Rotação Oficial - P4 - Shamanالدوران الرسمي - P4 - الشامان 公式カテゴリー - P4 - シャーマン Official Rotation - P4 - ShamanRotazione Ufficiale - P4 - SciamanoRotation Officielle - P4 - ChamaneOficjalna Rotacja - P4 - SzamanPálya Körforgás - P4 - SámánRotația Oficială - P4 - ȘamanRotación Oficial - P4 - ChamánResmi Rotasyon - P4 - ŞamanOfficiële Rotatie - P4 - Sjamaan |
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@7523526 @7900047 |
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@7936067 - Re-edited and Fixed @7935908 @7928931 @7930312 |
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@7915817 @7938392 |
Mmmmmmmmmmmmmmm « Citoyen » 1690512840000
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@7933993 @7875642 @7935197 @7937770 |
Wiannix « Citoyen » 1690762380000
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@7706368 @7755340 |
Mapcrew « Consul » 1690829460000
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Left as is: @4862232 - Nando#5729 - The acid ground is excessively large, forcing shamans to be dangerously close to the acid when using the portals. This results in numerous unnecessary deaths and an unpleasant experience for the shamans. Moreover, the idea lacks uniqueness as we already have a similar map with portals, the only difference is that it's without the acid ground. The acid element itself isn't engaging either, making this map an uninteresting choice for rotation. @7900047 - Weien#6059 - In this map, the water execution is quite poor since it's impossible to distinguish it as a different water due to the color change alone. Mice, and even the shaman, tend to jump in the water and die, leading to considerable frustration. Moreover, the constant need for shamans to build through the water isn't engaging or suitable for a shaman concept, as the water can be glitchy. Furthermore, I'm not fond of how the grounds and spaces for shamans' objects were organized. @7936067 - Zeus#6550 - I believe there might have been a misinterpretation of my previous review. My intention was to request a change in the layout of the water ground to reduce confusion, which you successfully did. However, I did not see any modifications made to the water; it remains normal, with all parameters set to their defaults. This wasn't the specific alteration I had asked for. Additionally, it's crucial to ensure that shamans refrain from building offscreen to the cheese. I kindly ask you to make the necessary edits, focusing on adjusting the water as discussed, and preventing shamans from building offscreen. Once these changes are implemented, please send me a private message. I'll then play the updated map to assess whether it's worth further discussion. @7935908 - Zeus#6550 - For shaman maps, we prefer implementations of the acid ground that are not too challenging to work with. In your map, the acid is too easy to avoid with the use of planks, but they feel out of place, floating in the air like generic ice obstacles from another random map. Moreover, except for the one near the hole, the acid grounds only seem to fill space and don't provide any additional challenge or essential use. As a result, the map is not an interesting choice for rotation, it's too generic. @7928931 - Zeus#6550 - I like the idea but I feel like there are too many dynamic grounds, they seem a bit weird and makes the whole concept to not be executed in its best way, it can make things a bit messy. The gameplay needs to be reworked in orders to make the idea better executed. @7930312 - Zeus#6550 - There isn't anything particularly interesting here; it's merely a mix of different collisions. The bottom cloud seems out of place and not a good choice; it might be better to remove it. Overall, the map lacks enjoyment in gameplay. It's a simple and generic shaman map that doesn't add anything new to our rotation; we already have enough concepts like this. @7915817 - Vinny#0806 - This map features an overly basic layout that no longer needs inclusion in rotation. We already have enough maps with this kind of gameplay. The solutions are consistently repetitive, basic, and lack interest. @7938392 - Vinny#0806 - This version is better over the previous map, but it still feels generic and lacks the requirements needed for rotation nowadays. The cloud ground merely fills space without adding much interest to the gameplay. It becomes uninteresting when shamans only have to build a simple path to the cheese and then drop instantly to the hole. The solutions tend to be repetitive, and originality is lacking in this concept. @7933993 - Mmmmmmmmmmmmmmm#4582 - I appreciate the balance between ease and challenge created by the multiple shaman "S" objects, as they provide both supporting and movement challenge. However, the execution of this concept isn't very well implemented. The excessive number of objects makes the idea less interesting and frustrating for the shaman. Mice often try to walk around the entire map, leading to chaos and unnecessary deaths for the shaman. @7875642 - Mmmmmmmmmmmmmmm#4582 - The use of the acid is uninteresting, and the map's solutions primarily involve building bridges from one side to another, which isn't engaging for the shamans to play on and not suitable for rotation. The map lacks intriguing obstacles and elements to make it more distinctive and enjoyable. @7935197 - Mmmmmmmmmmmmmmm#4582 - The cobwebs appear to be merely filling the map's space without offering anything particularly interesting or adding a unique touch to the map's idea. The clouds and the "S" object make things too easy for the shaman, leaving little room for creative and varied solutions. As a result, the bottom right area is barely utilized. Overall, the map's gameplay is lacking, with uninteresting use of the ground properties, making it rather dull to build on. @7937770 - Mmmmmmmmmmmmmmm#4582 - The collisions are a bit confusing. Shamans typically aim to remove all the ice blocks, but doing so leaves absolutely no support for their solutions, turning the map into a nightmare. This makes it unsuitable for rotation. @7755340 - Wiannix#7716 - The implementation of the water concept isn't the worst, but it lacks some interesting aspects. I appreciate the plenty of room the shaman has to build on, and the freedom to avoid always using the water. However, a few aspects should be considered: Currently, most building occurs at the bottom of the map. Perhaps we should explore utilizing the top part more often. Additionally, getting into the hole is quite challenging, regardless of how skillful the shamans are at building. This issue should also be addressed and improved. P1'ed: None Will be discussed: @7523526 - Weien#6059 - Water and dodue are fine enough, but I'm still not sure about this map, I will see what others think. @7706368 - Wiannix#7716 - This concept is quite interesting and different; it's simple as it should be and plays well in public rooms. I'll gather others' opinions to see what they think. If we feel like shamans need more time to see everything, we might consider enlarging the "camera" slightly, but overall, it seems fine for now. Ignored: None Dernière modification le 1690841940000 |
Xaxadoooooo « Citoyen » 1690975500000
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@7798580 @7813239 @7813242 @7847954 Dernière modification le 1692537720000 |
Astonix « Citoyen » 1691000280000
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@7938703 |
Antoni0 1691432640000
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[Modéré par Ork, raison : Removed] Dernière modification le 1692301320000 |
Unknown « Censeur » 1691614740000
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@5065256 @5316482 @5377579 Dernière modification le 1692144840000 |
Antoni0 « Citoyen » 1691661300000
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@7939399 |
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@7664150 |
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@7394309 @6623886 @6607419 |
Mapcrew « Consul » 1692736380000
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Left as is: @7798580 - Xaxadoooooo#0000 - I'm a bit uncertain about your intentions behind the acid circles. Shamans barely make any use of their inside boxes for building; typically, they only utilize the surface area for support. These circles somewhat restrict the available space for creative solutions, which isn't a particularly interesting aspect. It ends up being a generic map with grounds that forces where and how shamans must to build. @7813239 - Xaxadoooooo#0000 - This map's performance within public rooms is notably lackluster. The use of wind introduces an additional unnecessary layer of challenge for a single shaman, which proves particularly problematic. Solutions appear to follow a repetitive pattern, often involving building through the most left water, which can be painful for some shamans if they do not use planks in the right angle. Also, the tightly made route at the bottom is unlikely to see shaman usage as it's too difficult to build through there. It's evident that the concept you introduced to this map hasn't yielded the desired outcome. @7813242 - Xaxadoooooo#0000 - The use of water ground along with the new feature appears to offer a less frustrating experience here compared to the map I previously played. However, this layout forces shamans to always place a plank over the acid, the only way to ensure a secure pathway for the shaman to get the cheese. Consequently, all solutions tend to involve this particular approach. In cases where a shaman fails to execute this —especially given that the concept hasn't been well recognized in public rooms—the map becomes frustating to build upon, it leads to many deaths and proves unsuitable for rotation. @7847954 - Xaxadoooooo#0000 - The concept itself is quite intriguing and I really appreciate it. However, the current implementation is too challenging for a single shaman to handle the dynamic shifting acid blocks. Many shamans struggle to handle them effectively, often resulting in unintended deaths. @7938703 - Astonix#0000 - Mice are able to obtain the cheese without needing shaman's help. To make it clear, what I'm trying to express is that it's not desirable when mice can freely walk around the entire map while the shaman's options are limited to just a single box or plank to complete the map. I'd recommend taking a closer look at the shaman rotation maps to better understand the layouts we usually prioritize in this category. @5065256 - Unknown#3300 - The map plays somewhat well in the context of dual shamans (not with a single shaman), but there's a need for some adjustments: the lower area where mice spawn appears somewhat cramped. I assume you might have intended this to encourage shamans to potentially construct along the upper route, but it ultimately proves to be an annoying aspect. Moreover, in all the public tests I did, shamans didn't notably utilize the upper route for building, and a few were unable to discern that the water was attachable. In light of this, I propose making it more evident that the water is indeed attachable. This could perhaps involve putting a plank in that area. Please send me a private message about this map once the necessary edits have been made. @5316482 - Unknown#3300 - The symmetry used grants this map an appealing layout, yet regrettably, this gameplay style lacks interest and isn't a good choice for rotation. This happens because solutions tend to follow a predictable pattern (we already have an excess of maps where solutions are consistently repetitive due to space limitations that forces shamans to do the same approach each time). Moreover, I discourage the use of acid within such cramped spaces alongside water, as it can result in unnecessary deaths and messes with shamans building. The necessity to build through this water proves to be a source of frustration. @5377579 - Unknown#3300 - The concept is fun, but in practice, shamans tend to only keep spamming boxes until the entire map is saturated with them. This repetitive approach becomes tedious, and subsequently, trampolines appear to ensure that every mouse can complete the map without requiring shaman assistance. As a result, the original purpose of this map within the shaman category becomes lost. @7939399 - Antoni0#8587 - It's not a shaman map! @7664150 - Weien#6059 - Firstly, it's important to note that the use of these cloud grounds appears to be an unnecessary occupation of the map's space, failing to introduce any additional challenge or intrigue. The map's layout initially resembles that of a dual shaman map, but it seems you've intentionally made it significantly easier through the implementation of sticky grounds. However, such a design choice isn't particularly aligned with our current objectives for the shaman rotation. I'd also like to mention that implementing a sticky ground in the bottom left corner lacks an interesting appeal. On the whole, this map doesn't offer an engaging proposition for the shaman rotation; its overall concept comes across as rather generic and has been excessively utilized in numerous other shaman maps. @7394309 - Venti#1158 - This map essentially has a one-plank solution, a kind of approach that isn't allowed in the P4 rotation. I'd like to request that you check/play the existing shaman maps currently in rotation. By doing so, you'll likely notice that this map lacks the typical layout we seek within this particular category. @6623886 - Venti#1158 - Adding this map to the rotation would not offer anything particularly interesting because we already have enough maps with such basic layout and gameplay. What we are looking for are maps that offer unique obstacles and challenges that allow shamans to come up with creative solutions, which may not necessarily be multiple, but in someway different from what has been extremely overused in the P4 category. Your map consists only in building a simple horizontal and vertical bridge. @6607419 - Venti#1158 - Adding this map to the rotation would not offer anything particularly interesting because we already have enough maps with such basic layout and gameplay. What we are looking for are maps that offer unique obstacles and challenges that allow shamans to come up with creative solutions, which may not necessarily be multiple, but in someway different from what has been extremely overused in the P4 category. Your map consists only in building a simple horizontal bridge. P1'ed: None Will be discussed: None Ignored: None Dernière modification le 1692743220000 |
Nadanando « Citoyen » 1692752880000
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@5768971 @5603787 |
Xaxadoooooo « Citoyen » 1692828600000
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@7841482 @7940572 @4840847 Dernière modification le 1694369700000 |
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@7941061 @7936067 @7940898 Dernière modification le 1693546020000 |
Nadanando « Citoyen » 1693446180000
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@5768971 @4855528 Dernière modification le 1693447080000 |