Rotação Oficial - P7 - Sem Shamanالدوران الرسمي - P7 - بدون شامان 公式カテゴリー - P7 - ノーシャーマン Official Rotation - P7 - No ShamanRotazione Ufficiale - P7 - No SciamanoRotation Officielle - P7 - Sans ChamaneOficjalna Rotacja - P7 - Bez SzamanaPálya Körforgás - P7 - Sámán NélküliRotația Oficială - P7 - Fără șamanResmi Rotasyon - P7 - ŞamansızRotación Oficial - P7 - Sin ChamánOfficiële Rotatie - P7 - Geen Sjamaan |
Pgmsule « Citoyen » 1601847960000
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Dextech « Citoyen » 1601930340000
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Pablosalves « Citoyen » 1602111240000
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Altibindokuz « Citoyen » 1602154020000
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Danielmago « Citoyen » 1602299940000
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Omgjrn « Citoyen » 1602417180000
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Drotik « Citoyen » 1602419100000
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Speedyeokrl « Citoyen » 1602654300000
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Thekingwys « Citoyen » 1602701640000
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Bootcamprx « Citoyen » 1603059060000
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Poteerfotter « Citoyen » 1603124220000
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Pablosalves « Citoyen » 1603233780000
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Mapcrew « Consul » 1604339220000
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Left as is: @7764840 - Xaxadoooooo#0000 - This map would be much too chaotic. In public, it would be a complete mess. @525440 - Viniciusdara#4015 - This map is too difficult for P7. @7777272 - Jasseh#0000 - Boring simplistic gameplay. @7738043 - Commandantso#0000 - This map is very automatic, leaving little room for players to improvise. It could also use more different paths. @7770038 - Apollopolo#0000 - The balls are very hard to use to grab the cheese so players will mostly walk left and right to complete the map. @7000498 - Quinckas#0579 - Too confusing for a regular room. @7779455 - B0wl#7075 - Adding dynamic elements to your map, the way it was done here, is usually a good way to liven up the gameplay experience. However, you should seek ways to explore the possibilities for such elements more creatively as it currently feels like you're always following a forced path and doing the same kind of obstacle throughout the whole round. The flow is also not the best and could be improved by having fewer interruptions. Other minor issues identified are that the obstacle in the middle portion of the map can be completely ignored and the wall beside the cheeses being invisible could make players reluctant to play that part of the map at full speed, afraid of being thrown right outside of the map. @7703559 - Sazd#0148 - As you move forward on the map, you almost always end up bumping into grounds shortly after being propelled by the cannons at a fast speed, negating any kind of momentum you'd get from them; this entails the feeling of an intermittent flow and causes the map to be a lot less interesting. Many parts/obstacles here, such as the set of cannons at the top-right and top-middle areas, are also very redundant and can be easily skipped without much change to the gameplay. Besides that, the map is too difficult for the the beginners, mainly at the end where you're forced to either a low-friction ground walljump or a very precise shortcut through the water and at the beginning because, even though the ground used for the walljumping part is chocolate, getting a proper grip on it can be tricky, since mice bounce too hard against the ground. @7779447 - The_Closer98#0433 - Most of the time spent on this map is just watching and waiting for the ball to roll around the map and finally fall beside mice spawn, after that the map is really short, being completable in just 5 seconds. In addition to that, mice standing where the circle is supposed to fall can prevent it from ever getting to the ground and make the map impossible to complete. I'd suggest trying to make mice more involved with the gameplay when making a map. Fine as P0. @7761484 - Suppon#1377 - The map is quite repetitive and climbing these trampoline grounds/ conerjumping to the cheese without hitting the top obstacle are such difficult maneuvers for a P7 map. Remember that inexperienced players should be able to complete your map. @7777259 - Hackdesamba#0000 - The soulmate was not a very good addition to this map; mice just have to awkwardly try to climb the rotating wood grounds together when trying to make it from one side to another, which was proved to be a far more complicated task than it looks with a large amount of uncoordinated movement from paired up mice resulting in several players dying and a really low number of completions. The dynamic grounds' motion also start to slowly get out of sync as time goes on, making the map even more difficult. The map has been P22'ed. @6171071 - Ifo#4275 - I love the idea behind the map! However, during tests the mechanism glitched and allowed mice to access the 3 cheese on the side that they were not supposed to. The map has been P22'ed so it can be edited. PM the Mapcrew#0020 account once you fix it and the map will be discussed. @7779887 - Solderify#0000 - There's nothing that holds much appeal in the gameplay here. Besides the presence of speed defilante tokens allowing for mice to get some small boosts, the pace of the map is overall still quite slow. Having to wait for the rotating grounds to be perfecly aligned in a way that you can climb them is also boring and makes things even worse. Moreover, mice standing at certain positions can slow down the rotating grounds or even block their movement altogether. @7786263 - Marllonsilva#0000 - The fast speed gameplay provided by the treadmills and speed defilante tokens on the right-hand side of the map is not meshing very well with the cooperation aspect of the map. Furthermore, the part with the spring tokens feels kind of random and during tests, as expected, no one wanted to volunteer to push the button back after grabbing the cheese, resulting in a very long and tedious waiting time. @7778080 - Refused#6163 - Although it is visually a cool effect and simple maps being welcome in the rotation as well, the gameplay here is just too basic, consisting only of bouncing onto the rotating circles. Most importantly, reaching the cheese/hole is just too hard on this map, even after the woods despawn, and especially considering the occasional synchronization teleports that are affecting the grounds for the non-sync players. I can't see this map getting more than a couple completions, and even then mice would have to retry several times. @7771071 - A_4K#3858 - I appreciate your efforts to edit it, the map seems a lot more enjoyable now that the strength of the gravity has been decresed. However, sadly, the problems with the teleportation upon hitting the lava ground (near the edges of the ice blocks) are still present and it's giving some players a really luck-based kind of advantage. I repeat, this is nice concept and I would put it up for discussion if the issue mentioned could be fixed. Feel free to send a PM to the Mapcrew#0020 account if you work out the edits. @7617504 - Sekakmad#0000 - It feels too much like a step-by-step, with most parts being fairly disconnected from one another and on their own not offering anything very original to the rotation. It's also worth mentioning that, getting back to the hole, the apparent shortcut with the 45º trampoline ground at the top is somewhat misleading, as there's barely any time difference between opting for the regular route or this one. Finally, rebouding on the booster-lava wall at the cheese section can sometimes get you killed. Fine as P1 @7790674 - Godmcb#6577 - It's definitely really nice design-wise and the routes were very creatively explored, in the sense that the available space on the map was well used to produce a non-linear layout. However, the main problem here is that almost all the cannons are being used the same automatic way throughout the whole map: arranged so as to shoot mice towards a 45º angled ground. Furthermore, there's always a bit of walljump required on the grass ground below that sign decoration, which is not ideal for P7. @4890453 - Lei#0020 - The concept used on this map is a bit hard to be made sense of and I don't think it was executed very well. The vast majority of players get stuck as the dynamic blocks starts to fall, having to wait until the 45s mark until they can finally play it. After the "ice blocks staircase" part, the map basically diverges into two different routes that are completable in roughly the same amout of time, yet by going for the cheese immediately below you risk getting trapped or not even being able to reach it before it's blocked by the falling ground. Mice also have the ability to get the top-right cheese before the grounds are despawned: jumping onto the uppermost square trampoline ground and then cornerjumping off the ice or even just bouncing high enough to reach it. The main problem is that both of these shortcuts, that some players went for during tests, make too much use of the offscreen area at the top. @2759808 - Garybro#0000 - Despite these kind of maps consisting mostly of teleport-lava grounds being already very well explored and there being already many of them in rotation, the way it was used here is really fun because of the fact that there's a large variety of ways to complete it and that it actually forces you to put some thought into it. Nevertheless, there are several teleportation problems, which can either kill or unfairly benefit the teleported players, being caused by misalignments between the lava and the other grounds. Additionally, there's a pretty easy shortcut jumping from the middle ice directly to the chocolate ground above it. It would be nice if you could fix these 2 mentioned issues. @7535157 - Pendragon#1024 - It's a very racing-like map and it's consequently too difficult for the P7 rotation with its excessive amount of walljumping/cornerjumping obstacles. Remember that, ideally, maps in the No Shaman category should cater to players of all skill levels. @7619003 - Ill_Lll#1007 - It's a very racing-like map and it's consequently too difficult for the P7 rotation with its excessive amount of walljumping/turnaround obstacles. Remember that, ideally, maps in the No Shaman category should cater to players of all skill levels. The layout of the map as a whole is also pretty basic and similar to several other maps. @7788931 - Haeda#1503 - Besides the apparent chaotic nature of the dynamic parts on this map, in reality, the gameplay always seems to evolve in pretty similar ways. In this regard, the chain of shaman boxes along with the giant ice cube moving in the middle area, blocking the hole most of the time, represent nothing but a very frustrating obstacle that delays mice without effectively bringing anything interesting into play. @7701988 - Phi#1265 - Even with the addition of the rotating wood grounds mechanism in the middle, the gameplay remains pretty plain as there's not much to it and all you have to do to is walk back and forth to complette the map. @7789113 - Portwave#8221 - At the moment, there are multiple factors contributing to make the map way too difficult and confusing to play on. Firstly, you have no indication of what each individual colored ground does until you finally touch it. Secondly, the strength of the treadmills/booster grounds are rather inconsistent, significantly varying from one to another, even though they are the same colors. This results in a behavior that is quite unexpected and inevitably leads to a lot of players being caught off-guard and dying when using such grounds. And finally, the overly high gravity value is completely unnecessary and just makes for an irksome and risky gameplay with all the defilante skull tokens strewn around the map. Everything should be made a lot easier and the paths should be way more clear for the map to be considered for P7. @7653852 - B8ff#0000 - The ice obstacle at the start is definitely too hard for newer players. It's also difficult to play this map in a way that it flows well, the gameplay is just too clumsy with most of the trampolines and the ice ground beside the cheese having too high of a restitution. Oftentimes you're sent way above the information bar to the offscreen area when using the trampoline + ice ramp combo, which is annoying. The defilante parameter should be done away with, since it doesn't add anything to the map and kill players that cross the left/right borders. @7790088 - Altibindokuz#2192 - The cornerjump at the beginning is a bit risky for the less skilled players. Other than that, everything on the right-hand side of the map, where most of the gameplay is situated, is just too bland and repetitive; low restitution trampolines are usually quite annoying. Fine as P0. @7709262 - Newen#6196 - There are a couple of shortcuts, but the gameplay is in general too linear and tiresome. The gameplay in the whole middle section of the map is just walking, which makes it very dull, and you're going through the same obstacles before and after getting the cheese. It's not a very interesting use of cobwebs. @5712228 - Danielmago#0000 - Although there are a few enjoyable elements on this map, the gameplay could've been a lot more polished. For the first part of the map, most of the time the teleportation is going to glitch if the lava is touched while still in contact or running against the left wall. The second trampoline obstacle was actually used in an interesting way, but people are most likely going to fail it without knowing the restitution beforehand - making it slightly slanted, so mice are flung more diagonally, could be a good solution. The last and second to last obstacles are pretty uninteresting, even when considering the shortcut, and could be revamped. @7770700 - Omgjrn#0000 - It's not a completely bad idea, but working solely with one kind of concept used in the same way throughout the whole map, makes it quite repetitive. The shortcut to the hole is only revolving around luck, since mice with cheese keep rebounding in such an uncontrollable speed. Additionally, there are a few bugs with the colored rectangle grounds causing mice to bounce high enough to get an advantage when others are teleporting through them. @4315091 - Drotik#8972 - The first half of the map offers a pretty typical, but still acceptable, kind of gameplay for racing-like maps, but the friction of the slanted wood is negatively affecting the flow in that section and an ice ground could be a way better choice there. That being said, after getting the cheese, the routes become too plain and unbalanced. I'd suggest editing everything after that part, perhaps adding some shortcuts, and resubmitting to racing, which this map seems a lot more suitable for. @7790714 - Wal#3922 - This maps just feels like a really long and monotonous maze with a lot of running and very basics obstacles on the way. There are, as well, several areas where walljump is required here; it's strongly recommended that you keep walljumping to a minimum on P7 maps. @7791741 - Speedyeokrl#0000 - This map offers a really simple and common layout with pretty basic and already well-explored gameplay elements. I'd advise you to refrain from making maps that are too symmetrical, since it's an inefficient use of its space and the gameplay end up being the same on both sides. Slanted ground/wood walljump should also be avoided as they represent a tough obstacle for newer players and are therefore unsuitable for the P7 category. On a side note, while it doesn't bring major issues on this map, it's definitely noticeable and odd that the diamond shaped wood grounds have ice properties. @7793196 - Bootcamprx#5705 - Bland and repetitive gameplay, you aren't doing much more than bouncing, running in the same direction and sometimes walljumping here. P1 is enough. @7404283 - Poteerfotter#0000 - The main problem with the map in its current state is that players would just assume that it's a default or a teleport lava ground, resulting in massive death. There should be something clueing them into the fact that the ground is supposed to instantly kill you; maybe a good solution could be replacing it with the new acid ground. I'd also suggest you to make the map less symmetrical and the routes more diverse in order to make it less repetitive. @7789889 - Pablosalves#0000 - The routes here are quite straightforward, not providing any interesting possibilities for mice. Further, the flow is not very good and the kind of obstacles chosen for the map, along with the ways they were used in the gameplay, have already become commonplace among other racing-like maps. P1'ed: @7774618 - Guisanper#0000 - Doesn't bring anything new to the rotation. @6948590 - Qzyiu#3250 - Most of the gameplay is bouncing. It can be fun as P1 however with the dodue element. @7262258 - Kiry#6848 - Your edits are appreciated, the map has definitely improved from the previous version with the cobwebs. The main route is actually pretty clever, but the forced walljumping parts are still here and having to redo a good portion of the map after getting the cheese makes it a bit repetitive. I also don't see the need for the arrows as the pathway is already clear enough once you figure out how to play the map. It's nice that the collision with objects was removed from the lava grounds, P1 should do. @7777227 - B_Ootcamp#8312 - Really common set of obstacle, wouldn't add anything really new to the rotation. Should be a fine map to race on sometimes. P1. @7784507 - Zetdey#3845 - It doesn't bring anything out of the ordinary to the rotation in terms of gameplay, but it's a cute map. P1. @7787865 - Zed#6594 - Nothing really bad with it, it's actually fun to play on, but once you build up enough momentum, which is considerably easy to accomplish on this map, it almost always end up playing in a rather linear way. P1. @4981632 - Pgmsule#0000 - Your edits are highly appreciated! The map, however, still doesn't seem to play all that interestingly and lacks more actually engaging obstacles. Some of the shortcuts here are also slightly unbalanced. At the beginning, the water and the circle sliding shortcut are pretty much the same difficulty level, yet the former is not as rewarding and the cornerjump after getting the cheese is too automatic due to its proximity to the ice wall. The variety of routes should be enough to warrant a P1. @6991241 - Dextech#0000 - There's nothing that really stands out on this map, it offers just an already commonly used combinations of obstacles with only one possible alternate route after grabbing the cheese. An okay layout for P1. Will be discussed: @6238598 - Kinhusxd#0095 Ignored: @7777252 - Hoshthepeep#9361 - Posted more than 1 map (#10009) @7778003 - Hoshthepeep#9361 - Posted more than 1 map (#10009) @7778128 - Hoshthepeep#9361 - Posted more than 1 map (#10009) @7783600 - Chmw#0000 - Blacklisted until Nov 22, 2020. @7791909 - Thekingwys#4005 - Blacklisted until Nov 14, 2020. @7496804 - Wed#0000 - Posted more than 1 map (#10013, #10053) @7780836 - Akiong#3458 - Posted more than 1 map (#10022, #10025) @7780855 - Akiong#3458 - Posted more than 1 map (#10022, #10025) @7697809 - Wed#0000 - Posted more than 1 map (#10013, #10053) Dernière modification le 1604339400000 |
Dextech « Citoyen » 1604339880000
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Viniciusdara 1604340420000
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