#Spiritual Map submissions (ex room shaman) |
Caaioceesar « Citoyen » 1461256080000
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@3865567 @3077562 @2825442 @3063844 @6633941 @6090882 |
Attomake « Citoyen » 1461423060000
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@6405848 @6548317 @6638412 @6638497 @6641644 |
Plubio « Censeur » 1462142820000
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High Difficulty Maps (6-10): Accepted: Anthonyjones: @6491956 - Difficulty 7 - This map has nothing new, but it should have been in rotation since the beginning since it is just like the vanilla 10 map. Nebelwolfi: @6595397 - Difficulty 8 - After a few changes, this map now holds a good cheese challenge. You can choose between building for mice to get up high enough to reach the horizontal cloud, or to make a build through the anticloud in the cheese part. The concept of the map is new to spiritual and now that it is edited it is fine to get in rotation. Plubio: @6580757 - Difficulty 9 - This map is as challenging as balanced, cheese might be a little generic but the hole concept with the mice spawn above it makes the map hard enough to not center on cheese part too much; new dynamic solutions can be made in this map too, making it viable for rotation. Plubio: @6618856 - Difficulty 10 - This map is very hard, you have to deal with a build through water for mice in an anti gravity map. It might look a little alike to Gogoninja’s diff 10 (@743329), but in this map the concept is about the water and in a way that isn't used before. Rejected: Dollyblue: @353939 - This map is a typical buildathon that has nothing new to offer and it is very similar to a few maps that already are in rotation. Dollyblue: @555527 - Generic and already used solutions can be made all along the map; basically the swings make it impractical for the map to get in rotation, they just make the gameplay boring and with nothing new to offer. Dollyblue: @749331 - There are maps in rotation that already have this concept. There aren't too many solutions that can be made here and swings and airships are still a big part of the map, making it generic. Dollyblue: @967539 - An interesting concept is managed in this map, but although after trying to improve it several times, it still isn't considered suitable for rotation since the cheese part is pretty swingy and hole part is totally generic. We highly encourage the mapmaker to make better use of the concept and submit it again. Dollyblue: @976040 - You can completely solve the map only using swings. Although the anticloud to the right of the mouse spawn can motivate the shaman to make innovative solutions, this map still doesn't hold enough new content. Dollyblue: @6457912 - Generic map, it feels too swingy and there are already concepts like this in rotation. Apollopolo: @6582246 - Generic, this is seen in way too many maps already. Plubio: @6578376 - The design of the map has room for new kinds of builds, but there is enough freedom for the map to be swingy and generic too. Because of that, it doesn't hold much promise for spiritual. Plubio: @6528624 - Numerous dynamic solutions are possible on this map, but it can also easily be solved with generic builds like swings and the like, so the whole concept isn't enough to get this map into rotation. Anthonyjones: @6444094 - This map is harder than it should have been, removing b anchors makes this map painful to build in. There isn't anything new in this map, you just gotta build in an anti gravity version of another low diff map of this same concept. Anthonyjones: @6441206 - Zero gravity maps can be soloable depending of the ground positions, like in this case. After grabbing cheese you can totally solo the right part of the map, from cheese to hole. Even if you don't pay attention to that, the builds in this map aren't new and there aren't a lot of solutions that can be made either. Anthonyjones: @6614170 - The simplest solution you can make in this map is with swings for both sides, so it's nothing but generic. Anthonyjones: @6614184 - Nothing new can be found in this map, it just requires you to stabilize a hard mode build. This concept is used in at least 3 maps anyway, so this isn't wanted. Low Difficulty Maps (1-5): None Accepted Rejected: Dollyblue: @2999900 - This map tries to bring a concept of dealing with linked grounds as obstacles, but it isn't well used since the map is just really generic in building. Lactomouse: @6588189 - The concept of cannoning mice through tight spaces is already used in spiritual. The concept can be annoying too, and any build you make is still generic. Anthonyjones: @6483496 - There are many useless things in this map: wind is too low to make any difference, the anticloud grounds doesn't affect your builds, the cobwebs can be totally skipped by jumping at the top of them. This is just really generic. Anthonyjones: @6477615 - Portal maps usually need to be really great in all their aspects, because they tend to make maps easier when it comes about building, so they have to compensate that detail with a good design for the portals to really be used well. This map is just generic in building, so it shouldn't go into rotation. Anthonyjones: @6454019 - Generic, this is a very simple build that can be made in a lot of maps that are in rotation. Anthonyjones: @6342950 - There is already a map in rotation that uses this concept. In this map you just gotta move the cannons off from the cheese, you don't even need to build after it. Spamming objects isn't anything new, and this map is generic. |
Dukeonkled « Citoyen » 1462147320000
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Everyone, I am pleased to announce Nebelwolfi's induction to the Spiritual Map Team! Welcome, Nebel! On another note, checkpoint day has been set back another 5 days - it now occurs on the 5th of every month. Since checkpoint day is always on the first day of voting, that means there is more time for everyone to vote on the map review - from the 5th till the 20th (15 days in total). Hope you're all happy with the changes! Dernière modification le 1462147500000 |
Nebelwolfi « Citoyen » 1462151940000
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Thanks :D @6654904 @6654669 |
Anthonyjones « Censeur » 1462155060000
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@6637888 @6638040 @6638140 @6657845 Dernière modification le 1462355700000 |
Hitsugayapd « Citoyen » 1462401540000
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@6656411 @4860820 @4860949 @4732370 @3526241 @1994125 @1901080 @1503218 |
Plubio « Censeur » 1462480260000
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Checkpoint! |
Soultouch « Citoyen » 1462965900000
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Hi everyone <3 @6668559 Dernière modification le 1462969080000 |
Anthonyjones « Censeur » 1463566080000
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@6677354 |
Cazzus « Citoyen » 1464098160000
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@6685647 |
Nebelwolfi « Citoyen » 1464544200000
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@6682245 |
Anthonyjones « Censeur » 1464652440000
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@6685293 |
Nebelwolfi « Citoyen » 1464710760000
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@6695326 |
Dukeonkled « Citoyen » 1464833280000
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High Difficulty Maps (6-10): Accepted: Plubio: @6626887 - Difficulty 8 - Although this map may exhibit some dynamic build concepts that are already known, it is agreed that the positioning of the grounds and the no anchor cloud are all done in a unique and interesting manner. It is just enough for it to fit right into spiritual. Plubio: @6633969 - Difficulty 8 - This map has a fun and unique concept where you need to take the mice out of the cobwebs before you can actually get them to the cheese. Spiritual does not yet have something like this, and the map has the capacity for lots of nice solutions. Plubio: @6647172 - Difficulty 8 - Now that the cheese position has changed, this map now provides a great dynamic solution challenge. The concept is no longer bland and about simple falling solutions, but rather has you think about how to orientate and stabilize your builds in more detail. The new mouse spawn is also an improvement and makes building for the hole more interesting. Plubio: @6648527 - Difficulty 9 - This map has a unique and intricate design that works pretty well with making dynamic solutions. The wind being an obstacle can also be used as a tool to create a full solution. The map is short enough that one can focus all their energy into this concept, so it's great for spiritual. Plubio: @6655984 - Difficulty 6 - Although this map has a slight buildathon vibe to it, it really is fun for players to experience. The grounds that fall are never the same to each other, so there are many building combinations that you can take! Attomake: @6548317 - Difficulty 7 - A wide range of innovative and fun solutions can be made in this map. Although it can feel generic, it's still fine to retain this concept as a unique exception. Anthonyjones: @6638140 - Difficulty 6 - Although the map is symmetrical, you can't do the same solution on both sides since you'll be at different positions. As of now we only have low difficulty maps with this general concept, so this map is great as something for beginners to work towards completing. There are multiple ways of stabilizing the v planks even though they can't be arrow anchored, so this map will do nicely for spiritual. Rejected: Plubio: @6487814 - Although fun and interesting solutions can be made here, the gameplay isn't balanced and the bulk of the map feels buildathonish. Plubio: @6612380 - The basic dynamic solutions that are done on this map are still roughly seen in maps we already have, even if there's water here. It is hard to make a perfectly orientated build between the cloud and stone grounds, and the water makes things glitch too. Plubio: @6639362 - The cobwebs may display a unique building concept that is imbedded in the map, but everything else is too buildathonish. It takes far too long to get the mice down to cheese and hole, and there isn't really anything new to building in this map anyway. Plubio: @6641255 - Although the monorail concept with the clouds on this map looks interesting, you can actually solve the map without them. Not only that, but a lot of the kinds of builds you can make to solve the map with the clouds can be said to be generic or nothing particularly new. The design of the map isn't at its full potential, and we recommend Plubio to resubmit an improved version of this. Plubio: @6657651 - Although in theory this concept with the booster cloud ground can work in various building applications and as a concept in general, it is just not used very well in this current design. The solutions themselves aren't particularly new and this map could use a lot more work. Attomake: @6405848 - Nothing new for this map to bring to the table, solutions tend to be very swingy and generic. The concept is very similar to this map's idea as well: @4895496. Attomake: @6638412 - Albeit an intimidating and seemingly new concept, it was tested and shown to be too impractical or restricted to make full, proper builds. This idea could work, but it's not done right in this design. We encourage Attomake to improve this and try again. Attomake: @6638497 - This map is actually impossible to complete, but we assume that was just an error on the mapmaker's part. However, even when considering if the concept was fully functional, it's still too generic in this case. There could be an interesting solution here and there, but the general idea is just simple dynamic solutions that save the mice. To make it bluntly, nothing new or interesting going on. Attomake: @6641644 - The concept laid out here looks interesting, but it doesn't particularly introduce anything new. Catapult solutions and the like, as shown in the concept, isn't really something that spiritual needs since it is relatively generic. Getting mice through the dynamic jumble of grounds is no different, so this map isn't needed in rotation. Nebelwolfi: @6654669 - Not only the map is unaligned, but the concept is not new. We already have this idea in spiritual, and you can solve it in a less interesting way in this map than what rotation already has. Anthonyjones: @6637888 - This map has nothing new, and you can just use generic builds to solve it. It is symmetrical, so you can end up repeating solutions too. Anthonyjones: @6657845 - Nothing new here, you can solve the map with generic swings. There may be a few interesting builds here and there, but this map doesn't have anything useful to introduce to spiritual. Low Difficulty Maps (1-5): None Accepted Rejected: Anthonyjones: @6638040 - The concept with moving v swings is interesting in general, but it's too simple to be considered anything new in this particular design. You can just build and move the v planks out of your way quite easily here, and the rest of the build is pretty much like casual building. This isn't needed in rotation, but we encourage this design to be improved. Hitsugayapd: @4860949 - This map can be something interesting for beginners, but the actual concept here isn't new. Even though it's a very easy map to solve, the difficulty doesn't change the fact that it's unoriginal. Brunoav: @6449414 - There are different paths you can take when you build on this map, but nothing in particular is new. There's nothing wrong with the map, but it just doesn't have anything to offer for rotation. Generic and simple concept even with water; nothing special. Caaioceesar: @3865567 - Nothing new here, just generic simple building. Also, you can solo the hole once you got cheese. Caaioceesar: @3077562 - Nothing new with this monosolutionist map. Generic and boring to put it bluntly. Caaioceesar: @2825442 - Generic building, offers nothing unique. The concept and design is already present in some form or another in spiritual. Caaioceesar: @3063844 - Very simple building concept. It's okay but has nothing new to offer, still generic. Caaioceesar: @6633941 - Nightmode maps in spiritual do have the capacity to be used as a new element, but it doesn't work too well in this specific design. The wind is useless too since the building is the same with or without it. We recommend the mapmaker to try another design. Caaioceesar: @6090882 - The concept is understandable here, but it is still too simple and generic to offer something new. You can solo the map once you're able to walljump the ground next to the cheese, so that's not good either. Hitsugayapd: @6656411 - The concept is pretty basic and standard here. Building is okay on this map, but it doesn't offer anything new. We already have diff 3 concepts like this in rotation. Hitsugayapd: @4860820 - The cloud concept here restricts solutions quite a bit. The map isn't monosolution but it doesn't feel like this design offers anything good for spiritual. Also still generic and not very fun to solve the map anyway. Hitsugayapd: @4732370 - Nothing new here, we have maps with a similar design to this. Too generic. Hitsugayapd: @3526241 - We have maps with similar designs to that of this one. Building here doesn't really offer anything new, it's generic. Hitsugayapd: @1994125 - Very simple map with not many solutions that you can build. Generic and serves nothing useful for spiritual. Hitsugayapd: @1901080 - Monosolution cage with nothing new to offer. Feels very similar in design to an existing map in rotation (@234352). Hitsugayapd: @1503218 - Nothing in particular new with this concept; too generic. The ice spawn isn't friendly with AFK players which isn't good, and the design looks similar to that of a current map in rotation (@2129724). |
Plubio « Censeur » 1464844680000
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@6657651 Dernière modification le 1465156740000 |
Dukeonkled « Citoyen » 1464844680000
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@6670957 |
Anthonyjones « Censeur » 1464910440000
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@6698663 @6698780 Dernière modification le 1464918300000 |
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@6700373 @5956786 @5956971 @6700396 |
Dukeonkled « Citoyen » 1465161480000
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Checkpoint! We are also now going to list all maps that don't make it to review, with their reasons. Here are all the pre-rejected maps since October 2015: Note: Our criteria for accepting maps into review in October were not refined and we needed to work with a year's worth of submitted maps. You may see unfair reasons on why these maps were pre-rejected, but just note that there wasn't nearly as much time to give them a proper look. Anyone may resubmit these maps as they wish. October 2015: Buddybro: @5482528 - Generic. Michealjacki: @5548238 - Bad map design, generic. Luizvgfnj: @3549015 - Generic swinging. Mohsinmemon: @5563011 - Unaligned, poorly developed concept. Michealjacki: @5567387 - Badly aligned, generic concept. Michealjacki: @5574323 - Badly aligned, concept unrefined. Asquerit: @1721390 - Generic swinging. Fisch: @5599705 - Unaligned and unrefined concept. Apprise: @5611261 - Generic. Apprise: @5611315 - Generic swinging. Apprise: @5611322 - Generic swinging. Apprise: @5611330 - Generic. Apprise: @5611328 - Generic swinging. Reone: @394056 - Generic. Reone: @395299 - Generic. Apitchou: @5608955 - Ice spawn map that is exploitable by building over. Mileboe: @5650754 - Generic. Rosetigerx: @3220824 - Generic swinging. Mileboe: @5678290 - Generic. Attomake: @5762346 - Lack of space to build. Goondad: @1313762 - Generic. Attomake: @5872298 - This concept is already used in a better way. Anapaw: @6064005 - Generic. Csonewforyou: @6129830 - Lack of space to build. Luucasssfast: @6121039 - Used concept. Matheusferei: @6133715 - Generic map with unrefined design. Minijuruba: @5615329 - Used concept. Zhaktha: @6143055 - Unclear concept. Arnees: @6168390 - Requested to be pre-rejected. Bigzzz: @6169696 - Generic swinging. Bambamsbaby: @6196567 - Unrefined design with nothing new. Bambamsbaby: @6196576 - Unclear design. Plubio: @6198304 - Generic buildathon. Bigzzz: @6202681 - Used concept. Maenbu: @6251332 - Generic. Anthonyjones: @2986473 - Generic. Anthonyjones: @1980290 - Generic. Anthonyjones: @1936212 - Cheatable, concept is too lengthy. Anthonyjones: @1922059 - Generic. Anthonyjones: @1918233 - Generic. Anthonyjones: @1902173 - Generic. Anthonyjones: @1832397 - Generic. Anthonyjones: @1573333 - Generic. Anthonyjones: @1282142 - Generic. Vr007: @6290429 - Generic. November 2015: Anthonyjones: @2447426 - You were able to stop the mechanism with b. This was later fixed, and the map was eventually accepted. Anthonyjones: @6312323 - Lack of space to build. Uhuge: @5561836 - Used concept. December 2015: Plubio: @6198304 - Not enough improvement after resubmission, still a generic buildathon. Plubio: @6283320 - Despite being resubmitted, there were not enough improvements made on this map to accept it into review again. Anthonyjones: @6379560 - Improvement of @220335 not necessary. January 2016: Attomake: @6376050 - Used concept. Mariluiss: @6409184 - Generic swinging. Anthonyjones: @6454049 - Concept done in a monosolution design. February 2016: Mariluiss: @6449094 - Concept is too sensitive to work with. March 2016: Resourc: @6523964 - Generic swinging. Brunoav: @3978816 - Nearly identical to another map in rotation. April 2016: Gundoesk: @352534 (@6614958) - Acknowledged improvement, but this map isn't needed anymore for sure. May 2016: Nebelwolfi: @6654904 - Portal-only concepts invalid to spiritual. June 2016: Cazzus: @6685647 - Not sure if troll map. Dernière modification le 1465178400000 |