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 |
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@7877208 @7877082 |
Mapcrew « Consul » 1632254220000
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Left as is: @6392518 - Zetdey#3845 - Map doesn't feel fluid enough. While I appreciate the ramp, it doesn't aid shamans as much as it should. Not only that, the map in general in linear/generic - you mostly need to shoot with the right cannon. @7867011 - Zetdey#3845 - To begin with, you should consider rethinking about the bottom middle ground - it's such a favourable spot for mice that it's a pain to deal with as a shaman. They either get knocked right and can easily come back by jumping or they get knocked left and die from acid. Thing is, the acid should've been placed on the right side. Shamans don't actually possess the range to push mice left. Excluding this, the cloud feels... just for the sake of it. Why not make it triangular to help with both bottom grounds? Either than that, I feel like the middle section is interesting, but not enough to compensate. @7867256 - Lilin#1038 - While the theme is to be appreciated, unfortunately the layout is flawed. A big issue is the fact that you can't land a direct hit on mice on the far right side of the bottom platform. It's a crucial spot in this map. Not only that, but the gameplay itself is neither dynamic, nor skillful - it's mostly a predictable spam of right-aimed cannons. @7856518 - Orororii#0000 - Surely, an interesting layout. I like the slopes, but in the same way I fear that mice will have it hard here. Testing proved that concern. I also need to add that hitting the slope will cause the cannons to go offscreen, which is a big downside since you really can't know there even is a cannon heading straight towards you, rendering it unfair for mice. Keep going though, the idea is nice. @7831259 - Orororii#0000 - This map is composed of structures that don't combine well together. The top right section feels like an extra thing to deal with and really, doesn't provide any gameplay value other than unskillful time-wasting. Shifting our view to the bottom side, the map feels empty and small. Everything looks like it's on the same level and there aren't any points of interests. It just exists. Repeating my initial argument - the map is made out of structures that don't combine well together. @7845192 - Bluevintrix#6860 - Unfortunately, the layout doesn't stand out enough. It has generally snipey gameplay and combo potential is scarce. The platform below the shaman is annoying to deal with because the range is limited and you don't have much to use at your disposal. They have the clear "high" ground because you cannot aim nor combo them efficiently. Combine all these elements and it makes the map unfit for discussion. (also, not sure what's the use for the acid below the mice spawn) @7839261 - Bluevintrix#6860 - The layout promotes uncreative shaman playstyles and depends too much on the slopes for uniqueness (which are, in their own way, barely stronger than simply shooting cannons towards mice). If not for the slopes, the map would've ended up in two basic horizontal platforms. It doesn't present an attractive challenge to either sides, unfortunately. @7864288 - Haydie#0000 - First, a minor issue/caveat. Please communicate whether mice can jump or not over acid clearly. The bottom acid ticks the box easily - you can't jump over it. However, the upper one is way too close to killing mice. While it doesn't affect gameplay as a whole, please take in mind this as it creates a dilemma for mice, leading to frustrating deaths. Glossing over this point, the gameplay is somewhat limited by the fact that the shaman is caged. It would've been way more attractive to sham if you removed the ice walls and the left segment of the shaman spawn. Why? Well, to put it bluntly, it really sucks dealing with mice directly under, especially when they have such a huge area to move on. Shamans need to be able to freely roam to adjust their control over certain areas. Here, it's not good to limit it. A solution would be also simply raising the right side of the bottom platform in order to make it more accessible for the shaman. @7867344 - Haydie#0000 - Not sure if I can agree on the mice spawn. While the idea is intrinsically beautiful, the way it is presented raises a few concerns - the anticloud combined with the pretty limited reach on the right side is a risky move. I'd have the space a little bit more cramped to solve this. Either way, I like the bottom section a lot, actually. I strongly suggest modifying the map in such way that the top side doesn't feel like a claw on the shaman, forcing them to solve the boring side in order to have fun on the other. @7857228 - Hyk#6465 - Interesting map! However, I think the shaman has a bit too many tools to work with here. I feel like the removal of the icy corner and lowering the shaman spawn a bit would balance it out for mice. Until then, shaman can easily defeat mice since all the areas are covered by a superb combo powered by terrain features. @2008802 - Jasseh#0000/Nicina#0000 - I don't feel like this map has anything special in particular. It feels barren simply because there is a huge gap without collision in the middle of the map. As a shaman, this is unfun to play on because you only need to aim where mice are. As a suggestion, you could've put some kind of tilted tramp-cloud to aid with the bottom ground. @7850000 - Jasseh#0000 - The map does look nice, but it uses a bit too much anticloud, reducing the actual shamming to just 2 platforms - the spawn and the bottom platform. While, of course, it could work as it doesn't have any other flaw than that, you need to consider that this layout expect shamans to just aim where they see mice, nothing more than that involved. There is always a cost in bringing anticlouds because they can seriously cut a shaman's arsenal and can be a source of frustration (think about mice on their spawn - really annoying to deal with). @7867025 - Noodlel#6728 - This map has serious flaws. You cannot hit mice under the spawn, the platforms allow for too much mobility from mice, the shaman spawns way too high up and can't use their range fully and, in general, mice are extremely favoured here. Consider reading this survivor guide next time you want to make a map https://atelier801.com/topic?f=6&t=887944 @7857013 - Ougoundare#0000 - I'll be blunt about this: if you ignore the obvious questionable choices of design (floating corners of acid that are also anticlouds, floating square and the fact that the shaman can climb and shoot from offscreen), the gameplay isn't all that bad. I actually think it would make a nice map. The circles are versatile, the slopes are good and, in general, I think it plays alright. However, it cannot be accepted in this state. @7857062 - Chetin1#1345 - The map feels barren. The sham is positioned way too high up and you can use your bootcamp skills on the wall below the middle platform to reach the inside. You are also covered if you cling to the wall right next to middle platform. The gameplay isn't bad, but it doesn't really shine either - it feels hastily made and without that much thought. Consider adjusting it further. @7868139 - Xaxadoooooo#0000 - The creativity of this layout is nice, but it doesn't really work. The trampolines feels like they slow you down instead of helping you clear while you don't have any stable middle ground to sit on as a shaman, giving mice a lot of evasiveness. @7872409 - Xaxadoooooo#0000 - While I feel attracted to its design, it's still another map that simply asks you to shoot right. There really isn't much reason for the shaman to be caged and I just don't see that much gameplay to be had here coming from these straight horizontal platforms. The mech is cool and all, but not enough to compensate. Don't get me wrong, the map may work, but there are enough maps that play this exact same way. @7868224 - Diostauro#0000 - Unfortunately, there are a few flaws with the layout. Firstly, the anticlouds are frustrating to play against as a shaman. It's snipey and allows mice to avoid lots of cannons. Secondly, mice can walljump on the left wall of their spawn and the shaman has to waste time dealing with them, which is unfun. Lastly, the shaman spawns way too high up, which allows for too much offscreen gameplay. @7868979 - Star#6652 - This layout is way too generic. It doesn't offer any degree of creative shamming and doesn't bring anything new to the rotation, unfortunately. Consider trying new ways of placing the shaman and even freeing them from the cage. It's fun to roam as a shaman and it brings way more challenge for both parties. @7871483 - Star#6652 - This map feels a bit random with all its placements. In a way, the layout could work but with a few tweaks I think it could become way more fun and interesting. At this point, it just remind me of other maps and I don't think it brings anything fresh. Try adjusting values and introducing new shapes or terrains. They may help. @7869216 - Monsieursaphir#2530 - Not a serious design for a map, unfortunately. The ideas are creative, but you must test them before submitting the map. For example, the two clouds shafts block the cannons and don't even function properly. The other two ramps are barely hittable. I think you should read this guide to better understand how to make survivor maps. https://atelier801.com/topic?f=6&t=887944 @7869232 - Tadzio#2404 - Sorry, but this design is pretty much unplayable from a shaman's perspective. You spawn in the point as the mice and don't even have high ground to stand on except for the ridiculously small corners. Try testing maps with a few friends next time and hear their opinions too, issues like these may be pointed out to you by them! @7869307 - Mrkleer#8542 - I like the idea a lot, but I think it can be executed a bit better. Firslty, mice walljumping on the left wall don't really know when they can jump back on the spawn, rendering it a bit frustrating. Secondly, the map feels a bit empty in the middle section and plain in terms of what you should do. But again, the anticlouds employ an interesting idea (also make sure they work properly, consider all use cases!). @7872039 - Gremix#4123 - Not sure if you intended the ice to be climbable, but outside of that regard, I find the map interesting. However, I think you can work a little bit more with the right side of the map since it's a bit... useless. Mice don't really reach that place and the shaman will get bored trying to kill them. @7870482 - Gremix#4123 - Sorry, but I find the anticloud incredibly strange. I actually can't find any good spot to use it in without trying a bunch of different shots. Outside of that, I do not find the map interesting. It's a simple anticloud-based spawn combined with snipey behaviour. @7862873 - Phansi#7362 - I don't feel like you tested this map enough. All the structures employed don't add to anything. Mice are almost unkillable on their spawn because you decided you should wall them off. The trampoline doesn't aid the shaman in any way whatsoever and, in general, this map feels like a random permutation of grounds. @7863708 - Phansi#7362 - This map has a rather interesting mechanism for the cannons, but the fact that you can climb in the offscreen as a mouse combined with the fact that you can walljump over the right of the spawn render this map as not fit for P10. You need to give the map more thought and also test it with someone. In general, the map seems like an amalgam of random ideas. @7766069 - M23#4702 - This is a nice concept, but it's also abusable by mice. They can sit in the corner of these slopes and be exceedingly hard to kill. I think you should reduce the amount of slopes and think of a way to solve the corner issue. @7869504 - Minusv#5655 - The design is questionable and mice spawn on ice but you hide it way too much. You also used cloud but in two different ways - one passable by objects and the other not passable. I think you need to spend some time reading this guide to polish your understanding of survivor maps. https://atelier801.com/topic?f=6&t=887944 @7866932 - Minusv#5655 - This map is simply one long platform and a barely reachable shorter platform. Unfortunately, this kind of gameplay has been done a countless number of times before. As with your other map, you should read the guide in order to improve. @7834634 - Eremia#2246 - While the map itself isn't really flawed in some way or another, it's generic at best. The apples don't bring anything new in particular and the layout doesn't have anything special to it, unfortunately. @7840617 - Ougoundare#0000 - I don't understand why you chose this design to begin with. Even then, while the design is not a major issue, the map feels like a collection of thrown around platforms and doesn't seem like it's been thought out well enough. I don't think this is suitable for survivor and encourage you to read this guide. https://atelier801.com/topic?f=6&t=887944 @7871700 - Licorne#2136 - Unfortunately, this map is extremely boring and also similar with past maps. Design-wise, the map isn't symmetric even though it tries to seem like it is, and the platforms don't really make much sense. Try asking friends about their opinions and test the map with them! The guide covers a lot of things you might want to know about and should help you progress with your mapmapking. https://atelier801.com/topic?f=6&t=887944 @7872191 - Pr0_Surv#7167 - This map has serious flaws and you should try thinking more about how it might play out before submitting it. Grounnds are random, there is a spot that makes mice invicible, and, in general, it laks logic. Please take a look over here to find out more about how to make a good survivor map. https://atelier801.com/topic?f=6&t=887944 @7872542 - Cyferyn#8855 - Haha, well, this looks like a bootcamp + racing gamemode. Something like "reach the shaman before he kills you" style. Jokes aside, this is way too mobile for mice and pretty much unplayable for shamans. Also, you should know how to indicate which grounds the cannons collide with or not. Read this guide, I am sure it will aid you. https://atelier801.com/topic?f=6&t=887944 @7873084 - Demon#6876 - While it's not flawed, I believe this type of layout has been overly done in the past. The gameplay is extremely simple and just doesn't bring anything fresh to the rotation. Try letting the sham free and try to be more courageous with adding different types of grounds (slopes, circles, trampolines, etc). @6497410 - Demon#6876 - Layout is, unfortunately, way too similar to past maps. Please consider trying new combinations of grounds. Also, take in mind the sloped wooden platform can be abused by mice because they get propelled upwards. @7874107 - Mrkleer#8542 - The bottom section is creative and interesting, but the top section is flawed. Mice are super mobile and annoying (they hug the shaman's wall), practically sitting on their spawn, leading to unfun gameplay for the shaman. @7874111 - Autumn#0740 - I feel like the layout is pretty linear and not particularly interesting. It isn't flawed per se but it doesn't have anything more than two long platforms. It's similar with past maps. @7872947 - Autumn#0740 - While the design looks nice and symmetrical, there are a few flaws with it. Firstly, mice can get on the shaman spawn. I don't think you intended that to happen and if you did, then that's really bad for the shaman. Then, the trampolines above the shamans are pretty much useless. Up their restitution. Finishing up, the bottom section is a bit hard to deal with as a sham and should be adjusted. @7798828 - Newen#6196 - I think this is way too hard for shamans. Mice have a lot of mobility and the ice triangle is incredibly hard to control when mice are skilled. All said, it's a nice concept, consider polishing it further. @6087071 - Pacisus#0000 - Unfortunately, the slope aids mice too much. It's such a good spot for them to be in they will just camp it endlessly. You should reduce the amount of grounds there are to make them risk a little bit more. @1510539 - Jota#0676 - As a final regard, after seeing it played countlessly and discussed a lot of times before, I think the idea itself isn't worth the effort anymore. No matter what, you need to make severe adjustments for it to be balanced because mice are all over the place at all times and it's pretty difficult to manage. @4882391 - Soy_Juan#3605 - Haha, this feels like playing bowling with mice. It's lethal, almost. Nice concept, however I can't accept it. The spawn for mice is way too low and you don't clearly see the anticlouds. Also, mice can walljump on the spawn of the shamans while being unseen. It happened some times. @4882319 - Soy_Juan#3605 - I liked doing laps around the map as a mouse. I think we both agree this is way too mobile for mice and the shaman is at an utter disatvantage here. Also, please don't allow for offscreen gameplay and make it clear when you use anticlouds. This guide may help you. https://atelier801.com/topic?f=6&t=887944 @4427427 - B0wl#7075 - A good aestethic indeed, but the layout doesn't make sense. I find it conflicting that the top side is just so linear and easy for the shaman while the bottom side is extremely difficult to manage. It has mechs but they aren't really making any impact at all on the gameplay. @7875837 - Xxxskywalker#0000 - Gameplay is extremely generic and I've seen it in this review done for like the fifth time. It's linear, uncreative and unchallenging for both parties. As a shaman, you only spam cannons and you can use the bottom shaft but it doesn't really do much. Better luck next time! @7876409 - Lucasnumlock#0000 - What is the shaman supposed to do in the beggining if he can't cannonjump? Are you expecting them to build a ladder? Either way, if mice get on the slope, it's pretty much over for the shaman, unfortunately. @7868051 - Xdapoloxd#0000 - I personally believe the shaman should've been in the right side and the cage deleted. You need powerful trigonometry knowledge to hit mice on the bottom platform and it simply is a waste of time for the shaman to even attempt killing mice down there. But, if you spend some more time with the map, maybe you could find something that'll work. @7877208 - Jas#4974 - Firstly, consider upping the saturation on the anticlouds. Some people have weaker eysight or their LCD's aren't that good with the contrast and it will be hard for them to see the anticlouds. Glossing over that issue, the gameplay is snipey and, in general, seems a bit luck-based with the anticlouds. Not to mention you can barely reach the mice without using the anticlouds. Also, please just cover the walls with ice because mice can sit there and, in this case, even survive spirits, requesting full presence from the shaman to be killed. @7877082 - Jas#4974 - I want to compliment the design. It's gorgeous and unique. However, the gameplay suffers heavily because, in the beginning, if you don't manage to dodge the first cannon (which may be impossible due to headsurfing), then you're pretty much done. I don't think this layout employs anything other than shooting left cannons. And, if someone gets above, good luck killing them. Consider that some shamans can't even cannonjump. Will be discussed: @7867096 - +guai#0000 @7860971 - Hyk#6465 - Risky, cute-looking, fun. Let's see it being discussed. @5368783 - Koulouh#0095 - Really nice ideas. While I consider the leftmost side to be a little sloppy, I also appreciate that the shaman can move freely. In this context, I don't think mice in the middle will be much of a problem, leaving space for the sham to move without sacrificing too much. @7855781 - Sewaged#0000 - Fresh, not too over the top and well thought out. Nice job. @7766071 - M23#4702 - I like how the map plays out. The mechs are also fun. Ignored: @7673102 - Mafia_Yt#7120 - Posted more than 2 maps (#11229) @7867279 - Mafia_Yt#7120 - Posted more than 2 maps (#11229) @7868017 - Mafia_Yt#7120 - Posted more than 2 maps (#11229) @7867853 - Killer#0837 - Posted more than 2 maps (#11223, #11226, #11228) @7867861 - Killer#0837 - Posted more than 2 maps (#11223, #11226, #11228) @7867944 - Killer#0837 - Posted more than 2 maps (#11223, #11226, #11228) Dernière modification le 1632389940000 |
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There are maps with 2 platforms linked to eachother but with minimalist mode it looks like there is only 1 longer platform. This has to be fixed so people playing with minimalist mode can see the same than people who play using normal mode. (Some people are using the corners in between those platforms to kill the mice) Im weirded out about this problem still existing.. https://prnt.sc/1vey5c9 Dernière modification le 1633771080000 |
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