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Rotação Oficial - P8 - Dois Shamansالدوران الرسمي - P8 - ذو الشامانان 公式カテゴリー - P8 - デュアルシャーマン Official Rotation - P8 - Dual ShamanRotazione Ufficiale - P8 - Doppio SciamanoRotation Officielle - P8 - Deux ChamanesOficjalna Rotacja - P8 - Podwójny SzamanPálya Körforgás - P8 - Sámán ÖsszefogásRotația Oficială - P8 - Doi șamaniResmi Rotasyon - P8 - Çift ŞamanRotación Oficial - P8 - Doble ChamánOfficiële Rotatie - P8 - Dubbele Sjamaan
Nadanando
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#1941
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@6250262 edited
Apollopolo
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@6800769
@6792763
Nadanando
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@6845492
Alanbida
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@6848715
Jr4t
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@6843670
Ujkos
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@6840658
Viniciusdara
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@6300150
Ronan
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Tdft
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Mousezxcvbn
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@6854403
Tdft
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@6852494
Poteerfotter
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@6855848

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#1953
[Modéré par Batt_mellamy, raison : Double post.]
Mquk
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@6701065 (same spawn)

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Fram
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Ujkos
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Chlerafs
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Chlerafs
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Drotik
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Mapcrew
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Left as is:
@6848115 - Andrelionte - Design is better, I suggest you keeping it on that way. On other part, the mice spawn and cheese’s position are too cramped and still bad executed. If shaman misses a single cannon and this one get stuck with the ice while trying to help mice or getting cheese, then the whole map is broken. I invite you to be creative and if you need to change the design of the mice/cheese “cage”, feel free to do it.
@6818563 - Andrelionte – I have these observations for the map: 1) Shaman spawns are terrible; they don't have any freedom to start building due to the big clouds. 2) Having the mice waiting all day for the shaman’s building is boring. 3) There is only one way to reach hole and the anticloud at the left is useful but unnecessary. You can keep exploring the use of clouds while you keep in mind these points.
@6848397 - Djjjelibon - Having the mice trapped with both ice grounds results boring. Try to make it more interactive for both shaman and mice. (Also fix the alienation of grounds)
@6250262 - Picapauui - On one hand, having a big ice as an obstacle is interesting at first sight, but the fact that you need to remove it and then start building like is any other shaman map is not exciting. On other hand, tests showed that experienced players could only use the demolition skill to get rid of the ice, since new players would get stuck the whole turn trying to remove it. I don’t think this big ice concept could work for normal rotation.
@6800769 - Apollopolo – This concept has potential for P8. Since it is Interesting and mice can interact a lot with the shaman’s build. The only problem is that tests showed the mechanism is really tricky because the ice works an anticloud; I think it’s funny because shamans tried to push the ice with a cannon but this one made it throw the ice and killed both. You can edit the map in a way it is easier to understand the mechanism or you could just simply turn the ice into a solid ground.
@6792763 - Apollopolo - The design of this map has potential for P8. It just needs to be a LOT easier since antigravity is something new for P8.
@6845492 - Picapauui - Design is fine but adding high antigravity and the glitched ground where the hole is, is so frustrating. Feels like you tried to make it challenging with them but in that case we would prefer something simple and enjoyable.
@6848715 - Tarciomaneri - Map is fine but we already have other P8 maps that offer the same build.
@6843670 - Jr4t - I enjoyed the simplicity but the cramped path to hole is unnecessary and frustrating.
@6840658 - Ujkos - This has potential for P8. I suggest these: 1) Organize the grounds so it could have a better gameplay. 2) Add weak wind so it can be more interesting. 3) Remove that useless cloud in the middle.
@6300150 - Viniciusdara - The use of b planks is interesting because new players could interact with them in a funny way. But I don't see they have relevant use and the lava in the top is completely useless. I suggest you to remove the lava and change the design in a way that the b planks could be relevant for the gameplay.
@6852522 - Tdft - First of all, the design needs a lot more of work. It doesn't fit for rotation since new players wouldn't get what’s going on with the amount of clouds, anticlouds and cobwebs. I suggest you to make it clearer and easier to understand. (Also take divine mode into consideration since it is really difficult if shaman is using it).
@6854403 - Mousezxcvbn - The paths to hole and cheese are too cramped and frustrating. Also try to not to use a lot f rings since they turn boring in excess.
@6852494 - Tdft - Already checked this for P4. Left as it is for the same reason: cobwebs are too frustrating for double shaman maps.
@6846150 - Poteerfotter - There is no variety on building and there are a lot of cramped spaces. You hardly enjoy it.
@6855848 - Poteerfotter – Same as your other map. This is full cramped spaces which are boring and frustrating.
@6701065 - Mquk - The grounds position seems fine but change the color grounds for normal grass or wood, since they don't fit for normal rotation.
@6334808 - Framnm - This map can only offer a lot of no-sense building. Also having mice waiting for both shamans to complete the map is boring.
@6296881 - Framnm - Seem as your other map, the build feels dull and lazy.
@6856946 - Ujkos - The left part of the map needs a lot of work, since shaman spawn there they don’t really have any freedom to start building since it will be the same ramp build. Try to give the map more variety of building.
@6658448 - Dprocik – I liked the mice spawn and cheese part. The only two problems with this map are: 1) there is only one way to solve hole, try to give more variety by moving it to another place. 2) Remove the ice at (x=514, y=235) because it results really annoying for the shaman.
@6835614 - Mabste - We already added a P8 map with this concept. I suggest you to start exploring new concepts so we can count with more variety of P8 maps.



P1'ed:
@3475796 - Ronanresende –


Will be discussed:
None


Ignored:
@6856958 - Leraionut111 - Blacklisted
@6856974 - Leraionut111 - Blacklisted

Dernière modification le 1473727620000
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