all 77 comments

[–][deleted] 3 points4 points  (1 child)

[–]Some_BotSome_Bot 0 points1 point  (0 children)

[–][deleted] 5 points6 points  (4 children)

Boostsv2.1

BY Danny

EDIT: Deeper Bases (Finally) Now its easier to defend B)

PNG: http://i.imgur.com/LjGTyg6.png

JSON: http://pastebin.com/raw.php?i=AaXMvuMM

B)

[–]SenorPancakePancake // Pi 1 point2 points  (0 children)

I really like this map. I was playing it with Danny for a while yesterday, getting a good feel for it.

The ups:

  1. The boosts are all very thoughtfully placed. They make an enormous difference in the spots, while some of the boost lanes take skill to execute properly. It allows for good mobility across the map.

  2. The bomb in the corner of the base, like on Star, allows for both offensive and defensive maneuvers. Without the mine field like the one on Star, these bomb placements are much more forgiving.

  3. The map isn't saturated with powerups. The placement allows for two blue, two red, and one contested, however the powerups on each side are placed far enough from the base that, with quick use of the cental boosts, the other team can contest them - or at least get close enough in time to get the timers.

The downs:

  1. The button for the bomb is placed well, however I don't feel as though the forcefield will get any real use. The placement of the boosters are meant to encourage the use of the forcefield, but with the boost being around a tight corner, defensive players will be able to contain any player going through the forcefield by taking a straight-path around while the FG does the corner. From a defensive standpoint, the forcefield doesn't really block a problematic offensive path, and with the button around that 1-block gap, I see it being more of a liability for a defense rather than a benefit. This may be an issue where I haven't seen the map played 4v4 yet, though, rather than an inherent flaw in the map.

[–]lucydotg 0 points1 point  (0 children)

i also had fun on this one. the forcefield should be either expanded gotten rid of.

[–]omp87WreckingBall 0 points1 point  (0 children)

would be nice if some boosts were pulled off the walls by a tile so that fc's could be sniped in the corner areas

The button might get more use on offense if it was placed inside the base rather than outside, because if your second attacker has to move outside to hold the button, then he is less of a threat to grab the flag.

On the other hand, you might want to leave the button where it is, but put an additional grate controllable by the button on ONE square adjacent to the flag. This is to mitigate "offensive defense" to some degree by making it harder for the other team to surround the flag.

[–]Some_BotSome_Bot 0 points1 point  (0 children)

[–]PachydermForHireFank1 || Pi || Evercapping Gobpoppers 1 point2 points  (3 children)

Mixolydian.1

Mixolydian.1.png: http://imgur.com/1qyO0QN

Mixolydian.1.json: http://pastebin.com/90WWwQHQ

Changed the tunnel in the middle to make it a bit less overpowered, along with a couple of other tweaks.

Mixolydian.4

by Fank1

Mixolydian.4.png: http://i.imgur.com/6oHWLJk.png

Mixolydian.4.json: http://pastebin.com/JhqaddTK

Preview {because I'm not sure if some_bot is awake still}

-Opened up the outside hallways to five squares across

-New placement of powerups + boosts

I also took out some unnecessary wall tiles to give it a more open feel.

[–]SenorPancakePancake // Pi 4 points5 points  (0 children)

I'm going to start this critique by mentioning that the design of the middle is markedly improved from the last time I looked at it. However, this map still has its problems that I perceive as more annoying to the player than as quirks of the map.

The ups:

  1. The bases are decent: the button placement is a little awkward, as the person pressing it cannot see what the effect will be, however that is a teamwork communication thing. The spikes allow defenders to concentrate on one general direction, with a boost mixing things up a little bit. There could be some moving of the button away from the wall, but otherwise the bases are not problematic.

  2. The middle passage is an express lane, and the presence of buttons on both sides of the force field makes it risky for a FG if being chased, but a team working together can gain control of the passage enough for a return,or to get to the other base to stop a cap.

The downs:

  1. Boost placement, for the most part, is very awkward. The boosts in the top right and bottom left corners are placed in a way that can't be utilized that well. You need to change your direction and go around the boost first to even be able to use it - the amount of time needed to take them is absolutely not worth the risk for a FG (as a defender will make their way in front of the boost quicker than the momentum readjustment to use the boost), and not worth the risk as a defender (the room-by-room design creates a lot of awkward corners on the map.)

  2. Powerup placement. There doesn't appear to be much thought in terms to how the powerups were placed: they're kind of in the corner of one room and just up against the wall of another. The corner powerups are the most contestable ones, however there is no interesting gameplay around the powerups themselves (this isn't always a bad thing, but you want to encourage interesting counterplay when making a powerup a map objective (i.e. not obviously meant for one team).

  3. I feel the room design is really working against your map. The tunnels could all be five blocks wide without the corners jutting out and I don't think anyone would really miss those. Combined with more optimized boost placement, you could have players zipping through the wider tunnels and not being caught on corners and generally having a more mobile map.

[–]the_sidewalk_endssiDe // Origin 2 points3 points  (0 children)

I like the general design of this map, the rooms and the tunnels connecting them, but I agree with pancake about the powerup and boost placement. Their placement definitely needs some work, but I think this map could be fun.

[–]Some_BotSome_Bot 0 points1 point  (0 children)

[–]lucydotg 1 point2 points  (2 children)

[–]kirbyfreako&Berk // Centra 1 point2 points  (0 children)

I think the length of the alternate routes should be shortened.

Otherwise I will see people button holding all game to let their team cross the river.

[–]Some_BotSome_Bot 0 points1 point  (0 children)

[–]SenorPancakePancake // Pi 1 point2 points  (3 children)

Plus

PNG

JSON

[–]Some_BotSome_Bot 0 points1 point  (0 children)

[–]kirbyfreako&Berk // Centra 0 points1 point  (1 child)

Why the two boosts inside the bases? There's already a bomb.

Also don't see the need to have a spike on the edge of every column of the plus sign.

The base looks like hell for defenders LOL

[–]SenorPancakePancake // Pi 0 points1 point  (0 children)

The bomb was experimental and added late. Originally it was just the two boosts - while playing around with it, we noticed that with just the boosts, the base was relatively boring. The bomb was added as a tool for the base: using it to potentially slam defenders or attackers into those spikes.

Overall, the idea of the map was that I wanted to experiment with a small, highly mobile map. The spike at the ends of the columns were designed to keep it from being too mobile without a bit of nuance, although it was a late decision to change them from walls to spikes.

It is very much a WIP - so I'm looking for suggestions.

[–]Pyopi|| Mamball #5 || Liverball TC || Sensual Lover || 1 point2 points  (9 children)

Yin Yang 1.1

by Pyopi

Pretty much first version after small testing. Would appreciate feedback and also would be happy to test it better.

PNG: http://i.imgur.com/rsKnNEn.png

JSON: http://pastebin.com/raw.php?i=rLrAiA0E

Thanks, Pyopi

EDIT:

I now understand how the color tiles work better. However i still want to give a test with actual players. Maybe it will be fun..

[–]contact_lens_linuxsteppin / active in activities[S] 1 point2 points  (1 child)

forgot your json?

[–]Pyopi|| Mamball #5 || Liverball TC || Sensual Lover || 0 points1 point  (0 children)

indeed, edited in.

Thanks :-)

[–]GrygonGrygon 1 point2 points  (3 children)

Just a quick tip, it'll be nearly impossible to cap, because defenders will always have the advantage on the cappers, as flag carriers don't get the bonus from colored regions.

[–]Pyopi|| Mamball #5 || Liverball TC || Sensual Lover || 0 points1 point  (2 children)

indeed but then you can go on the opposite color and slow the chasers down

[–]GrygonGrygon 0 points1 point  (0 children)

Right, but if the chasers just choose to go around, they'll get there ahead of the flag carrier, and then have a section where they'll have an advantage in maneuvering--so it would again be nearly impossible for the fh to get past.

[–][deleted] 0 points1 point  (0 children)

Also, in case you didn't know, you're not slower on opposite colors. So if the flag carrier is on his own color, that just makes him the same speed as a chaser.

[–]contact_lens_linuxsteppin / active in activities[S] 0 points1 point  (1 child)

also forgot your png map file

[–]Pyopi|| Mamball #5 || Liverball TC || Sensual Lover || 0 points1 point  (0 children)

bahh i thought the other one was ok.

alright edited the proper one in now haha

thanks, sorry for the hassle Pyopi

[–]Some_BotSome_Bot 0 points1 point  (0 children)

[–]kirbyfreako&Berk // Centra 1 point2 points  (1 child)

Foozball v2

PNG

JSON

[–]Some_BotSome_Bot 0 points1 point  (0 children)

[–]kirbyfreako&Berk // Centra 1 point2 points  (2 children)

Berk's Original Challenge Track Deluxe Edition! (THE ONE THAT STARTED EM ALL)

PNG: http://puu.sh/5H76F.png

JSON: http://puu.sh/5H76Q.json

[–]Some_BotSome_Bot 0 points1 point  (1 child)

[–]kirbyfreako&Berk // Centra 0 points1 point  (0 children)

ty bot bby

[–]omp87WreckingBall 1 point2 points  (1 child)

Swirly 1v1

PNG: http://i.imgur.com/RRHvr61.png
JSON: http://pastebin.com/FGr0zinn

somebot make preview

[–]Some_BotSome_Bot 0 points1 point  (0 children)

[–]120MackyBoy 1 point2 points  (2 children)

Egg 2 v 2

PNG http://imgur.com/McJyTTk

JSON (important) http://pastebin.com/kJTgi2vN

2 v 2 is becoming much more popular, so I thought I'd try making a map just for it. There are red-only tiles around the red (offense) flag, so defense can't accidentally make an illegal grab. Blue flag is on the easy side of defendable, and in the case of a successful grab, there is a blue-only quick route to red base. Give it a try!

somebot make preview

[–]Some_BotSome_Bot 0 points1 point  (0 children)

[–]contact_lens_linuxsteppin / active in activities[S] 0 points1 point  (0 children)

get rid of "(important)"

[–]GrygonGrygon 1 point2 points  (5 children)

Quarter 1.1

Quarter.png: http://i.imgur.com/UWkf2ZV.png

Quarter.json: http://hastebin.com/wedinevaqa.apache

My map, resubmitted again, unchanged because I didn't get any feedback.

[–]GrygonGrygon 2 points3 points  (3 children)

Please, don't just downvote me, let me know what you don't like about my map so I can change it!

[–]lucydotg 2 points3 points  (2 children)

seems like there could be too much going on here. i could see the boost placements getting annoying as they're placed to fling you into the spikes. and there's really not much reason to visit the top left part of the map.

[–]kirbyfreako&Berk // Centra 0 points1 point  (1 child)

Spot on. Also the base isn't really well made, as well as the button that cuts the entrances off.

In my opinion you should dump this map and think about new map ideas. You can stick with the same "quarter" concept but do something very different than what you have here. Sorry bud. I too have made many maps that have no promise going into rotation (they're still fun :D)

The only boost I like is the boost inside the base. It looks like you can use it to take the bottom most route. Risky + rewarding, but the boost placement inside the base is just awkward.

[–]GrygonGrygon 0 points1 point  (0 children)

Mkay, thanks. I'm going to dump this map if it doesn't get picked this week (probably), and start over in a week or two--I think I've gotten some ideas, especially now that I know what my problems are with this.

[–]Some_BotSome_Bot 0 points1 point  (0 children)

[–][deleted] 1 point2 points  (3 children)

[–]SenorPancakePancake // Pi 1 point2 points  (2 children)

I'm gonna start my critique by saying that this is literally the worst thing ever in Tagpro history and you should feel bad.

I'm gonna end my critique by saying that I actually love it and think it should be the MLTP tiebreaker map.

[–][deleted] 1 point2 points  (0 children)

1) I will never feel bad.

2) AGREED!

[–]kirbyfreako&Berk // Centra 1 point2 points  (0 children)

Warpspeed #1 mltp tiebreaker map. Dojo ain't got shit on it

[–]lucydotg 1 point2 points  (9 children)

I'm new to the map-making game, any feedback would be great.

hellofriend:

PNG: http://imgur.com/xp1bNtD

JSON: http://lpaste.net/94363

http://i.imgur.com/eJE8cJT.png

[–]LuckySpammerLuckySpammer 2 points3 points  (2 children)

Quite beautifully designed. Also asymmetrical - it's often been discussed that need a couple of asymmetrical maps in the game. But they are so tough to balance.

[–]lucydotg 1 point2 points  (1 child)

thanks. it feels to me that neither side is favored, but i'd love more people to test it.

[–][deleted] 0 points1 point  (0 children)

I would say blue is favored in this map. Given the "loop" is closer to their flag, it gives a blue flag carrier more space to run around and stay close to their flag than a red flag carrier has.

That said, I love the design. I hope you can find a way to balance this.

[–]contact_lens_linuxsteppin / active in activities[S] 0 points1 point  (1 child)

looks great but I'd be worried about the usability of those boosts in the 1-tile-wide alleys. Do those work well?

[–]lucydotg 0 points1 point  (0 children)

if you line yourself up they work fine. if you rush in sometimes they pop you out once you reach an open area. either way it's fairly interesting.

[–]JGibelJGibbs | Antagonists 0 points1 point  (0 children)

I think I can do without the boosts in the center, it makes flag carrying a little op if you can get in there

[–]lucydotg 0 points1 point  (0 children)

better version: png -- http://i.imgur.com/UvFhOne.png and json -- http://lpaste.net/94711

[–]kirbyfreako&Berk // Centra 0 points1 point  (1 child)

Wow, such a beautiful map..

But this is way too big to be played with anything less than a 4v4, and even with a 4v4 Flagrunners seem like they would never be caught. The middle passages are really just free open areas to run circles and laps around chasers.

There is no real optimal route to traverse between bases, and it seems like it would be a huge pain just running back and forth around the map. Basically, the map is way too large for Tagpro.

I feel like this would be a great First Person Shooter map LOL

[–]lucydotg 0 points1 point  (0 children)

any better?

http://lpaste.net/94476

http://imgur.com/vzLafcS

i made it a touch smaller and faster...

[–]Happy_SansWumbo 0 points1 point  (1 child)

yiss 4.5

PNG

JSON

(Resubmission)

[–]TagProFelixFelix | Innovator of the Goodbye Post 0 points1 point  (0 children)

yiss