Plubio86

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Jan 18th, 2017
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  1. Before what I will say here, I want to say thanks to Gekkeiju for the reports, they make us be more centered on what to change of #Spiritual, but unfortunately I will disagree with some of the reasons mentioned for the reports. Also have in mind that this is mostly only my opinion and if you would want to, we could discuss this stuff further with all the team.
  2.  
  3. [quote=gekkeiju]reporting maps[/quote]
  4. [quote=gekkeiju]@248286
  5. [spoiler]- hole is soloable but it's not apparent especially for newbie mice. maps must not assign such a dangerous and unnecessary task to mice.[/spoiler][/quote]
  6. Editing map into @7016803.
  7.  
  8. [quote=gekkeiju]@2459719
  9. [spoiler]- hole is soloable for pro mice while it's not apparent and actually hard for normal mice.
  10. with pro mice, this map is ridiculously easier as shown in http://i.imgur.com/3vFiM6e.png
  11. - inappropriate expression of noB.
  12. a black circle is put under the red anchor at (0,0) but it's generally used to indicate that any black area on the map is no-anchor zone: shaman objects nailed to the area go to (0,0). needless to say the black grounds on this map are not no-anchor zone.[/spoiler][/quote]
  13. You have to take the risk of cannoning yourself in that image, but I understand what you are trying to say. However easier solutions don't make a map less harder that in it, only if they are more than one. For the soloable part nobody ever does it, we don't think that it is an important thing.
  14.  
  15. [quote=gekkeiju]@6381067
  16. [spoiler]- poorly-made timer mechanism.
  17. In general there are two major requirements for a timer.
  18. 1. players can guess the time remaining before some event happen.
  19. 2. players can understand what event will happen.
  20. In this map, the low-quality timer does not sufficielntly satisfies the requirement 2.[/spoiler][/quote]
  21. Editing into @7016838.
  22.  
  23. [quote=gekkeiju]@6322723
  24. [spoiler]- inappropriate expression of noB
  25. a wood ground is put under the red anchor at (0,0) (http://i.imgur.com/ygWuSKx.png). this expression is supposed to be used to indicate that the all wood grounds on the map are no-anchor zones: shaman objects nailed there are brought to (0,0). obviously the wood square is unnecessary.[/spoiler][/quote]
  26. It's just decoration, it's not necessary but it doesn't hurt anyone.
  27.  
  28. [quote=gekkeiju]@6272347
  29. [spoiler]- Although the three fences are designed the same, only one of them disappears when the lava is hit.[/spoiler][/quote]
  30. The other ones don't need to disappear, it doesn't matter.
  31.  
  32. [quote=gekkeiju]@6129148
  33. [spoiler]- offscreen advantage.
  34. It's harder for normal screen players to predict the length of the ice.[/spoiler][/quote]
  35. The cloud ground is there only for one reason; to prevent the ice ground of falling. So you can imagine the height of the ground.
  36.  
  37. [quote=gekkeiju]@5650770
  38. [spoiler]- concept easily broken.
  39. it's very easy to escape from the shaman cage.
  40. - ice blow too strong. mice's effort not to blown off is required too much.[/spoiler][/quote]
  41. I discussed this map with the team, we agreed that the change it's not necessary or in that case the map would be very monosolution/boring. (You have the edit that fixes everything here: @6998608)
  42.  
  43. [quote=gekkeiju]@5510978
  44. [spoiler]- this map is easily broken. mice and shaman are brought to (0,0) only if shaman hit the bottom wood of the cage by down cannon.[/spoiler][/quote]
  45. The point of the map is to hit the lava so mice ca be free, in this case cannoning yourself would be a cheat, that's why it is done that way.
  46.  
  47. [quote=gekkeiju]@5509042
  48. [spoiler] - broken. lava doesnt work.[/spoiler][/quote]
  49. You need to anchor one thing to the lava. If we made the lava collisionable with objects then your build could ruin it.
  50.  
  51. [quote=gekkeiju]@5366264
  52. [spoiler]- very poorly-made timer gimmick. new shamans are confused.[/spoiler][/quote]
  53. The mechanisms were always like this, new players should get use to it too.
  54.  
  55. [quote=gekkeiju]@5336603
  56. [spoiler]- poorly-made timer and poor concept. what is the timer for?[/spoiler][/quote]
  57. Again not a problem, you only need to build fast before the every ground disappears.
  58.  
  59. [quote=gekkeiju]@5017126
  60. [spoiler] - Very confusing expression of anticlouds. maybe this map was added by mistake.[/spoiler][/quote]
  61. The balloon shows you that objects can pass, you only need to walljump a little to know taht you can't. It's not a problem for me.
  62.  
  63. [quote=gekkeiju]@5185139
  64. [spoiler]- inappropriate expression of noB. it gives a wrong impression that all the ice grounds are no-anchor zone.[/spoiler][/quote]
  65. It's just decorative, if that was the case the grounds should have a b anchor on them.
  66.  
  67. [quote=gekkeiju]@4901211
  68. [spoiler]- fake grounds. the lower ice square has friction. it's even more confusing because the top ice square has no friction.
  69. - this map encourages shamans to build things which require mice's effort and skill of WJ rather than shaman technique. http://i.imgur.com/11bbPwQ.png[/spoiler][/quote]
  70. The map is done for that, people who can't walljump would need a help from the shaman. If the spawn was ice then the map would just be horrible with afk death, it's ok in this way.
  71.  
  72. [quote=gekkeiju]@4895420
  73. [spoiler]very poorly-made timer mechanism. very confusing and hard to understand what to do.[/spoiler][/quote]
  74. Mice used to rush a lot, we added this becasue of that, you just need to wait, that's all.
  75.  
  76. [quote=gekkeiju]@4895416
  77. [spoiler]- hidden grounds.
  78. the key grounds are hidden as shown in the picture http://i.imgur.com/aWQj1tE.png
  79. they are information necessary for players to solve this map logically. with the structure hidden, players are forced to wander around unable to find how the ice works. gameplay on this map is highly based on luck and unnecessary trial and error.[/spoiler][/quote]
  80.  
  81.  
  82. @4895318
  83. - useless trampoline encouraging mice to try bootcamp.
  84.  
  85. @731853
  86. - hidden ground
  87. The key ground, the most important ground used in the solutions, is hidden in the bottom offscreen. out of the question.
  88. - inappropriate appearance of noB/no-moter
  89. a stone ground is at (0,0) with no purpose.
  90.  
  91. @2331792
  92. - confusing appearance
  93. everything is colored regardless of their collision types. what is more, the white grounds have friction to mice while the black ones doesn't, which is ridiculous considering white grounds are commonly used to substitute ice grounds.
  94. - inappropriate expression of noB
  95. a black circle is put at (0,0) with no purpose.
  96.  
  97. @265010
  98. - hidden/fake ground (anticloud).
  99. This is one of the worst maps I've ever seen. I'm surprized at three facts about the map.
  100. 1. The hidden ground is made of a color ground without a color code in its XML tag, which is an advanced map making technique to make an invisible ground. I'm overwhelmed by the author's strong will to decieve players.
  101. 2. this map was accepted by the Spiritual staff
  102. 3. none of the Spiritual regular players have reported this map.
  103. Some people may say "You can find an invisible anticloud there if only you test it". yes i could but why should I test it? Players need to test something on a map if they are not very sure how it works, like when they cannot determine a color ground's collision type. But in this case there's obviously nothing on the top center, because the map maker made his/her best effort to deceive players, so players are not blamed for not testing it.[/quote]
  104.  
  105. They are just the tip of the iceberg tho.
  106.  
  107.  
  108. additional report on 30/12/2016
  109. [quote=]@280839
  110. it's to hard to notice that the wood under mice spawn is dynamic especially for people with the normal size screen because they can't see the structure in left offscreen, which can be a hint. Even if they find it dynamic, they can't predict the length of it.
  111.  
  112. @6898506
  113. incompatible design. There's an anchor on a no-anchor cloud. There's a B nail on a noB map.
  114.  
  115. @6898803
  116. - roof too thin. shaman can use offscreen to stabilize builds. http://i.imgur.com/0Ztg5mZ.png
  117. - the same color black is used for different collision types: the normal collision type and anticloud.
  118. - anchoring a shaman object just on the blue nail causes a triple-layer glitch http://i.imgur.com/hAmaiV7.png , which can't be expected.
  119.  
  120. @6879508
  121. - inappropriate coloring. some yellow grounds are dynamic while some others are static.
  122.  
  123. - some information is hidden making it much harder to solve the map on the first try. The hardness comes of concealment of the information peculiar to the map and is irrelevant to shamman skill or experience.
  124. -- it's impossible to predict that there's an upper limit in the rise of the blue bars and the right bar stops rising overlapping the cheese.
  125. -- players, especially who don't have a large screen, don't expect the blue bars have the bottom end on sight. So theoretically http://imgur.com/a/hZIA1 is the solution players plan to make in the beginning. and they notice that the blue bars have bottom end at this point http://i.imgur.com/Y4OYGw2.png . If only they knew it at the beginning, they could choose this easier way http://imgur.com/a/S1WYm
  126.  
  127. @3348886
  128. - very confusing design and mechanism.
  129. Although the 3 dynamic woods are seemingly separated, the lower two are actually connected.
  130. The mechanism is very unnatural and it's impossible to predict that the lower two blocks fall right after the upper one slides off the ice.
  131.  
  132.  
  133. @3420904
  134. - hidden grounds / inappropriate design of anchorable area.
  135. we can anchor shaman objects on dynamic grounds, but not on nails. nails are not what we can attach objects to. the dynamic grounds behind the nails must not be hidden.
  136.  
  137. @2310061
  138. - fake grounds
  139. the roof and top left ground have no friction although they are stone. what is worse, other stone grounds have friction (actually all the other grounds including the anticlouds have friction).
  140. it's a fatal defect because shaman may build expecting mice can WJ on the top left ground.
  141.  
  142. @779801
  143. encourages offscreen gameplay.
  144. there exists a simple, regular, practical and stable swing solution using offscreen. http://imgur.com/a/MRoKJ
  145.  
  146. @208640
  147. - cheese part is soloable for pro mice. http://i.imgur.com/a7t1JNW.png
  148.  
  149. @2799635
  150. - fake grounds
  151. the stone grounds around the dynamic ice have 30 friction and the dynamic ice has 0.5 friction.
  152. what is worse, the other stone grounds and ice ground in the map have normal friction of them. nothing but scam.
  153.  
  154. @3901175
  155. - fake grounds / incompatible expression
  156. http://i.imgur.com/r0O7yJW.png
  157. the right part has 10 friction although it's ice. what is worse, the left part has no friction.
  158.  
  159. @3522274
  160. - inappropriate appearance of noB.
  161. the red nail at (0,0) is on a stone ground and a blue ground, which means the stone ground and black ground are dynamic grounds anchorable. but none of the other stone/black grounds in the map is dynamic.
  162.  
  163. @391241 - the same as above.
  164.  
  165. @503546
  166. - fake grounds. the wood grounds have no friction.
  167. - geometrically unaligned. grounds' coordinates are off.
  168.  
  169. @1701589
  170. - hidden grounds. a circle is hidden behind the octagon annoying the shaman.
  171. - inappropriate expression of noB. a black circle is behind the red nail at (0,0), which gives a wrong impression that black things on the map are anchorable.
  172.  
  173.  
  174. @476209
  175. - offscreen shortcut. http://i.imgur.com/NaB73p1.png
  176.  
  177. @515899
  178. - encourages offscreen gameplay. http://i.imgur.com/XrFGvOJ.png
  179. no need to protrude the top corner of the cloud from the screen.
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