Plubio86

Untitled

Jan 3rd, 2017
71
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 9.23 KB | None | 0 0
  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]Spacemonkey - @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. • We are working on the soloable maps and we should get this finished soon.
  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 we will fix it soon too.
  14.  
  15. [quote=gekkeiju]@6381067
  16. - 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.[/quote]
  21.  
  22. @6322723
  23. - inappropriate expression of noB
  24. 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.
  25.  
  26. @6272347
  27. - Although the three fences are designed the same, only one of them disappears when the lava is hit.
  28.  
  29. @6129148
  30. - offscreen advantage.
  31. It's harder for normal screen players to predict the length of the ice.
  32.  
  33. @5650770
  34. - concept easily broken.
  35. it's very easy to escape from the shaman cage.
  36. - ice blow too strong. mice's effort not to blown off is required too much.
  37.  
  38. @5510978
  39. - 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.
  40.  
  41. @5509042 - broken. lava doesnt work.
  42. @5366264
  43. - very poorly-made timer gimmick. new shamans are confused.
  44.  
  45. @5336603
  46. - poorly-made timer and poor concept. what is the timer for?
  47.  
  48. @5017126 - Very confusing expression of anticlouds. maybe this map was added by mistake.
  49.  
  50. @5185139
  51. - inappropriate expression of noB. it gives a wrong impression that all the ice grounds are no-anchor zone.
  52.  
  53. @4901211
  54. - fake grounds. the lower ice square has friction. it's even more confusing because the top ice square has no friction.
  55. - 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
  56.  
  57. @4895420
  58. very poorly-made timer mechanism. very confusing and hard to understand what to do.
  59.  
  60. @4895416
  61. - hidden grounds.
  62. the key grounds are hidden as shown in the picture http://i.imgur.com/aWQj1tE.png
  63. 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.
  64.  
  65. @4895318
  66. - useless trampoline encouraging mice to try bootcamp.
  67.  
  68. @731853
  69. - hidden ground
  70. The key ground, the most important ground used in the solutions, is hidden in the bottom offscreen. out of the question.
  71. - inappropriate appearance of noB/no-moter
  72. a stone ground is at (0,0) with no purpose.
  73.  
  74. @2331792
  75. - confusing appearance
  76. 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.
  77. - inappropriate expression of noB
  78. a black circle is put at (0,0) with no purpose.
  79.  
  80. @265010
  81. - hidden/fake ground (anticloud).
  82. This is one of the worst maps I've ever seen. I'm surprized at three facts about the map.
  83. 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.
  84. 2. this map was accepted by the Spiritual staff
  85. 3. none of the Spiritual regular players have reported this map.
  86. 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]
  87.  
  88. They are just the tip of the iceberg tho.
  89.  
  90.  
  91. additional report on 30/12/2016
  92. [quote=]@280839
  93. 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.
  94.  
  95. @6898506
  96. incompatible design. There's an anchor on a no-anchor cloud. There's a B nail on a noB map.
  97.  
  98. @6898803
  99. - roof too thin. shaman can use offscreen to stabilize builds. http://i.imgur.com/0Ztg5mZ.png
  100. - the same color black is used for different collision types: the normal collision type and anticloud.
  101. - 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.
  102.  
  103. @6879508
  104. - inappropriate coloring. some yellow grounds are dynamic while some others are static.
  105.  
  106. - 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.
  107. -- 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.
  108. -- 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
  109.  
  110. @3348886
  111. - very confusing design and mechanism.
  112. Although the 3 dynamic woods are seemingly separated, the lower two are actually connected.
  113. 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.
  114.  
  115.  
  116. @3420904
  117. - hidden grounds / inappropriate design of anchorable area.
  118. 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.
  119.  
  120. @2310061
  121. - fake grounds
  122. 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).
  123. it's a fatal defect because shaman may build expecting mice can WJ on the top left ground.
  124.  
  125. @779801
  126. encourages offscreen gameplay.
  127. there exists a simple, regular, practical and stable swing solution using offscreen. http://imgur.com/a/MRoKJ
  128.  
  129. @208640
  130. - cheese part is soloable for pro mice. http://i.imgur.com/a7t1JNW.png
  131.  
  132. @2799635
  133. - fake grounds
  134. the stone grounds around the dynamic ice have 30 friction and the dynamic ice has 0.5 friction.
  135. what is worse, the other stone grounds and ice ground in the map have normal friction of them. nothing but scam.
  136.  
  137. @3901175
  138. - fake grounds / incompatible expression
  139. http://i.imgur.com/r0O7yJW.png
  140. the right part has 10 friction although it's ice. what is worse, the left part has no friction.
  141.  
  142. @3522274
  143. - inappropriate appearance of noB.
  144. 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.
  145.  
  146. @391241 - the same as above.
  147.  
  148. @503546
  149. - fake grounds. the wood grounds have no friction.
  150. - geometrically unaligned. grounds' coordinates are off.
  151.  
  152. @1701589
  153. - hidden grounds. a circle is hidden behind the octagon annoying the shaman.
  154. - 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.
  155.  
  156.  
  157. @476209
  158. - offscreen shortcut. http://i.imgur.com/NaB73p1.png
  159.  
  160. @515899
  161. - encourages offscreen gameplay. http://i.imgur.com/XrFGvOJ.png
  162. no need to protrude the top corner of the cloud from the screen.
Add Comment
Please, Sign In to add comment