#Spiritual Map submissions (ex room shaman) |
Matheusferei « Citoyen » 1471091880000
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@6811616 |
Circling « Citoyen » 1471103040000
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@6202210 |
Plubio « Censeur » 1471139520000
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@6503534 @6827160 @6822772 fixed version of Zaix - @485717 Dernière modification le 1472420880000 |
Mariluiss « Citoyen » 1471684620000
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@6822220 |
Piionze « Citoyen » 1472039700000
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Attomake « Citoyen » 1472488080000
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@6765458 @6789948 @6832655 @6834507 Dernière modification le 1472489400000 |
Arnees « Citoyen » 1472670720000
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@6812768 @6837470 @6817258 @6848799 @6844730 Dernière modification le 1473040320000 |
Anthonyjones 1472794380000
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[Modéré par Batt_mellamy, raison : Requested] |
Dukeonkled « Citoyen » 1472795220000
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Hey shamans, before we announce the accepted maps for this month, we have a few things to announce. We have two more members of the Spiritual Team joining us with one of them returning - please welcome Reshman and Plubio! On a more unfortunate note though, former member Nebelwolfi has resigned from the team recently. We bid him farewell. We have also decided to increase the slots available for the spiritual team. We will now allow up to 8 members to be involved in the team at once! Now without further ado, here are the following maps being added to the module: High Difficulty Maps (6-10): Accepted: Attomake: @6754801 - Difficulty 8 - The concept is interesting since the shaman can use the right part to make creative dynamic solutions. This fun challenge is worth adding to rotation. Avver: @347225 - Difficulty 6 - This is a classic room shaman map that has been updated to serve as something great so players can learn about a spinning ground concept. Plubio: @6248664 - Difficulty 8 - A unique stabilization concept which provides a new challenge compared to all current maps in rotation. Dukeonkled: @6796602 - Difficulty 7 - This fun cage map allows the shaman to do any kind of dynamic/v swing solution. The main challenge is to anticipate and plan your build for cheese as well as deal with the cramped path to hole which can also be pretty enjoyable. Arnees: @6793859 - Difficulty 7 - The simplicity is appreciable and it seems like a good introduction to high difficulties. Even though the cage feels closed, the shaman is free to solve the map with simple dynamic solutions. Arnees: @6839089 - Difficulty 8 - The main challenge of this map is to move the dynamic ice and help mice get to cheese. Even though the concept can be tricky, the shaman can still use fun and innovative simple solutions that all add something new to rotation. Rejected: Thekeving: @6748853 - The design isn’t appropriate and the cage needs a lot more work since it feels very closed and the shaman can’t move properly inside it. Also there is no concept nor objective, it is just a bland antigravity map like any other. Plubio: @6708917 - The mechanism makes the cloud grounds move weird where one stops and the other doesn’t. The mechanism concept also makes you feel bad because you fail whenever it breaks - even if you do a complete build that should solve the map. Additionally, the concept may rely on the skills of mice too much. Uelintondd: @6758794 - It’s fine that the shaman is free to do different v swings, but the grounds seem randomly placed. That doesn’t make the map very enjoyable and the cramped path to hole is more frustrating than interesting since the shaman can hardly fix it if there is any mistake. Wextoof: @6765367 - There is another map in rotation (@3615011) that shows the same concept in a better way. Gekkeiju: @6775910 - This map is challenging and very interesting but the way it’s exactly designed can be confusing for players because of the red IF grounds. We encourage the mapmaker to resubmit this map once the design gets a positive overhaul. Attomake: @6780800 - Solutions are hard to make in this map, making it way more frustrating than interesting. Attomake: @6779350 - The concept is nothing we have seen before but in the end, it’s just a simple map trying to be difficult with forced challenges. This map could be better by zeroing in on a certain concept or by even enhancing the challenge itself in a way that doesn’t make it frustrating to build. Attomake: @6770449 - This concept could be fun as an introduction to caged antigrav maps, but it doesn’t feel like the gameplay is balanced since very few solutions would be easier than everything else you could possibly do. Anthonyjones: @6778127 - It is nice that this map introduces a concept where you need to make a build after your first one disappears, but the act of building on the map itself doesn’t feel very meaningful - it is too bland and it makes the progression on it feel too linear. Anthonyjones: @6778435 - It feels like the randomly placed grounds everywhere make some parts of the map too cramped to build on. This concept could work with a massive improvement to the design, but right now this is hardly enjoyable. Anthonyjones: @6793400 - This map feels too cramped to be enjoyable. It would also help if the design of the map supported no-b building more. Jhowzera: @270791 - This map is too symmetrical to allow for much variation in building. However, this will be discussed again next review. Tioyudis: @6794624 - This map’s concept is fine, but it doesn’t feel complete enough for spiritual. It could use improvements to make it more fun for players. Arnees: @6396974 - This concept seems interesting, but it's too cramped to be suitable for rotation. Low Difficulty Maps (1-5): Accepted: Thuzi: @6626840 - Difficulty 3 - This is a nice and simple concept that gets the shaman to think carefully instead of mindlessly building otherwise they risk making it harder for themselves. Hybinkunduz: @5993330 - Difficulty 3 - Great map for getting beginners to learn to anticipate how planks move on their hinges. Also the layout of the map is superb since it doesn’t favor a specific solution but enables the shaman to take various paths to efficiently complete the map. Hybinkunduz: @6400771 - Difficulty 2 - A very basic puzzle map which serves as a good introduction to dynamic grounds for new players. Rejected: Anthonyjones: @6773514 - The mechanism isn't as clear as it could be, and the map isn't really impressive anyway. Tioyudis: @6783995 - Some grounds in this map seem to have no purpose due to their placement in the design. It would also help if the map was less confusing judging by the use of rectangle grounds. Tioyudis: @6785706 - The anticloud grounds are useless and the design of the map makes the gameplay unbalanced since it’s much easier to not build down in the beginning. Fuzzyfirsdog: @6795956 - Mice can cornerjump to the hole which is against the rule of not allowing mice to solo parts of the map. Arnees: @6796504 - The concept of this map could work, but unfortunately the right design was not found to satisfy the map's addition to rotation. Arnees: @6798402 - Although both paths are balanced in terms of difficulty and speed, parts of the map could still use more work. For example, building for hole seems monosolution and the spacing used above the middle ground is not used Hybinkunduz: @6044443 - The whole top right part of the map goes unused as there is no reason for the shaman to build there since it takes longer and the use of cloud grounds do not balance it out enough. Hybinkunduz: @6058383 - Main challenge behind the map is building down towards cheese, which is something seen in many spiritual maps already. The difference in build solutions aren’t adequate enough for it to be considered for rotation. Hybinkunduz: @6699973 - Map has hardmode slots which aren’t necessary since shamans can spawn b planks, so they only serve to incentivize the shaman into building the same way every time. Also the cloud grounds aren’t positioned in a way where they are a reasonable challenge for the shaman. Dernière modification le 1472963820000 |
Sourisgogo « Citoyen » 1473007200000
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@6845686 Nice map for flying solutions |
Dukeonkled « Citoyen » 1473117240000
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Resubmitting @6790753 - Improved on Jhowzera's original map (@270791) By the way everyone, we have accepted yet another new member to the Spiritual Map Submission Team! Please welcome and congratulate Anthonyjones! Also, Checkpoint! September 2016: Kimsterjay: @6792868 - Portals used in this design makes for a meaningless concept. Matheusferei: @6811616 - Not only this tries to make a concept that has already been done much better in another map, but the design here is way too flawed to be fixed - so consider a different approach. Also, there are unclear grounds present on this map, so be careful which grounds you make an anticloud. Dernière modification le 1473241440000 |
Plubio « Censeur » 1473402060000
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@6853769 |
Mariluiss « Citoyen » 1473502740000
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@6855244 |
Alsalam_alaikum « Citoyen » 1473513480000
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@6795956 - Edited |
Reshman « Consul » 1474510080000
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@198784 by Epoki @199394 by Rikuthegr Dernière modification le 1474685940000 |
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@6049497 |
Anthonyjones « Censeur » 1474611120000
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@6870976 @6871949 @6881186 (Low diff only) Dernière modification le 1475367540000 |
Dukeonkled « Citoyen » 1475368320000
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Hey shamans, recently we have managed to fix a lot of spiritual maps, thus enabling us to replace the maps that were fixed long ago by Inthebin with the mapmakers' original codes. We've also removed a few maps which the team felt were unsuitable for the module after having taken another look at the whole rotation. Some map difficulties have also been changed, and you all can take a look at the changelog down below the accepted maps announcement. If anyone has any questions/concerns with the approach we're taking, please do let us know! Now without further ado, here are the next batch of new maps being added to rotation. High Difficulty Maps (6-10): Accepted: Anthonyjones: @3946540 - Difficulty 7 - Although the concept and challenge of the map isn’t terribly unique, the range of different solutions possible makes for an enjoyable map. Plubio: @6827160 - Difficulty 8 - Despite the large no-anchor zone, there is enough room for the shaman to solve the map in many different ways, especially with some innovative dynamic solutions. Attomake: @6765458 - Difficulty 8 - Design is great and the large open spaces allow the shaman to conjure all sorts of dynamic solutions to complete the map. Arnees: @6812768 - Difficulty 8 - The attachable blue ground concept is used really well, especially since it allows the shaman to take an unconventional approach by catching objects with arrow nails to form magnificent builds. Arnees: @6848799 - Difficulty 8 - A very unique concept which presents a challenge unlike any other map, the shaman has to anticipate how the attachable blue ground will behave as they attempt to form a build around it while it rotates. Arnees: @6844730 - Difficulty 8 - The map presents an interesting challenge, since not only does the shaman have to make a solution to get the mice up, he has to also figure out how to get the cloud out of the way to make room for his build. Rejected: Uhuge: @6700373 - The map is not properly balanced and it has some useless grounds on it. We recommend the mapmaker to make a larger update on the design and to improve the gameplay balancing in general. We look forward to a resubmission of this. Uhuge: @5562153 - An interesting and unique concept of having sliding apples however the mice spawn is positioned poorly since mice can easily be knocked off the ledge. The gameplay is still enjoyable but since there is only a single anticloud ground on the map, it’s not enough to accept this map with its lack of obstacles. However, we encourage the mapmaker to resubmit an improved version of this since this concept has potential. Uhuge: @6804450 - This map is frustrating to build on because the shaman cage is so closed - it doesn’t fit well with the no-b concept. The concept itself with the design isn’t bad, but just the shaman cage needs more work. Dukeonkled: @6810730 - The concept intended on this map is enjoyable, but it is too unclear for anyone who shams this and they will just end up using a build that has been used many times in spiritual already. We’re not sure how to improve this map, but it has potential to do well in a future review. Anthonyjones: @6379460 - This map’s concept is clear enough and it has potential to be an enjoyable thing to have in rotation, but it isn’t perfected. The design of the map doesn’t quite fit the concept, and a better use should be looked into for the dynamic grounds since some parts of the map go unused; but with an improvement to the design we’ll be happy to add this to the next review. Anthonyjones: @6210745 - The stability concept with the skull tokens makes this a fun map, but the design could be much better. For one, it is too linear and this could end up being repetitive. If you had multiple options in building and had more space in the middle of the map, I think this would make for a good concept. For now it needs work, but we welcome an improvement of this in next review. Anthonyjones: @6813022 - This map isn’t bad, but it’s not very exciting to sham on - it’s pretty much a caged build-a-thon. Also, there is no need for a timer that releases mice; just give them a normal spawn ground. Bigzzz: @6202210 - The concept of the map could work out fine, but the shaman cage is incompatible with it since it’s small and it looks weird with the rest of the map. The design could use some work, so right now this isn’t ready for rotation. Plubio: @6503534 - Having to fit your build through such a tight space makes for a frustrating experience than an enjoyable one even if the concept and design are interesting. There aren’t exactly many ways to solve this map anyway, so it can’t be accepted right now. Marilulss: @6822220 - The map lacks a proper concept and seems to simply have an assortment of different features to make it unique however it only results in it being a frustrating map to play. The design has potential to appear better, but right now it looks weird. Piionze: @6825437 - This map has already been edited completely to try and improve its previous design, but it has failed in that. Since the original map was in review first, we’ll be talking about that - its concept was pretty interesting to play on since you had different options in building, but the antigravity and configuration of the grounds also made it kinda frustrating to solve the map too. Piionze: @6779355 - Unfortunately the concept of having the shaman use the grounds in the corner to form a build is unlikely to happen and the map will just turn out to be a repetitive balloon-anvil ship map for most people. Piionze: @6680211 - It can be frustrating for the shaman since he has to form a dynamic solution or a v swing while making sure to form a passage through the narrow gap near the hole. The map isn’t bad but it’s not quite exciting enough to be added anyway. Piionze: @6418197 - Although it’s an enjoyable wind map, there is a huge lacking in the amount of solutions possible due to the layout of the map. If it were possible to make distinctly different builds but while keeping the same fun concept, then this would be great. Though, a sizeable improvement to the map is needed for that. Attomake: @6789948 - There is hardly any room for the shaman to spawn objects from just a single apple. Either the design of the map needs to be compensated for the small spawn range, or there should be more added options in how and where you can spawn. Attomake: @6832655 - Concept is too similar to @3761224 and the right side wall should be redesigned to allow the shaman to force the cloud across with planks. Attomake: @6834507 - Concept of the map is clear and fairly unique however the design of the map doesn’t encourage the shaman to solve it in many different ways. Arnees: @6837470 - There are many different solutions to the map which is nice however there are too many parts to the map that it becomes overbearing for shamans to try to solve within two minutes. Arnees: @6817258 - A good attempt at trying to utilize the entire map by forming separate parts the shaman must complete. However, it feels like there is less innovation potential in the right portion of the map when compared to the left. Sourisgogo: @6845686 - Hardly any room for the shaman to build since they’re almost offscreen, and this results in an unfair advantage to those that can see offscreen as they’ll be able to work with more space. The map doesn’t present anything beyond the common cage concept. Jhowzera: @6790753 - A large majority of the map is effectively completed by spawning angled b planks and spamming boxes instead of forming connected builds. This is not necessarily a bad map, but it’s not fun to sham on either. Low Difficulty Maps (1-5): Accepted: Dukeonkled: @6810849 - Difficulty 5 - Map requires the shaman to build quickly while avoiding the death tokens and is designed in such a way to make it tricky for the shaman to find a good spot to stand. It all comes together to make for a very rewarding map to complete. Zaix: @485717 - Difficulty 4 - A former room shaman map, it has been improved to give it a proper concept where the shaman must form a secure and rigid build above and clear of the booster grounds or risk running into problems when objects touch them. Piionze: @6734553 - Difficulty 3 - Simple map which serves as a good introduction to dynamic grounds in tight spaces for newer players. Rejected: Anthonyjones: @6832397 - The symmetrical design only results in the shaman having to repeat the build again and ends up being quite the build-a-thon. Removed Maps: Mapeditor: @182878 - This map is nearly identical in design to @182896. We decided it’s necessary to only keep one version, so we’re removing the one with walljumping involved. Typenick: @365011 - The concept of this is nearly identical to another map’s (@237106). While they both are technically different, the heart map has been around longer and it has a prettier design. Viniciusdara: @4497115 -After being in rotation for a while, it’s decided that this map is not necessary. The ice mechanism is pretty useless used in this design. Guies: @2209096 - It turns out that this is way too similar to another existing map in rotation (@1786437). Guies’ map has less building potential, so it’s the one being removed. Mattqo: @2537240 - Due to the excessive freedom with portals, it’s possible to do the map without building at all which is not something we want to see in spiritual. Roflzor: @1505849 - This map may be challenging if you choose to build, but you can still skip building by using just portals. Maps with portals that don’t use them in a concept are no longer allowed. Bigynooby: @257766 - It’s too frustrating to build on the falling ground, and the only way to really succeed at this map is by directing the descending ground with runes upwards. The only way you’re going to know about that is when someone mentions it - so it’s rarely a matter of discovering that method independently. This map has been removed from rotation since it is no longer suitable for it. Ssk: @359813 - With portals used in this kind of freedom, you don’t actually have to build at all. In a shaman minigame based around being smart and innovative, that is not allowed. Difficulty Changes: Diff 1 to 2 Tigrounette: 98 Diff 1 to 2 Tigrounette: 91 Diff 1 to 2 Tigrounette: 3 Diff 1 to 2 Tigrounette: 66 Diff 1 to 2 Cybertribe: @143497 Diff 1 to 2 Knt: @156966 Diff 1 to 2 Froi: @156966 Diff 1 to 3 Epoki: @426398 Diff 2 to 1 Genek: @126092 Diff 2 to 1 Rype: @173024 Diff 2 to 3 Mapeditor: @120806 Diff 2 to 1 Keresztanya: @237106 Diff 2 to 1 Seeteegee: @299158 Diff 2 to 1 Buginclaws: @1900072 Although the broken maps that were fixed and exported by Inthebin will no longer be in rotation, we still acknowledge the help that he has brought to #spiritual in keeping the module playable when times were at its hardest. We’d also like to note that it’s the 1 year anniversary of the #Spiritual Map Submission Team! We plan on reviewing your maps for many months to come, and we hope you enjoy the progress that the module has seen so far. Anyway, let us rejoice! Dernière modification le 1605100260000 |
Arnees « Citoyen » 1475445840000
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@6803312 @6884273 @6880980 Dernière modification le 1475617560000 |