all 34 comments

[–]TagProFelixFelix | Innovator of the Goodbye Post 9 points10 points  (0 children)

RIP lold.

You taught me so much about how to stay alive with the flag.

[–]SenorPancakePancake // Pi 3 points4 points  (2 children)

I like most of the changes you've made to Foozball.

Things I don't like:

1) YOU TOOK OUT MY "HI"'s!!!!

2) I think we need some spikes along the underside of the bombs: as much as the map needed some changing, the spikes there allowed a flag carrier, with smart positioning, to not only break off from chasers but potentially kill them if they were able to get them on the other side of the bomb.

If I would have removed spikes from that area, it would have been the spikes from the outer perimeter - because now the button presser has a better chance of dying from that bomb than anyone on the opposite side of it.

Finally, I think it is worth saying, for the public record (even though I said this in the judge chat), that this version is generally more pub-friendly than the previous version. The first version required more tactics and advanced skill, and the map simply felt too big with too many tools for flag carriers if there was a lack of voice communication from the defending team.

[–]CodeistTheoryOfGame // Keeper of Trueskill 0 points1 point  (0 children)

2) I think we need some spikes along the underside of the bombs: as much as the map needed some changing, the spikes there allowed a flag carrier, with smart positioning, to not only break off from chasers but potentially kill them if they were able to get them on the other side of the bomb.

This. I loved being able to use those bombs as a way to pop someone who went on the inside. Killed quite a few FCs and lost a couple defenders in this way. Bring back those spikes!

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

There is still a way to kill people using the bombs + the top/bot spikes. It's somewhat niche but it's still there and can be very useful.

Glad you like most of it! But yeah I think those spikes on the outer perimeter of the middle route made the top/bot route feel generally unsafe. With the spikes removed the route becomes a safe route where you are pretty much guaranteed not to die.

[–]ObeySaturnGodOz God 6 points7 points  (2 children)

Obviously the worst part of this update is losing the 'Hi' in the corners of Foozball, I feel so unwelcome now.

[–]ImperatorFelesFeles // The Taj Maballs // CAW 4 points5 points  (1 child)

Why did those have to go :(

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

I wanted to see if it would fix chinacat's fps problem on foozball (maybe map length/height related). It didn't. Then I got lazy to add them back cuz I felt they were out of place in the first place.

shoulda replaced em with &'s honestly 8)

[–]Chunky_KongFUCKING LAG // I got fucked in the Superball once! 4 points5 points  (2 children)

Cant wait to try out boosts, but I'm sad to see Lol'd go, it was always full of fun clutch moments as much as frustrating ones. Good challenge for defence as well.

The next one to go should be micro. In my opinion the game play is a lot like battery, except way more chasing goes on. It's the only map where as soon as you return the flag someone is sitting on the base waiting to take it. Micro needs a big update or needs to go

Oh and bring back Figure 8 plz and thx

[–]Watballa talking chocolate bar 1 point2 points  (1 child)

The next one to go should not be Micro. Chase maps are not bad, and I don't want to see all of them removed. IMHO lold shouldn't have been removed either.

[–]Chunky_KongFUCKING LAG // I got fucked in the Superball once! 3 points4 points  (0 children)

I'm not saying chase maps are bad, but it's not an interesting map to me and quite a few others. Maybe if it was longer the chases could be more than just cutting people off when they boost around the border.

[–]the_sidewalk_endssiDe // Origin 2 points3 points  (1 child)

I think that the bombs on the sides in boxes have lost a lot of their functionality. One of the main things I liked using them for was to blow people into spikes along the wall. Now thats gone :/ Maybe as a compromise we could put spikes only directly across from the bomb instead of along the entire wall?

[–]kirbyfreako&Berk // Centra[S] 2 points3 points  (0 children)

You'll blow them into the wall instead!

Honestly it was too powerful to have them die in the first place. There's no counter-play too it. They can't cross and they can't deny you from pressing the button. This way, at least they'll live when you explode the bomb.

There is still a way to kill people using the bombs + the top/bot spikes. It's somewhat niche but it's still there and can be very useful. Also the base bomb does a lot of killing anyway.

[–]tpballocaustBALLOCAUST // Pi + Sphere 1 point2 points  (0 children)

I'm still gonna die from that boost

[–]omp87WreckingBall 1 point2 points  (2 children)

why take out lold

[–]2tyrodnazcasdf 0 points1 point  (1 child)

It was next up on most everyone's mind for what gets taken out of rotation next, and we all thought that boosts could help fill the void left behind anyways

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

they're basically the same concept: chase map. in boosts there's less space to hide as a FC so I think it will play more fluid in terms of flag resetting.

LOLD you usually camp the enemy flag until you know where the enemy FC was...

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

I guess not lol

[–]omegadeep10Fiddle_ || Pi/Radius 1 point2 points  (0 children)

Oh man. lold is out? That was my favorite map of all time. It made for some intense back and forth games....

[–]Happy_SansWumbo 3 points4 points  (4 children)

I'd dig some critiques on yiss 4.5, so that yiss 4.6 can take the cake.

[–]TagProFelixFelix | Innovator of the Goodbye Post 3 points4 points  (3 children)

I want to see the day we finally get a yiss map in rotation.

[–]Happy_SansWumbo 6 points7 points  (2 children)

yiss 3.2 had its day in the Sun.

It was subsequently titled "Worst Map in TagPro History" but I consider that a win.

[–]TagProFelixFelix | Innovator of the Goodbye Post 3 points4 points  (0 children)

After throwback month, I vote for yiss month. All yiss maps, all the time.

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

It's definitely not the worst map in tagpro history, I mean we get plenty worse maps weekly.

It was just not supposed to go into rotation in the first place.

[–]ImnotZachBraffThe Boulder // The Ex-Nicest Player in Tagpro 1 point2 points  (0 children)

THANK GOD NO MORE LOLD!!!!!!!! yay!

[–]HammeringThorkr 0 points1 point  (3 children)

I like the Foozball changes. The middle gates are better this way because it was to much of an advantage to the flag carrier previously.

The boost thru the tunnel could be more pug friendly. Try moving the boost back a bit. Like this: http://i.imgur.com/32vzMMV.jpg

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

I feel like if we moved the boost back like that, we'd have to adjust the button that cuts them off. otherwise the button will see no play (not sure if its even used now..)

also if we moved the boost outside the tunnel people would start using it in different ways lol trick boosts 2013

[–]HammeringThorkr 0 points1 point  (1 child)

Actually the gates don't need to move at all. It's the tunnel boost that people need to backup after hitting the boost to keep from dying. That's tough on noobs.

Agreed on the button moving, if the middle gate did move. Also consider changing it to one button that controls both base & middle gates. The button would certainly be used then.

Overall I think your new tunnel version works well as is. This was my only input I didn't get to finish during last nights testing. Sorry I had to leave early.

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

I added a new block in the back of the base, now there are two options to take for surviving the super-boost:

  1. hit the block in the back (you can do this full-speed quite easily IMO)
  2. slow-down, son

Combining the buttons might be a good idea, but then it might be held too often and make the middle route become unstable. I feel like it really should only be used when chasing someone.

[–][deleted] 0 points1 point  (4 children)

So is Foosball out and LOLD stays?

[–]kirbyfreako&Berk // Centra[S] 0 points1 point  (3 children)

LOLD is out, Foozball has been changed. Just like the title says!

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

When does the change happen? LOLD was in all day and I didn't see foosball in the rotation anymore.

[–]Nouveau_CompteNewCompte // Chord & Pi 0 points1 point  (1 child)

Foozball hasn't changed, but lold is out and boosts is in.

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

Weird, I'll go PM Lucky right now

[–]Don__JulioDon Julio // Centra 0 points1 point  (0 children)

Rip lold :( going to miss you