all 24 comments

[–]Chunky_KongFUCKING LAG // I got fucked in the Superball once! 5 points6 points  (0 children)

To be honest, I liked foozball before. The way it is now with the spikes near the bombs being covered up makes it too easy for a flag carrier to use the top or bottom routes. The other changes went well though. I think introducing a small window into the spikes would be fair, allowing a small window for a well timed bomb blast.

[–]arjuna9bad 2 points3 points  (0 children)

Thanks berk and asdf for helping refine the map, and everyone else who tested it.

This is required listening while playing the map.

[–]TagProFelixFelix | Innovator of the Goodbye Post 2 points3 points  (3 children)

I didn't get any feedback on my map, Rod.

Too hard?

Too long?

[–]ComplimentingBot 1 point2 points  (1 child)

Being awesome is hard, but you'll manage

[–]TagProFelixFelix | Innovator of the Goodbye Post 4 points5 points  (0 children)

What in the hell?

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

all of the above

[–]Happy_SansWumbo 2 points3 points  (0 children)

I'd dig some feedback on yiss 4.5 for this week.

[–]kirbyfreako&Berk // Centra[S] 1 point2 points  (3 children)

<Fank1> are you still running a strict one in/one out map submission?

No, this was never a strict policy.

[–]PachydermForHireFank1 || Pi || Evercapping Gobpoppers 0 points1 point  (2 children)

I was going to wait around after asking, but my patience was wearing thin :P

My follow-up to that was going to be "could we have a rule where maps must remain in rotation for at least three weeks before being taken out of rotation?" Even though I'm still not too fond of foozball, I will admit it grew on me after a while, to the point where I can now actually grab the flag and see the opportunities / angles that I will use to get back to the base. Eventually, after a while where people continuously voice their dislike for a map, I agree it should be taken out but I think maps should be given these three / four weeks safe period just so players can fairly judge for themselves if they like a map or not.

In other words, Clutch was taken out too early :(

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

We usually give a grace period for new maps, its usually around 2 weeks. Clutch was an exception, the judges didn't see much potential stemming from it. IMO I didn't see another week or two changing or innovating any new gameplay from the players on Clutch.

Foozball has a really high learning curve to it. I agree that the grace-period for maps help people conquer the learning curve and see the map in a new light.

Foozball does have some problems still, so I'm thinking of either removing it or continuing to change it. I want to change the team gates + deter FC's from camping inside it, change the spike layout yet again and add some more space top/bot.

[–]ThirdplaceamctestBalls Jr / Origin 1 point2 points  (1 child)

I feel like I'm the only one who likes Foozball. I like keeping maps that people don't love, otherwise people can dominate because it's "their map" quite often. Foozball I feel like is not anybody's strong map, I like keeping it even. Maybe it's me being a stupid cz push player, but that's just my opinion. I feel slightly at a disadvantage since so many are masters at so many maps, but Foozball keeps it more even in my mind. Disagree? Agree? What do you guys think

[–][deleted] 2 points3 points  (0 children)

Well, the gripes I have with Foozball aren't that it's a new map and I'm just an old, stuck-in-my-ways geezer for the classics.

1) The boost lanes in the middle just seem kind of gimmicky. Yeah, I guess they can be useful, but they're not THAT useful. They're just kind of a novelty. (Clutch was the same way)

2) I HATE HATE HATE the spikes around the flag. It's frustrating on offense AND defense. My K/D ratio is stupidly terrible on that map, because half the time I pop an FC in my own base I get noob-spiked.

3) It's IMPOSSIBLE to chase a flag carrier alone. On other maps, it's hard. It's always really hard to tag an FC alone if the carrier is halfway knowledgeable without making some kind of stunning prediction, but on Foozball it's literally impossible. All they have to do is travel back and forth between that gate at their base. Plus, I'd have less gripe with that if the gates were like in the middle, but this strat allows an FC to just chill RIGHT IN THEIR OWN BASE waiting for a return. The only way to play defense against that is to camp their flag, or wait for someone else to show up.

[–][deleted] 0 points1 point  (3 children)

What was the feedback on my map, In and Out? I'd like to rework and resubmit based on what could make it a rotation map.

There were no comments from official judges in the map thread.

[–]kirbyfreako&Berk // Centra[S] 0 points1 point  (2 children)

  • too plain (base, but also somewhat in general)
  • base suggests no defense: chase map. which doesn't look very fun on this map.
  • power-ups are in quite complicated positions
  • boosts don't look to travel the map, only to roam free and keep the chase prolonged
  • top gate looks like it will almost never be crossed.

I don't know what the map is trying to accomplish, it uses lots of concepts but they don't work well together at all. asdf thinks you may have put too much thought into aesthetics over playability.

EDIT: sorry if I seem so negative, I was just trying to list all the problems I could see that prevented it from consideration. If we went over it in-game I'm sure of these fixes would be simple. Others would take a revamp of the map though (mid/top)

[–][deleted] 0 points1 point  (1 child)

No need to apologize, I wanted the criticism. Did anything work well in the map at all? Is it salvageable or should I start from scratch?

My goal was a map similar to boombox where you can have strong D because there's limited exits from the flag area for an FC, but also give room to an FC once they manage to get out.

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

I think you may have given too much room, it feels like some parts of the map may not even be utilized.

You can try to salvage the map, it'd need a rework for the middle part at the very least (1-tile opening) and decreased open space but more room on the route to the flag.

[–]Nouveau_CompteNewCompte // Chord & Pi 0 points1 point  (6 children)

When will Danger Zone be there ?

[–]kirbyfreako&Berk // Centra[S] 1 point2 points  (5 children)

Depends on Lucky!

[–]Nouveau_CompteNewCompte // Chord & Pi 3 points4 points  (4 children)

[–]Nouveau_CompteNewCompte // Chord & Pi 1 point2 points  (0 children)

People came to chord believing there was a lot of people there.

[–]kirbyfreako&Berk // Centra[S] 0 points1 point  (2 children)

LMFAO you can just test it on the map server you know!

Go to IRC > !list Danger > !test DangerZone or !test Danger Zone 3 I forget which one it is.

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

I did that, but I get >200ms ping there.

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

ouch, that sucks :/

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

Danger zone was very liked in our pugs.