Parkour Map Submissions |
Acoolname « Citoyen » 1625764080000
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@7865595 @7863882 |
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How to set up checkpoints? Dernière modification le 1625908380000 |
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If the map is not made according to this code, it is necessary to redo it according to the code? Dernière modification le 1625910300000 |
Chocojell « Citoyen » 1626296760000
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Lisa a dit : Hello! What code are you referring to? Lisa a dit : Put yellow shaman nails wherever you want your checkpoints to be! |
Laura1507 « Citoyen » 1627602240000
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@7869239 - nuevo |
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@7870767 |
Ligthjj « Citoyen » 1628401740000
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@7870841 |
Thespider999 « Citoyen » 1628818080000
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@7871526 |
Eliyahu1 « Citoyen » 1629135600000
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@7871447 @7871562 @7871592 My maps |
Acoolname « Citoyen » 1629293340000
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@7871955 |
Thefourthone « Censeur » 1629381300000
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Monthly Review: May 2021 Post #613 - Post #649
If you would like to suggest a map for removal, join the Parkour Discord server and send a message in #remove-maps with the map you want to suggest for removal along with the map maker and the reason why you believe it should be removed. If you would like advice from Mappers, send a message in #map-advice. Approved (9) Anotherbob2#0000 - @7651329 Benevolente#3520 - @7749267 Bitstev#0000 - @7769456 Jasseh#0000 - @7706303 Nnaaaz#0000 - @7839339 Reses#2305 - @7828750 Stovedove#0000 - @7871961 Widabapo#0511 - @7741031 Zaurye#0000 - @7692090 Almost There (11) Anotherbob2#0000 - @7841831 - Checkpoint 5 is confusing. Extend the trampoline at Checkpoint 6 so that it’s closer to the spawn point. Additionally, increase the restitution to make it more consistent and less difficult for players with low IPS. Add viprin arrows here instead at Checkpoint 7 (https://prnt.sc/12ukm3j) and Checkpoint 8 (https://prnt.sc/12ukjls). Chocojell#0000 - @7851062 - Checkpoint 6 is confusing. Checkpoints 7 and 10 are inconsistent. Extend the placement of the chocolate at Checkpoint 8 higher as players can still climb over it (https://prnt.sc/1nzloiv). The placement of Checkpoint 8 results in AFK players to constantly die, resulting in lag. The bubble at Checkpoint 9 may explode if there are three or more players standing on it. Shaman objects may also despawn when loading the map. Refused#6163 - @7852737 - Checkpoint 1 results in players being jump-locked. The placement of Checkpoint 4 causes AFK players to constantly die, resulting in lag. Checkpoint 5 is both inconsistent and misleading as the rectangle indicator is difficult to see. Checkpoint 7 doesn’t require full momentum, which causes the ice on the top right to be useless, consider extending the acid (https://prnt.sc/1o00cvt). Add an arrow on the top of Checkpoint 8 pointing towards the left to guide players at Checkpoint 7 to 8 or completely block the right side with ice. Checkpoint 9 can be done like this (https://prnt.sc/1o016it). Sazd#0418 - @7685891 - Checkpoint 1 is too precise. Checkpoint 6 is too easy. Add a roof at Checkpoint to prevent players from wall-jumping over the chocolate (https://prnt.sc/1o05261). Stovedove#0000 - @7837745 - Checkpoint 1 is too tedious for a first checkpoint and will likely result in a majority of players skipping the map. Checkpoints 3 and 4 are inconsistent as oftentimes players are not able to get enough height to reach the platforms. Remove the unnecessary viprin’s drawings (https://prnt.sc/1qbuv8f). The remaining arrow can also be replaced with a vertical cloud ground indicator. Vincentfarm#0000 - @7833053 - Checkpoint 2 is generic. Checkpoint 3 is inconsistent as the trampoline is too far from the water. Checkpoint 4 is confusing, move the placement of Checkpoint 4 towards the top. Checkpoint 5 is inconsistent- consider having more than two ice grounds. Decrease the friction of the chocolate at Checkpoint 7. Checkpoint 8 is too close to the bottom of the screen- move it higher. Widabapo#0511 - @7439887 - The lava at Checkpoints 4 and 5 are inconsistent as it causes players to be jump-locked or bounces players off. Add another checkpoint between Checkpoints 4 and 5 here (https://prnt.sc/131ojud). Checkpoint 6 can be done like this (https://prnt.sc/131os1x). Additionally, add a checkpoint between Checkpoint 7 and the chair (https://prnt.sc/131oenr). Consider replacing the turn-around at Checkpoint 7 with a more unique obstacle. - @7398189 - Add a space for players to help others at Checkpoint 1. Checkpoint 3 is automatic. Checkpoint 4 is inconsistent- consider increasing the gap or replace the acid ceiling with chocolate. Youloser#4927 - @7841949 - Checkpoint 2 is inconsistent- increase restitution of the top trampoline (https://prnt.sc/131nfnt). Being able to bounce consistently on Checkpoint 3 is extremely difficult due to the large ice ground. Consider changing the obstacle to something like this (https://imgur.com/cD9JryO). Checkpoints 4 and 9 are boring. Checkpoint 6 is extremely difficult as players constantly hit the chocolate. Zaurye#0000 - @7680650 - Incorporate a faster way to return to the spawn without abusing the cheese glitch like this (https://imgur.com/U2A5Y2a). The acid at Checkpoint 3 causes the obstacle to be too precise- move the acid more toward the right. - @7694300 - Checkpoints 1 and 3 are too similar to the previous map you made. The treadmill at Checkpoint 2 is too strong, which causes the obstacle to be too precise. Checkpoint 4 is generic. Checkpoint 8 is confusing, consider decreasing the strength of the treadmill. Rejected (30) Anotherbob2#0000 - @7762257 - Checkpoint 4 is too precise/inconsistent due to the restitution of the trampoline. Decrease the difficulty of the level by allowing players to easily slide here without hitting the chocolate (https://prnt.sc/13awd6i). Checkpoints 2, 6, and 7 don’t involve any unique gameplay. The obstacles are generic and don’t offer any unique gameplay. Try to incorporate new ideas to make your map more fun and unique as well as make better use of the space provided in the map. Csonewforyou#0000 - @7852581 - Change the placement of Checkpoint 4 as it causes AFK players to die, which results in lag. Consider changing it to something like this (https://prnt.sc/13e8qai). Add another checkpoint here (https://prnt.sc/13e8zxb). The obstacles are too extended and repetitive, which results in lack of gameplay. Try to incorporate new ideas to make your map more fun and unique as well as add spaces to allow other players to help each other. Elmattjuan#0000 - @7714762 - Checkpoints 1, 2, 6, and 8 don’t offer any unique gameplay. Checkpoint 2 is also extremely precise and can be done by glitching with the lava (https://imgur.com/g3AKN7H). Checkpoint 6 is misleading. Checkpoint 7 can be improved by incorporating a corner-jump in the beginning of the obstacle, or by making the ice grounds smaller. - @7853782 - The acid at Checkpoint 3 is unnecessary, consider replacing it with ice. Checkpoints 4 and 5 are repetitive and precise. The obstacles are generic and don’t offer any unique gameplay. Try to incorporate new ideas to make your map more fun and unique as well as make better use of the space provided in the map. - @7854219 - Checkpoint 1 doesn’t involve any gameplay. Checkpoint 2 is inconsistent and the sticky ground is misleading- replace the ground with either ice or acid. Checkpoint 3 is inconsistent- modify the obstacle so that it’s more consistent as well as add an arrow to direct players because there is a blind lava jump. Checkpoint 5 is inconsistent/luck-based. Checkpoint 7 is confusing and can be done like this (https://prnt.sc/1id1qq0). Idalia#8735 - @7855806 - The obstacles are generic and don’t offer any unique gameplay. Try to incorporate new ideas to make your map more fun and unique as well as make better use of the space provided in the map. Jasseh#0000 - @7705471 - Checkpoints 1, 5, 7, and 10 don’t involve any unique gameplay. Checkpoint 3 is extremely precise and impossible to help on- increase the space between both trampolines as well as create a path for players to be helped. Checkpoints 4, 5, 8, and 9 all revolve around timing jumps in order to get around a ledge, which is repetitive and boring. Johnny#1049 - @7828575 - The map is poorly constructed. The obstacles are generic and don’t offer any unique gameplay. Try to incorporate new ideas to make your map more fun and unique as well as make better use of the space provided in the map. - @7852293 - The obstacles are generic and don’t offer any unique gameplay. Try to incorporate new ideas to make your map more fun and unique as well as make better use of the space provided in the map. Lanadelray#4862 - @7829368 - The obstacles are generic and don’t offer any unique gameplay, mainly revolving around wall-jumping and corner-jumping. Try to incorporate new ideas to make your map more fun and unique as well as make better use of the space provided in the map. Mum#7849 - @7827660 - The obstacles are generic, repetitive, and don’t offer any unique gameplay. Try to incorporate new ideas to make your map more fun and unique as well as make better use of the space provided in the map. - @7827649 - The obstacles are generic and don’t offer any unique gameplay. Try to incorporate new ideas to make your map more fun and unique as well as make better use of the space provided in the map. - @7826501 - There are multiple alternative methods to completing the checkpoints. Overall, the obstacles are generic and don’t offer any unique gameplay. Try to incorporate new ideas to make your map more fun and unique as well as make better use of the space provided in the map. Mursello#0000 - @7855152 - Checkpoint 1 is confusing and precise- provide more space between the grounds. It is also impossible to help other players. Checkpoints 2, 3, and 5 are generic. Replace the ice at the bottom with a trampoline ground, but keep the ice properties at Checkpoint 3 so that players know to bounce there, rather than go towards the right. Checkpoint 6 is too precise/inconsistent. Try to incorporate new ideas to make your map more fun and unique as well as make better use of the space provided in the map. Portwave#0000 - @7820102 - Checkpoint 1 can be done by hugging the ice and grabbing the checkpoint before hitting the acid. This can be fixed by placing the checkpoint further towards the left on the ice. Checkpoint 4 can be done like this (https://imgur.com/6SefrP6). Checkpoint 5 can be done like this (https://imgur.com/o6eAb62). Checkpoint 6 can be done by using the corner to reach the chocolate (https://prnt.sc/1nzs9lr). The checkpoint on the chocolate is unnecessary, as the obstacles between Checkpoints 6 and 7 are easy. Checkpoints 8 and 9 are repetitive. Remove the checkpoint on the chair. Overall, the map doesn’t provide any unique or interesting gameplay. Radio#4409 - @7844719 - Checkpoints 2, 3, and 5 are inconsistent and don’t offer any interesting gameplay. The remaining checkpoints are tedious and/or generic, mainly revolving around wall-jumping or bouncing on trampolines. The map is poorly constructed. - @7851053 - The trampoline under Checkpoint 4 is extremely difficult to see. Checkpoint 6 is too precise as the ice has restitution which causes players to die on the lava. Checkpoint 7 can be done like this (https://imgur.com/a/NU5D31G). Overall, the map is extremely confusing, inconsistent, and doesn’t flow well. - @7851564 - Checkpoint 3 is too precise/inconsistent. Avoid suddenly changing a ground’s properties after they have already been established, i.e., the 0.2 friction of the pink ice. Do not use the same color for both treadmills and grass grounds. Overall, the map is extremely confusing, inconsistent, and doesn’t flow well as the structure of the map results in many shortcuts or alternative routes. Reses#2305 - @7744985 - Checkpoints 2, 3, 4, and 5 are generic and repetitive. Checkpoint 6 is too precise. Checkpoint 8 can be done by corner-jumping a ground blocked by the umbrella. Checkpoint 9 is inconsistent. Don’t change the color of the chair from the standard blue. Overall, the map is extremely laggy as a result of the pink grass and excessive decorations. Consider using the standard wood ground instead. Sazd#0418 - @7755889 - Checkpoints 1-3 are repetitive. The arrow for the treadmill at Checkpoint 5 is misleading, it should be pointing towards the direction it propels the mice. Checkpoint 9 is too precise- move the second lava slightly closer. Checkpoint 10 is too precise and should include an indicator to direct players to blindly fall into the water. The cheese at Checkpoint 10 can also be avoided by jumping early- change it so that the cheese is above the sticky ground. Sir_vuthos#3769 - @7857057 - Checkpoint 2 is too precise- increase the space between the two ices and shorten the larger ice towards the left. Checkpoint 4 is repetitive. The placement of Checkpoint 6 causes AFK players to constantly die, resulting in lag. Checkpoint 7 is too precise. Add a new checkpoint between Checkpoints 7 and 8 over the water here (https://prnt.sc/13e9lar). Avoid putting grounds as foregrounds arbitrarily as it obstructs players’ vision. Overall, the obstacles are generic, confusing, and don’t offer any unique gameplay. Try to incorporate new ideas to make your map more fun and unique as well as make better use of the space provided in the map. Turtwean#0000 - @7855851 - The obstacles are generic and don’t offer any unique gameplay. Try to incorporate new ideas to make your map more fun and unique as well as make better use of the space provided in the map. Vinyl#4240 - @7827581 - The obstacles are generic and don’t offer any unique gameplay. Try to incorporate new ideas to make your map more fun and unique as well as make better use of the space provided in the map. - @7828882 - The obstacles are generic and don’t offer any unique gameplay. Try to incorporate new ideas to make your map more fun and unique as well as make better use of the space provided in the map. Xzowtx#0000 - @7824299 - Checkpoints 1-4 are generic. Checkpoint 2 is difficult for players with low IPS. Additionally, the wall on the right has friction so players can simply wall-jump to Checkpoint 3 (https://prnt.sc/1o0vhp8). Checkpoint 5 doesn’t require any skill. Checkpoint 8 is inconsistent. The arrow indicator on the left is misleading (https://prnt.sc/1o0tyhy), remove it and make the web more visible. - @7851276 - Add an indicator at Checkpoint 3 to show that players are supposed to hit the lava twice. Make the walls at Checkpoint 3 and 11 visible. Checkpoints 4 and 10 are generic. The remaining half of Checkpoint 11 is simply a repeat of Checkpoint 1. The fake grounds here are misleading (https://prnt.sc/13a5ihg). The excessive amount of arrows causes the map to be extremely messy, distracting, and confusing which detracts from the actual gameplay. Yakuza#3343 - @7680132 - The obstacles are generic and don’t offer any unique gameplay. Try to incorporate new ideas to make your map more fun and unique as well as make better use of the space provided in the map. - @7676657 - The obstacles are generic and don’t offer any unique gameplay. Try to incorporate new ideas to make your map more fun and unique as well as make better use of the space provided in the map. - @7682431 - The obstacles are generic and don’t offer any unique gameplay. Try to incorporate new ideas to make your map more fun and unique as well as make better use of the space provided in the map. Removed (4) Elmattjuan#0000 - @7730945 - Checkpoint 6 is inconsistent and sometimes glitches. It is also difficult to help players without interfering with players who want to solo. Consider creating a space as shown here (https://prnt.sc/1qbw3mo). Gabiicapo#0000 - @7622823 - Checkpoint 1 is plagiarized from @6924913. Checkpoint 6 is plagiarized from @554154. Mosby#5017 - @7652980 - Plagiarized version of @7137120. Toxicstroke#7751 - @7669455 - Plagiarized version of @1949730. Dernière modification le 1629391860000 |
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@7761151 |
Widabapo « Citoyen » 1629392100000
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@7423398 Dernière modification le 1629401460000 |
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keeping fingers crossed that next review on 2050 |
Widabapo « Citoyen » 1629513060000
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@7683277 |
Sharpmuffinz 1629757080000
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[Modéré par Pamdecp] |
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@7818089 - Edited |
Vincentfarm « Citoyen » 1630065000000
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@7858566 - new |
Widabapo « Citoyen » 1630413480000
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@7495689 |