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Map Assistance Team
Dunald
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#101
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Zarner a dit :


@2874964 by Mrloll

The map looks ok but you should align it better.

Make the H of the dynamic wood ground bigger with 2 points so it first exactly in the space , the L bigger too and put the dynamic wood ground on the hole, because being in the middle of that area and staying in the air more will think about cannoning it down and it will get stucked.

Also move the wood ground where the mice spawns more to the right.

I know it's a tad late, but i'd like to add a bit to this map.

If you move the hole all the to left, so it's right next to the ice ground, and the dynamic ground a bit in on the wooden ground, so that the hole is still visible, and the dynamic ground is ontop of the wooden ground.
The wooden ground above the hole could also be made 5-15 pixels higher, so that the shaman have to/can push the ground upwards, after cannoning it to the left. This is because i saw that the dynamic ground doesn't really do much besides beeing cannoned into a wall, and keep half the hole unseen.

C:
Zarner
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#102
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@2878646 by Dunald

The map looks ok , not much to say about it since is well executed just some litle improvements I think you should do:

First I think you should make the space betwen the middle grass ground and the other 2 smaller so the planks will fit perfectly.
http://i.imgur.com/AHN21.jpg
Second time you should align the 2 grass grounds better.

http://i.imgur.com/63420.jpg
@2883395 by Shadowwinter

I really enjoy to build on this map , very funny to build on it.I also like that is a neat map with no decorations.

I can suggest just some small improvements since it's a well executed map:

First time try to add a more cutie background that will make it look nice. The storm background always makes me feel like "not feeling inspired to build something interesting".

Second time you should make the space betwen the cloud grounds and the wood romb a bit smaller so the planks will fit perfectly.
http://i.imgur.com/0tNa7.jpg
Shadowwinter
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#103
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Garybro a dit :
@2102801

http://i756.photobucket.com/albums/xx210/timmey13/Mapreviews/Mapedit.png
The first impression I got on this map when I loaded it up. Was water glitch.

The top white arrow pointing up is where I want you to add a roof, this isn't exactly going to stop water glitchers, but it will keep them from going quite high.

The 2 bottom white arrows is where I think you should add an ice ground, just one long enough to reach both sides but still have no floor under the water so mice can still die.

The red arrow, however. I want you to remove that water ground, and the cheese colored arrow I want you to lower the cheese a bit, to where it's reachable but hard to do so.

The ice ground at the bottom will help mice clear the starting water patch, but you can use this to your advantage to give more skilled mice a chance to easiely first by making it difficult to clear the jump, you'll need a good slide or else you'll be water wall-jumping out ! With the cheese lowered, but still hard to reach. Mice will need a good launch to grab the cheese and a good slide on the ice below. In the end, the map still stays fast paced but still rewards skilled mice.

Enemymule a dit :
@2830994

When I played the map, I spawn and died instantly. Where exactly is the shaman being spawned? Once you figure out what's wrong and fix it. I'll then review it ^^

Seraprince a dit :
P.S.
Double-o seven and Foul beast, thank you for completing your mission today.

Foul beast signing off .o/ Because I have no work to do. :p
Seraprince
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#104
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There are a couple of old submissions that need to be reviewed.

The ones that are currently top priority are:
@2574774 - Dunald - P22
@2860765 - Graecus - P6
@2878628 - Physcolo - P4
@2877342 - Physcolo - P8
@2820334 - Lovestrucked - P8

That's all for now. I shall make another list (if needed) after a day or 2. Or so. xD

P.S.
Double-o seven and Foul beast, thank you for completing your mission today.
Zakros
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#105
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Zakros a dit :
@2778606
Category: P6

@2878587
Category: P5

Mine too! :3
But it's okay. I'll wait.
Dunald
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#106
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Seraprince a dit :
There are a couple of old submissions that need to be reviewed.

The ones that are currently top priority are:
@2574774 - Dunald - P22
@2860765 - Graecus - P6
@2878628 - Physcolo - P4
@2877342 - Physcolo - P8
@2820334 - Lovestrucked - P8

That's all for now. I shall make another list (if needed) after a day or 2. Or so. xD

P.S.
Double-o seven and Foul beast, thank you for completing your mission today.

I'll check if i can manage to review Physco's P4 map. But i'm unsure if i got time, as i have to write some textie thing.
C:


Zarner a dit :
@2878646 by Dunald

The map looks ok , not much to say about it since is well executed just some litle improvements I think you should do:

First I think you should make the space betwen the middle grass ground and the other 2 smaller so the planks will fit perfectly.
Second time you should align the 2 grass grounds better.

@2883395 by Shadowwinter

I really enjoy to build on this map , very funny to build on it.I also like that is a neat map with no decorations.

I can suggest just some small improvements since it's a well executed map:

First time try to add a more cutie background that will make it look nice. The storm background always makes me feel like "not feeling inspired to build something interesting".

Second time you should make the space betwen the cloud grounds and the wood romb a bit smaller so the planks will fit perfectly.

Ooh.
I never noticed the 2 grounds were unaligned. Haha i'm so silly. C:
I'll make the space smaller, ok.
Thanks alot.
Zarner
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#107
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@2820334 by Lovestrucked

The map looks fine but you still need to do some improvements:

First time I think you should move the map more to the right so you the build to the hole will not be offscreen.

Move the hole upper , it's a bit unaligned and looks bad.

Move the cheese downer it's also unalgined and looks bad.

Move to most right ice ground 1 pixel to the left.

Add 0 Z points to the wood ground where the hole stays.

The last thing to edit is to make the ice ground near the hole with bigger H and move it upper so you can't pass on that way to the hole.

This should help you:
http://i.imgur.com/N8AHx.jpg
Seeteegee
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#108
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Sorry for the delay, I had this thing called "work" in real life.

@653534 by Garybro

http://i.imgur.com/3a2sA.png
Ah, a nice-looking build-a-thon. I'm sure that even if this weren't accepted for P8, it would surely be accepted for P1. I like how you seem to have read my other reviews and given me as little to comment about as possible. The grounds look like are of equal thickness, much of the area is usable in some way, and even looks neat and plain with no decorative items at all.

Here are the few things I have to point out.

http://i.imgur.com/Kj2j6.png
The rectangular orange area squeezed in by the orange arrows show that the map is kinda off-center to the right. Also, the red arrow shows that the area for mouse to run through is kinda narrow, and the shamans may block it by accident.

I suggest you put your map on MapPad, then select the group of elements on the left side, then move them further to the left by maybe 50~60 pixels or something.

There is also a pink oval in that screenshot. That is where I recommend the second shaman to spawn. If you don't know how it works, the two shamans on a P8 map will spawn on the first two holes placed on a map. So if you'll submit this for P8, you may want to put holes just under the grass where the shamans spawn on. If the map plays as a P8 map, the shamans will spawn in the ground but will phase out just above it when the round begins.

@2847459 by Physcolo
Your map is very entertaining to play, and very well-executed. I commend your work! The map itself is straightforward, yet a puzzle. Your conservative use of grounds really brings out the challenge, and the only way to make this more so is to make the ice ground larger, which I do not recommend. The positioning of the grounds allows the shaman to build both ways, as well as brings the focus of the map to the lone cheese on the left. I even like the background you used since the source of light is not behind a ground. Putting grounds in front of the "light source" would have ruined some of the aesthetic for me, so I'm glad you didn't do that!

The only thing I can really say about it is that you should bring down your cheese and hole by maybe about five pixels. Maybe if you also move the map a bit to the left? It's your call, but it's really good the way it is right now. I wonder if the other reviewers have other means to improve the map, I think you should consider listening to them.

@2816775 by Physcolo
Another interesting concept that's well-done! I personally think that with the right tweaks, this idea would be a nice addition to the shaman room rotation.

The changes I have in mind are simple:

http://i.imgur.com/kCI2P.png
The ground marked X can be deleted to let the ground marked O be moved to x="400". Effectively, this leaves a chasm of death between the two grounds on the end, and the middle ground where the ice blocks are. Finally, move the mice spawn to the area to the left of the vertical ice lever. This would force the shaman to save the mice from being squashed to death by the ice pillar before leading them to the cheese. Shaman has to take note to not blocking the hole by accident by blocking the path of the ice levers.

If you don't want it to be a shaman room map though, the only thing I can suggest is to make the two ice levers of the same dimensions. Right now, they both have 0 rotation but I think the one on the right should look as if it was like the one on the left at first, but just bent down. This is to avoid having the two levers looking awkward next to each other if they're both stood up.

@2860765 by Graecus
Nice mechanism. Even though the mechanisms used here are relatively simple, this is still beyond the technological capacity of most mapmakers.

Now that I've mentioned technological capacity, I also want to warn you about the dangers of using no-B technology.

http://i.imgur.com/RO3pf.png
If you don't know yet, sending the B anchor to limbo by hitting a red-anchored dynamic ground with invalid friction will activate the no-B glitch. The no-B glitch would cause all shaman objects and dynamic grounds attached to a red anchor to also warp to limbo. This includes dynamic grounds attached using other anchors to grounds attached to a red anchor. Try it on @209446. Try building stuff WITHOUT the B anchor, and after doing some builds, attach a B plank to any part of your structure, and the whole thing will warp to limbo.

I recommend that you use the no-B glitch only when you really want such effect to be activated.


http://i.imgur.com/Jeqek.png
The pink circle on the cheese shows that the shaman can trigger the mechanism early by building a bridge to the cheese, considering that you made the cloud all too visible. The orange circle on the upper left shows me the red dot indicating that the no-B glitch has been activated.

The arrow bit for me is unnecessary, especially if you made your button more visible. The light orange circle on the lower left shows that the map doesn't look so nice with visible anchors on what's supposed to be the ground.

Anyway, I once again took the liberty of making a new set of mechanisms for your map. I think it should run better now since there's less of a chance of the block falling on mice, or for the shaman to accidentally no-B the way to the hole. All you have to do now is to tidy it up.

XML
Elvis
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#109
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oooo My first review of a tribehouse map. c:

@2574774 - Dunald.

Omg slender, brings back memories. <3
Now here is what I have to say.

http://i.imgur.com/cxt1o.png?1
Firstly, the Green arrows Point at the wood grounds, now since slender isusually found in "forests" maybe you should make the wood grounds into grass grounds to create a more forest-ish look. APART FROM what the Red arrows are pointing at, these "edges". You should make these into stone grounds to match the bridge, and also remove the added friction, it will be a bit more challenging but nicer to look at.

Lastly, and this is what bugs me most. THE COLORS.
The Yellow arrows Point at the furniture, now you seem to have a bright red in the corner, then a blue in one place and a white in an other. That is a big big big no no. Make sure all your colors match, so it looks better, I suggest maybe black and white? To match slender? Or choose one color and base all the furniture on that color. It will be nicer to look at ^^

I think thats about it.

Zakros - @2878587

Been done before alot of times, however I like the difference in saturation and tones of the blocks.

http://i.imgur.com/6E0mA.png?1
I suggest you remove these outlines pointed out by the orange arrows, they make these blocks "stand out" from the others, and doesnt look very natural..

Also this map is very easy to break due to the lack of mechanism.

http://i.imgur.com/GXB4X.png
I dont think this is really fixable.. maybe adding mass to it or something, Im not the best with mechanisms. ; ;
It looks pretty though c:

Fxie - @2798026

This map is.. the first map I have nothing to say about, it doesn't really need any assisstance, its perfect the way it is, only thing that sort of bugged me is this.

http://i.imgur.com/DdSii.png
Make that ground a bit longer to hide that slither of white. Then it would be perfect. ^^
Dunald
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#110
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Elvismousee a dit :
oooo My first review of a tribehouse map. c:

@2574774 - Dunald.

Omg slender, brings back memories. &lt;3
Now here is what I have to say.

Firstly, the Green arrows Point at the wood grounds, now since slender isusually found in "forests" maybe you should make the wood grounds into grass grounds to create a more forest-ish look. APART FROM what the Red arrows are pointing at, these "edges". You should make these into stone grounds to match the bridge, and also remove the added friction, it will be a bit more challenging but nicer to look at.

Lastly, and this is what bugs me most. THE COLORS.
The Yellow arrows Point at the furniture, now you seem to have a bright red in the corner, then a blue in one place and a white in an other. That is a big big big no no. Make sure all your colors match, so it looks better, I suggest maybe black and white? To match slender? Or choose one color and base all the furniture on that color. It will be nicer to look at ^^

Fxie - @2798026

This map is.. the first map I have nothing to say about, it doesn't really need any assisstance, its perfect the way it is, only thing that sort of bugged me is this.

Make that ground a bit longer to hide that slither of white. Then it would be perfect. ^^

Oki
I just add random colours, so like
Yeah ..
Shame on me.
Hurrdurr.

Anyways.
I have a feeling Fxie postes here just to brag
#WhySoGoodMapMaker?
Bixnood
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#111
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@1887223 - P4
@2710440 - P3
pls respond
Zakros
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#112
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@2889985
Category: P9

@2889767
Category: P11 (Vampire)

Thanks in advance.
Admshumaker
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#113
  0
Sent in my application.
Dunald
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#114
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Zakros a dit :
@2889985
Category: P9

@2889767
Category: P11 (Vampire)

@2889606
Category: P6

Thanks in advance.

Seeteegee a dit :

Please submit only two maps per review. We will check them, but please understand that we are very intensive in our reviews and so are entitled to take our time. If you post more than two maps, we will review them anyway. But we will be sad! :(

http://i.imgur.com/unpyf.jpg
Domanik
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#115
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Can you submit maps that have already been protected? if so here's mine,@1987239
Dunald
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#116
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Domanik a dit :
Can you submit maps that have already been protected? if so here's mine,@1987239

Yes. You can submit any P maps C:
But expect less ''help'' on Higher p maps, as they usually have lesser flaws.
Necroseer
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#117
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Hm maybe I will apply..
This looks better than the Map Crew in any case.
Dunald
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#118
  0
Necroseer a dit :
Hm maybe I will apply..
This looks better than the Map Crew in any case.

Ooh.
You should C:
Join the dark side.
We have cookies
Nhokw
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#119
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Nice, i will apply.
Holomouse
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#120
  0
Necroseer a dit :
Hm maybe I will apply..
This looks better than the Map Crew in any case.

I totally agree.
I'm enjoying this little group about helping each other to make better maps.
Might apply sometime after september.
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