![]() 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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Left as is: @7966635 - Relaxbir2#3456 - The map idea is interesting, however, it is way too hard for the rotation. The shamans are struggling a lot to solve and, sometimes, the time to do it is not enough. @7966634 - Relaxbir2#3456 - This map has a very simple layout, which leads to generic buildings such as ramps with just one or two planks to gather the cheese. In addition to this, the area where the players get the honey addition to their mouse is, pretty much, the same place where the shamans are going to build most of their constructions (that are ramps) and consequently, the players won't be able to slip, making this map very frustating to be played on. Moreover, the dodue thing wasn't a great addition to the map as it is very easy to get both of the cheeses, in other words, it'd be a "free" double cheese map without any challenge. Lastly, an offscreen gameplay can be done on the top part of the map. @7966633 - Relaxbir2#3456 - This map is very deadly and this is not a great thing for shaman maps because they are going to miss most of their saved mice. The idea is simple but, somehow, interesting. However, it's not possible to stop the dynamic acid ground properly, in an intuitive way, as it doesn't have a collision with the grounds, for example. As a result, the shamans don't have a variety of constructions, leading them to build the same path always and this will make the map repetitive. Also, the map is a back-and-forth map with one ramp up to the hole and cheese. @7965524 - Kali#4665 - This map took me back to 2011 or so, especially the easy levels on the /room *shaman (an old game replaced by the module #spiritual). Anyway, its design provides a very generic gameplay without any attractives for the current standards we're looking for to add to the Shaman rotation. The building on this map is already "set" due to the map design itself, the support gaps it has and the cloud ground that limits the shaman's possibility of building, making it repetitive and boring. @7966734 - Mrs_Jingles#3248 - I have made a comment previously on this review, two maps ago, that fits this map perfectly. That being said, I'm going to repeat a very similar thing here: the map design provides a very generic gameplay without any attractives for the current standards we're looking for to add to the Shaman rotation. The building on this map is already "set" due to the map design itself and the support gaps it has, making it repetitive and boring. Besides that, there's a lot of unused space - take a look at the entire bottom right side - on the map that you could've used to add interesting things in here, such as different paths to follow, obstacles, etc. @7966917 - Matheus#8294 - The gameplay value on this map is almost nonexistent: if the shaman doesn't use the divine mode, they'll do the very repetitive and boring job of spawning portals side by side on each cage, if they use the divine mode, they will do it only three or four times and solve the maps easily. Moreover, the acid ground is 100% avoidable and doesn't impact on the map gameplay at all. @7966934 - Matheus#8294 - This map doesn't fit the Shaman (P4) rotation. @7966953 - Matheus#8294 - This map doesn't fit the Shaman (P4) rotation. @7967117 - Sladkoru#5992 - It took me a few seconds to understand what this map is telling me to do because it is very confusing: it has "racing" elements and "shaman" elements that don't make sense when all together. Anyway, despite the confusion it brings, it has some flaws: first, the lack os paths to follow, becoming a repetitive map with time, second the cloud ground around the cheese on the very bottom part of the map leads to mass death as it's not possible to spawn a shaman object there, the players will have to collect the cheese by themselves without any help - and mass death is not a positve thing at all, thirdly, the very few buildings the shamans needs to do on this map are generic because they'll need to use two or three planks attached to each other to get in the hole, for example. @7929578 - Zeus#6550 - The map layout leads the shamans to build the same thing - or a very similar - always. As a result, they will "learn" the map once they build on it, or just by seeing someone building on it and reproducing it. Nothing attractive at all. @7968080 - Zeus#6550 - Unfortunately, this type of "mechanism" is very unstable and it doesn't work well in a full room. Also, overall, the map wouldn't add anything new for the rotation, but this mechanism. @1988931 - Hardshamaam#0000 - This map is already P1 - Personally, I wouldn't make it P1 at all. Do not submit maps that were previously checked. @1995141 - Hardshamaam#0000 - This map is already P1. Do not submit maps that were previously checked. @1995375 - Hardshamaam#0000 - This map is already P1 - Personally, I wouldn't make it P1 at all. Do not submit maps that were previously checked. @2018861 - Hardshamaam#0000 - This map is already P1 - Personally, I wouldn't make it P1 at all. Do not submit maps that were previously checked. @7965932 - Rioxmaps#3702 - This map is very generic, it made me feel like it was 2012! Anyway, as it is generic, it doesn't fit the map standards we're looking for the Shaman category nowadays. Besides that, the map forces the shamans to build in a very similar way always which is bad - they can't explore lots of different buildings in here. Also, the gameplay is, in general, poor. @7965934 - Rioxmaps#3702 - Nothing interesting on this map other than the cheese being in the middle of the ground in which you have to reach with the teleports. The building will be, after all, a bridge on the bottom part of it, nothing eye-catching. @7967497 - Rioxmaps#3702 - Another map with a very generic design in which all you have to do is build a bridge and a ramp up to the cheese and hole. Plus, the cobweb ground is so thin that it doesn't affect the gameplay at all, mice and objects pass through it easily, it is if it doesn't even exist. @7967498 - Rioxmaps#3702 - I am pretty sure I have seen this map of yours before, or a very similar one. But, there's nothing on this map that indicates to the shaman that it has the mgoc="" parameter and the lack of such important info that should be displayed somehow may either trap the mice and they won't be able to complete the map or not letting the shaman know what will happen, leading them to a mistake that is not possible to be corrected. On a side note, the players already spawn on the ground that adds the ice feature to them, but it'd be nice to indicate on which grounds the ice property will be added to them too. @876660 - Neverknight#0000 - This map is a nightmare for many reasons. First, it lacks proper support to build on it safely, second the gaps are very cramped and one shaman's mistake may ruin the entire map (the construction itself, or trap the players, etc), thirdly, the cheese is on the very bottom part of the map, in a very cramped space, so the shaman can't build a safe support there and a lot of players will die (mass death). @876661 - Neverknight#0000 - This map would add nothing new or interesting for the rotation because there's already a lot os maps very similar to this one already in rotation. @897445 - Neverknight#0000 - This map is a combo of both the two previous comments I made on your maps: there are maps similar to this one and it is very cramped to build on it properly. @1021154 - Neverknight#0000 - I noticed the codes of your maps are very old and I assume the maps are old too. Due to this fact, I'd recommend that you take a look at the maps we're adding to rotation nowadays so you'll have a parameter of what we're looking for. This map has a generic layout with only one path to follow, making it repetitive and boring. Plus, the entire left side is unused. Try to add interesting obstacles or different paths to follow so you'll increase the gameplay value for the current standards. P1'ed: @7966636 - Relaxbir2#3456 - Simple but fun, the shamans explored different ways to solve it. @7963045 - Zeus#6550 - This map is simple, nevertheless, enjoyable enough to become P1 due to the need to collect the two cheeses to get in the hole. @7967347 - Zeus#6550 - Despite this map bringing a lot of limits when we speak about construction diversity, it still works fine as the shamans, independent of the modes they use, have to put some effort to make the bridges and ramps stable. Nonetheless, it lacks different paths to follow and interesting obstacles. P1 will do. @7841148 - Newen#6196 - This map has nothing actually new, but it plays fine as you kept the simple and the effective working. P1 will do. Will be discussed: @7835587 - Newen#6196 - Works fine on the public tests and plays well. Let's see what the others think about it. Ignored: None Dernière modification le 1746901080000 |
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Left as is: @7968191 - Relaxbir2#3456 - The map is a bit confusing for the shamans and for the players to understand what needs to be done at first sight. When you finally figure it out, you understand that all is needs to be done is build ramp-ups to the galaxy grounds on both sides and in the middle cage. This is not much of a challenge for the shaman, as they just need to construct a simple structure. Besides that, the only obstacle here is the acid ground that can be easily avoided with a single plank covering it and protecting the players from touching it. Lastly, the purple galaxy ground is "inside" of the red galaxy ground on the left side and when the player gets their way to the purple, they spawn on the red and are teleported immediately, where they should not because of the ground's disposition. @7968252 - Relaxbir2#3456 - Again, the map is very confusing as neither the players and nor the shaman knows where they should start from. Also, there's a galaxy ground under the mouse spawn, which gives the players the idea to go to it to complete one of the map's steps when it is not possible to reach it without the shaman's help and they massively die because of the water pushing down setting. Plus, you will only understand the heart token when you finally get into this galaxy ground and see yourself in the hole. On the other hand, the same thing happens to the shaman's side and he might die if he had no skills, such as wings to save him from death. Moreover, it is not clear whether the acid ground is an actual acid ground because the way you changed its aspect might give the impression of being a grass ground as well. In addition to this, you didn't indicate that it doesn't collide with shaman's objects by spawning one of them in the beginning to show it - changing the aspect of it is not clearly indicated on this map. Lastly, the shamans don't have to put much effort into building on the map and the diversity of buildings here is little to no, because of the map layout. As a result, it will be very repetitive and boring over time. @7968462 - Nekko#3630 - The map has an original design, to be honest, and this is, unfortunately, the only positive aspect of it :(. At the same time, its layout is something different from what we're used to seeing in the rotation, it provides bad gameplay: all the shaman needs to do on it is spawn a fe planks to make ramps and the rest can be done by the players themselves by getting into the galaxy grounds. In other words, it doesn't actually challenge the shamans and they should be the center of attention in this category. Please, whenever you do a map for the Shaman category, keep that in mind and try to add different paths to follow, or obstacles and keep innovating on the visual aspect too. @7809585 - Tadzio#2404 - Despite different paths to follow, they are unbalanced as it is way too easy to complete the map through the bottom part of it by building a very long bridge from the mouse spawn to the cheese and then a ramp-up to the hole. When it is done, the entire left side is avoided and, consequently, the only obstacle on the map. On a side note, when I played this map, I had the feeling of seeing it already in rotation - not a great problem, but it looks very familiar to others, as much originality as you have, the better it is! @7777158 - Tadzio#2404 - This map is very generic, I can remember hundreds of maps that look exactly like that - even I have one of these too. Again, the issue with originality and unbalanced paths is still a thing in your maps. @7778606 - Tadzio#2404 - Exactly the same as above. However, in this map, the trampoline grounds allow the players to troll the shaman easily and this is very frustrating for a category in which they are the center of attention. @7781170 - Tadzio#2404 - Once again, a map with a very generic layout. The previous two maps you submitted and this one have this problem. Generic layouts have already been explored a lot in the game and they aren't attractive for the rotation. Plus, the unbalanced paths are present on this map again. Besides that, an offscreen gameplay can be done in it next to the hole, avoiding the path they should follow. @7968519 - Nekko#3630 - This map has lots of problems in common with the previous map of yours in this review. They look visually different, but the gameplay is way too poor. Endorsing for a second time: please, try to add different paths to follow, obstacles, etc, overall, improve the gameplay value somehow. @5677050 - Weien#6059 - The idea is interesting, but only 3 planks are needed to complete the map. Also, there are supports like the one in the top-right side that will probably not be used most of the time. Try to work better on this map layout and submit it again. Also, it is not mandatory in this case, but it would be nice to have something indicating that the gravity is higher than the default option. @7443200 - Gachoooo_7U7#8993 - This map brings us nothing outstanding for the rotation. There are many maps with a similar design and, consequently, a similar gameplay already in rotation. To be frank, I kind of play fine and would get protected at most, but the collision with objects is confusing because in the wood ground that has the grey rectacgle in the middle they don't collide with objects and in the grasses grounds in the top-left side they do when they have the sabe rectangle ground that are supposed to indicate the same things. Anyway, fix it and reach me via Discord or PM and will get P1. P1'ed: @7426666 - Mquk#0095 - Very nice use of the galaxy grounds. Nevertheless, the map has a poor gameplay for the shaman. Will be discussed: None Ignored: None Dernière modification le 1747966860000 |
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Left as is: @7798217 - Bautipro#5357 - The map is, overall, very simple and would add nothing new for the rotation. Once the shaman builds a bridge, the map is pretty much done. Besides that, the acid ground very near the mouse spawn is a bad thing because the players would die easily. @7968923 - Nekko#3630 - The gameplay is quite simple on this map, all the shaman needs to do is build a very long bridge on the bottom and on the top. Plus, it lacks some proper support, so the construction becomes unstable due to its size. Also, the cloud collisions are unclear, which is very bad for the shamans while building. Lastly, the shamans can reach the mice cage very fast and, still, must wait a lot for it to disappear, making the gameplay as boring as waiting gameplay. On a side note, the maps with images might lead to lag or not load properly in the game for all the players and this is bad. @7969113 - Nekko#3630 - The map has a generic layout and gameplay, despite using not-so-conventional grounds for it. Plus, the way you used the new galaxy ground is useless once it teleports from one side of the wall to the other: if this wall didn't exist, it would have the same effect. @7969114 - Nekko#3630 - Again, this map has a very generic layout that has been explored many times before. In addition to this, the cheese is way too close to the bottom part of the map, in a place that lacks proper supports: as a result, mass death. The circle ground as an obstacle is an interesting thing, tho. @7968942 - Tunaxxl#0000 - The map is, overall, too deadly: mostly because of the big acid ground and the gap at the bottom, leading to mass death. The map is also bad for the shamans to build on it, as they don't actually build on it, they just move obstacles. When you make a map for the Shaman category, you must focus on their building skills. @7969005 - Tunaxxl#0000 - Exactly the same as above, but worse due to the acid grounds. @7969008 - Tunaxxl#0000 - Same as before, except for the part of the acid grounds being deadly. @7968829 - Mrs_Jingles#3248 - This map is bad at many points. Firstly, it has a lot of acid grounds without any reason, but kills as many players as possible. This is very bad for the shaman rotation because the shamans are going to lose their saved mice and the players won't be able to gather their cheese. Second, it is hard to build on this map because it is way too cramped and you can't avoid them because they are spinning. Lastly, an offscreen gameplay must be done to get into the hole and this is not allowed. @7968795 - Rioxmaps#3702 - The map is, in general, way too simple. Even though the map has the galaxy ground as a new addition, it wasn't well used because most of the players don't know it and it is very close to the mice spawn and when they get into it, they are condemned to death due to the galaxy ground position. P1'ed: @7969176 - Rioxmaps#3702 - First of all, the gameplay is simple and poor and the shaman has no challenges on this map to build. But, the new ground works fine here because it is different from what we've seen so far. P1 seems fine. Will be discussed: None Ignored: None Dernière modification le 1748823120000 |
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