps already in rotation. @7845472 - Japq#5404 - I love the mobility of the shaman cage, but it takes up too much space in the map and only allows the gameplay to use up half of the area. The restitution on the trampoline is a bit too high, and the layout is too similar to other maps in rotation. @7843957 - Xxxskywalker#0000 - The sticky ground is an interesting concept, but I recommend that you change its appearance so players don't mistake it for a black cloud ground. Players also have very high mobility on this map and can spread out easily, which is a problem for the shaman. @7836830 - Xxxskywalker#0000 - The trampoline set up is quite interesting, but I recommend you put a roof over the shaman spawn as shamans can be killed quickly if they fire a left cannon at the circular trampoline ground and get shot up offscreen. In addition, it seems like the restitution of the vertical trampoline ground is too low, and can barely bounce a cannon to the bottommost right platform. Players are also able to easily move to all platforms, which unbalances the map in favour of the mice. @7845868 - Samet#9134 - The trampoline roof is unnecessary and can be abused should shamans aim upcannons against it. In addition, players can camp on the wood column below the mice spawn. The map also plays too similar to one already in rotation. @7060162 - Okpatinhos#0000 - This map contains gameplay that is similar to ones already in rotation. The ice diamond also does not impact the gameplay much, except to make it easier for mice to cannonjump up to the higher platforms, which is detrimental to newer shamans. @7853644 - Okpatinhos#0000 - This map is too similar to ones that already exist in rotation. @7846699 - Amari21#0000 - This is an interesting concept, but does not work in Survivor. Please refer to this thread for some tips on creating maps that work in the P10 rotation! @7846945 - Inkysoup#0344 - I like the visual appeal to this map, but there are a couple of flaws to this concept. Shamans who have the "big cheese" skill will make it much harder to jump to the water columns without getting the cheese. In addition, once players move to the water columns, they will have a lot of mobility around the map, which makes it difficult for shamans to clear the room. Furthermore, the shaman is forced to move down onto the middle platform to aim at the mice on their spawn platform, and will be crowded with huggers as players are able to move there. @6344094 - Draceus#1289 - This map has an interesting concept, but it seems like it will be quite difficult for the shaman to kill the mice. Shamans are able to easily spawn offscreen cannons, and mice are able to spread out to all parts of the map. Mice can avoid cannons by moving to the opposite side of where it is spawned from, as well as camp the steep slopes of the wooden semi-circle and the ice diamonds. @7847334 - Draceus#1289 - Mice have high mobility on this map, making it harder for shamans to clear the room. In addition, mice can camp on the underside of the chocolate diamond ground. The shaman spawn platform is also accessible to players, which leads to huggers, which is very bothersome to new shamans. @7847683 - Blacklean#6738 - Shamans are almost offscreen and can spawn offscreen cannons, which is not allowed in Survivor. Furthermore, players can camp the edges of the topmost stone column and the bottommost stone ground. The gameplay is also too similar to other maps in rotation. @6497410 - Demon#6876 - This map has gameplay that is similar to maps already in rotation. @7834634 - Eremia#2246 - The apples idea is very intriguing, but there still some flaws with the map, being that the mice spawn is too far away and high up compared to the shaman spawn, which will makes it difficult for shamans should players not spread out. @6980318 - Viptoto#0000 - The anticloud grounds will make it extremely difficult for shamans to kill mice, as it requires direct hits. Furthermore, players will be able to cannon jump easily and avoid the cheese, in addition to the high mobility of the map. @7055080 - Viptoto#0000 - The high mobility of this map makes it extremely difficult for one shaman to complete. Mice can constantly move around and avoid the platforms that the shaman is focused on. In addition, the ice forces the shamans to constantly move around, which is troublesome for newer shamans. @7848302 - Xzowtx#0000 - The pulley mechanic is fascinating and can make for some very unique maps. However, there are still major flaws that prevent this map from being viable in Survivor. Shamans are located very close to the information bar, allowing them to spawn objects offscreen. Furthermore, mice are able to easily move from platform to platform, which increases the difficulty for the shaman. The water ground looks like a regular solid block, which is misleading, and shamans cannot adequately reach the bottommost left ground without moving from their spawn. @7848584 - Ozankass#9909 - Shamans are able to spawn cannons offscreen, and the gameplay of this map is too similar to ones already in rotation. @7846992 - Jackellina#0000 - The layout of the map resembles others in rotation, and the acid ground does not add much to impact the gameplay. @7246407 - Ferdamys#0000 - The water ground does make the map more interesting, but it hinders the shaman from aiming at mice on the bottommost right ground. The layout is also rather basic and does not contribute to the rotation. @7848735 - Ferdamys#0000 - The map looks very cool visually, but gameplay-wise there is not much that is interesting about the concept. The middle ground (that is shaped like an F) looks like mice can go onto the anticloud. In addition, there are many anticloud grounds that hinder the movement of mice, and could be confusing to deal with. @7849276 - Montoya#4134 - Interesting concept, but please refer to the linked thread for creating maps that are suitable for the P10 rotation: https://atelier801.com/topic?f=6&t=887944&p=1#m16 @2007903 - Rikcrazy#0000 - The rightmost top ground is hard for shamans to aim at from their spawn. Furthermore, while the middle cloud grounds lead to easy cannon combinations, it also blocks shamans from firing viable right cannons to kill the mice on the bottommost ground. In addition, mice can easily move between all the platforms due to the close proximity they have with each other, and they may also be able to camp on the edges of the wood grounds that are covered by cloud grounds. @2758210 - Rikcrazy#0000 - This map resembles one already in rotation, and would be heavily biased in favour of the mice. @7364985 - Viniciusdara#4015 - Intriguing layout and concept with the trampoline grounds, but the trampolines are misleading as they have the anticloud indicator when they have cloud ground properties. In addition, mice standing on the left side of the ice block will be quite difficult to kill, and requires the shaman to move to the rightmost middle ground. @2959547 - Viniciusdara#4015 - The shaman spawn is too close to the information bar, allowing them easy access to offscreen spawning. Shamans will also rarely interact with the spiderweb grounds (except for the topmost middle one, but they may choose to ignore that) as the grounds are not within the typical range of cannons being fired at the bottommost platforms. @7849896 - Ozgebru#0000 - The positioning of the acid is interesting, but unfortunately shamans have no access to the water grounds from their spawn, and players can abuse that by camping in them. Mice also have high mobility on the map and are able to move from platform to platform, making it more difficult for the shaman. @7850362 - Akiong#3458 - Acid grounds certainly play a major role in this map, but there are many flaws that prevent it from being viable in the P10 rotation. Please refer to this thread for an idea of what layout may or may not work in Survivor: https://atelier801.com/topic?f=6&t=887944&p=1#m16 @7851626 - Lanceninja#0000 - Backgrounds are not allowed in Survivor, and unfortunately the water ground makes it quite easy for players to survive. The map also has gameplay that resembles ones already in rotation. @7851967 - Xxproxx#7299 - This map has gameplay similar to maps already in rotation. Furthermore, the anticloud grounds are very hard to see due to the thinness of the wooden 'borders'. @7852721 - Aurion#8655 - This map resembles gameplay of maps already in rotation. @7852502 - Maple#7284 - Yes, you should P22 maps when you submit them (aka exporting them as tribehouse). Unfortunately this map contains gameplay that is similar to those already existing in rotation. @7852218 - Brisars#1570 - The cloud ground concept is interesting, but the bottom cloud grounds have little restitution and contribute little to the gameplay. Furthermore, the edges of the wooden grounds are not iced, so players can easily camp beneath or within the cloud and avoid cannons. @7852208 - Brisars#1570 - This map has gameplay similar to maps already in rotation. @7852636 - Gabriel_Dual#0000 - Clearing the mice on their spawn platform may be somewhat difficult as the shaman cannot spawn cannon combinations easily. Furthermore, cannons build up very easily due to the cloud ground on the left side. Players may also attempt to camp on the steep slopes of the topmost platform. @7853462 - Kudajbergen#0492 - This map resembles those already in rotation. Will be discussed: @7832130 - Bluevintrix#6860 @417265 - Trexexjc#0000 @1510539 - Jota#0676 @7841331 - Edw#7117 @7846529 - +guai#0000 @6215593 - Sewaged#0000 @7844639 - Stovedove#0000 @7774866 - M23#4702 @7833503 - Orororii#0000 @7827454 - Gremix#4123 @7841878 - Gremix#4123 @7800005 - Jasseh#0000 @728524 - Trexexjc#0000 @7848631 - Aquaaah#0000 Ignored: None Dernière modification le 1621302900000 |
Budweiser « Censeur » 1621309320000
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@7856109 * tysm to Nnaaaz @7857225 Dernière modification le 1623114060000 |
Zetdey « Censeur » 1621342140000
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@6392518 (edited) @6397228 (edited) |
1 | ||
@7857228 @7860971 Dernière modification le 1623539340000 |
Jasseh « Censeur » 1621432080000
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@7800006 @7850000 Dernière modification le 1625139240000 |
Haydie « Citoyen » 1621457760000
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@7861094 @7856732 Dernière modification le 1623723120000 |
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@7766074 @7766075 Dernière modification le 1622365860000 |
Bluevintrix « Censeur » 1621590180000
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@7845192 @7839261 - Edited Dernière modification le 1621595580000 |
Xxxskywalker « Citoyen » 1621593900000
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@7849398 @7843957 |
Orororii « Citoyen » 1621608120000
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@7856518 @7856735 Dernière modification le 1621698900000 |
Shilodeath « Citoyen » 1621625040000
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@7829754 |
Ougoundare « Citoyen » 1621687020000
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@7845686 @7840617 |
Gremix « Citoyen » 1621691700000
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@7857863 @7856720 Dernière modification le 1622385900000 |
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@7841149 |
Oyuncu « Citoyen » 1622356200000
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@7858347 |