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 |
Dewdrop « Citoyen » 1693970580000
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@6999443 @6999446 @6999448 @7768407 Dernière modification le 1694317680000 |
Unknown « Censeur » 1694298240000
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@4190720 @4372024 (v2) @7890149 @7941832 Dernière modification le 1694574300000 |
Antoni0 « Citoyen » 1694332200000
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Jasseh « Censeur » 1694559180000
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Mapcrew « Consul » 1694814780000
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Left as is: @5768971 - Nando#5729 - The way acid grounds are used here seems quite limited; they primarily work as support for the shaman. This makes things easier but restricts the potential for creative solutions that a shaman could do. It's a bit unusual because acid grounds are typically expected to pose more of a challenging obstacle rather than simply support grounds. Having said that, the map doesn't offer much in terms of interesting solutions. @5603787 - Nando#5729 - I'm a bit confuded with the use of balls in this map. Typically, we suggest using them as a visual indicator to warn shamans and players that a ground isn't collidable with shaman objects, but that doesn't seem to be the case here. Additionally, I noticed that the bottom-left side of the map is somewhat underutilized. It's much easier for players to stick to the right side rather than risking a cramped and more challenging path on the left. @7841482 - Xaxadoooooo#0000 - It took me a while to realize that the treadmills can be moved even with the boxes that spawn nearby. However, despite its apparent simplicity, this map is surprisingly difficult to play. Many shamans find it confusing and frustrating to deal with mice on the treadmills. While the concept is intriguing, it requires better execution. The use of skull tokens isn't interesting, if you wanted to just make mice to not wall jump, would be better to use something else instead. This map should aim to be less confusing and more beginner-friendly. @7940572 - Xaxadoooooo#0000 - This map appears to have an excess of elements that contribute to make it confusing. The water feature may result in shaman deaths if they attempt to jump on it. Also, it's too challenging for a single shaman, as they must deal with water, acid, clouds, and more. The map also feels somewhat cramped to build on. Shaman maps are typically designed to be simpler to understand, especially when introducing newer concepts such as different water properties. There's nothing warning players about this. @4840847 - Xaxadoooooo#0000 - The bottom part of the map tends to be ignored by shamans during their buildings, as the primary focus for supporting grounds is concentrated at the top of the map, much like the position of the cheese and hole. Consequently, the map comes across as rather generic, boring and bad executed. This layout doesn't add much interest or excitement to play on. @7936067 - Zeus#6550 - The different properties of the water in this map isn't very cool. While I understand the intention was to prevent mice from floating on the water, when a shaman spawns a plank on (or under) it, they can move very easily across it. Consequently, the water ends up making everything simpler, transforming the map into a boring and straightforward concept that lacks the intrigue needed for engaging solutions. @7940898 - Zeus#6550 - The altered properties of the water, also making it collidable, lead me to believe that the map wouldn't significantly differ if it were replaced by a regular cloud ground. In essence, it appears that the idea isn't executed effectively. All shamans need to do is to build above the water grounds, ensuring that mice rarely touch them, which is just like cloud, don't you think? Also, the dodue feature isn't very good here. @4855528 - Nando#5729 - During public testing, it became evident that shamans tend to ignore the middle of the map, resulting in a rather straightforward experience. The acid grounds fail to introduce anything particularly engaging, challenging, or different compared to what we already have. The use of balloons also comes across as somewhat awkward. Overall, the map doesn't offer a particularly interesting gameplay experience. @845033 - Dewdrop#4590 - 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. @1431233 - Dewdrop#4590 - 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. @6107078 - Weien#6059 - While the idea behind the map is intriguing, its execution falls short. Restricting the objects that a shaman can use goes against the principles of shaman maps, where it's crucial for shamans to have the freedom to employ a wide range of objects. Such restrictions can feel overly forced as a way to implement a concept, so we tend to not accept it; it will depend of the concept. However, this approach doesn't make the gameplay more interesting; instead, it can be quite frustrating because the structures bounce too much and shamans wil barely try to use boxes inside it. Also, it needs to be clearer that those structures do not collide with mice. @6999446 - Ifo#4275 - This map layout is very likely a vanilla concept. Shamans can easily remove the plank above the trampolines using a cannon. Once mice reach the cheese, they can utilize the trampoline to easily reach the hole. Overall, it isn't interesting and it's too simple, we already have enough maps like this one in rotation. @6999448 - Ifo#4275 - This map also features a straightforward layout that lacks any distinct or intriguing elements. We already have an ample supply of simple maps like this one, and it doesn't introduce anything interesting or exceptional. The use of planks seems to only make it easier and it's not really necessary. @7768407 - Ifo#4275 - This map also adheres closely to a vanilla layout, much like your other submitted maps. It's similarly simple and generic, lacking any particularly engaging or unique elements that would warrant a high perm. With over 1000 maps already in the shaman category, this submission doesn't offer anything sufficiently interesting or fun. @4190720 - Unknown#3300 - While the concept appears intriguing in theory, it doesn't translate well in practice. With over 1000 maps in rotation, it's unlikely that players will play this map frequently enough to grasp the underlying concept. In fact, I had to look at the map's XML to fully understand it myself. The blocked cheese and hole are likely to confuse shamans, as they won't immediately comprehend why these elements are blocked. Furthermore, the gameplay after the despawns feels unengaging and overly straightforward and somewhat cramped. It will not work. @4372024 - Unknown#3300 - Same as above. The use of acid doesn't change it too much. @7890149 - Unknown#3300 - The gameplay on this map proves to be somewhat hard for a single shaman, as it demandstoo much building and shaman experience, even with the assistance of the dynamic ground. Many mice attempt to jump on the circle, resulting in a frustrating experience for both mice and shamans. Additionally, the disappearing nails after a few seconds pose an issue. Some shamans may be away from the keyboard and miss these crucial details, leading to confusion and difficulty in understanding the map. @7941832 - Unknown#3300 - This map imposes severe limitations on the shaman: it only allow boxes above trampolines. Unfortunately, this approach feels overly restrictive and stifles creative solutions. The map's layout doesn't align well with the typical expectations of the shaman category. In fact, it more closely resembles a P9 concept, and even within that context, its current execution may not prove particularly engaging for P9: it's repetitive and a too forced concept. @7911222 - Antoni0#8587 - Shaman being restricted to using conjuration in the vertical severely limits the exploration of this concept. We strongly discourage maps with limited shaman resources in the shaman category, as this category is intended for the creative use of all available shaman objects. @4045771 - Jasseh#0000 - On the left side of the map, there appears to be a hidden ground or element that obscures the visibility of portals when a shaman uses them in that area. Additionally, the right side of the map lacks excitement, as it primarily involves placing a portal. Overall, the map feels rather boring and lacks the compelling qualities that would make its inclusion in the rotation seem necessary. @7668666 - Weien#6059 - The map's visual design is confusing, and the use of clouds doesn't add any meaningful challenge; they merely serve as a necessary structure for shamans to build upon, lacking in any interest. The presence of dodue doesn't contribute positively to the gameplay either. In general, this map doesn't play well, and shamans often find themselves frustrated when dealing with the dynamic acid. @7941926 - Jota#0676 - Creating a map with only conjuration resembles more of a P9 or vanilla concept. This map lacks the opportunity for creative building and feels excessively contrived to enforce the use of conjuration. The gameplay is overly linear, mainly centered on avoiding obstacles, and as a result, it doesn't capture the essence of a typical shaman map. There are no planks, boxes. P4 is about handling with shaman objects. P1'ed: @7941061 - Zeus#6550 - It's relatively simple to walk on the circles when the shaman spawns any planks on the grounds inside it, which leaves me feeling that the concept hasn't been executed in it's best and there's nothing very interesting for a high perm here. P1 is enough. @6999443 - Ifo#4275 - I appreciate that this map is very shaman friendly and provides an enjoyable gameplay. However, it's notably easy to remove or manipulate the dynamic grounds. As a result, the gameplay becomes relatively straightforward and not very different to build on. P1 seems fine here. Will be discussed: None Ignored: None Dernière modification le 1694827260000 |
Xaxadoooooo « Citoyen » 1694871360000
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Wiannix « Citoyen » 1695427560000
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@7896668 @7896669 Dernière modification le 1695444660000 |
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Unknown « Censeur » 1695600660000
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@5441504 @5445893 @5449185 @5451635 Dernière modification le 1698457260000 |
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Finny0 « Citoyen » 1696138320000
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