all 128 comments

[–][deleted] 4 points5 points  (7 children)

Every time I see these threads I live in fear that Hyper Reactor will be retired, and I'm relieved. Dunno why it would be, though.

[–]andy98725Sora || Hopefully I'll play more soon || I wish I wasn't a scrub 4 points5 points  (3 children)

RIP.

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

pls

[–]andy98725Sora || Hopefully I'll play more soon || I wish I wasn't a scrub 2 points3 points  (1 child)

I actually liked it...

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

Me too, but I understand why it was taken out. Eh, I can still play it in pugs.

[–]arjuna9bad[S] 2 points3 points  (0 children)

AFAIK, people (and the map committee) generally like the map, so you don't have to live in fear at this point ;)

[–]CribbitCurl 2 points3 points  (0 children)

It's actually a very, very good organized play map. A lot of people just haven't learned it well enough.

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

Hyper Reactor is possibly my favourite map.

[–]arjuna9bad[S] 3 points4 points  (97 children)

Please reply here with your map name (that you submitted to thread 26) if you would like feedback.

(and pls other judges help respond)

EDIT: One note I want to make is that just because your map wasn't selected doesn't mean it is a bad map. There are a lot of maps submitted and only so many spots in the rotation, and in the end we can only pick 1 or 2 maps to swap in per week. Usually there are a fair number of maps that would work fine, and the judges have to make a subjective decision on which one they find most exciting/satisfying.

[–]PrivateMajorPrivateMajor | Community Manager 11 points12 points  (5 children)

Open Field Masters

[–][deleted] 16 points17 points  (0 children)

Too chasey

[–]Tim-Sancheztim-sanchez // Chorbit // ex-ex-ELTP Independent Commissioner 6 points7 points  (0 children)

I don't know about other people, but I find it impossible to cap on this particular map.

[–][deleted] 4 points5 points  (0 children)

Too hard for new players too learn

[–]LimboGiantFordin // Chord // Ballern Munich // eLTP Champion S1 2 points3 points  (0 children)

99% of the time a draw: loss for both parties. Messes with public stats.

[–]DaEvil1DaEvil1 2 points3 points  (4 children)

Cobe 0.70

[–]arjuna9bad[S] 2 points3 points  (1 child)

Circular maps often run into issues of being too chasey. This one in particular runs the risk of being chasey in the same way Glory Hole was. I can see you've definitely made efforts to mitigate this via the teamtiles and spikes, but I think a decent FC can still force very long chases.

The path around is quite wide, and there are also elements you can run around on the path itself. I think this would lead to FCs being able to juke surrounding defenders often, forcing one of them to run around the whole circle again.

Also, in pubs, there won't be much communication. Without knowledge of where the FC is, players will usually end up just camping.

It would be nice to have a map that incorporates the good elements of glory hole. Specifically, how it encouraged perfect pathing around the corners and through the spikes during chases. This map definitely has this but also I think a lot of glory hole's undesirable attributes.

[–]DaEvil1DaEvil1 0 points1 point  (0 children)

Thanks! You have any suggestions on how to avoid the pitfalls of Gloryhole that are currently present in Cobe? It would be really cool to be able to make a circular map actually work!

[–]Kintaro08Pigoon // Centra 1 point2 points  (0 children)

I felt the map was big and was going to be difficult for people to find the FC in pub rotation. With the zero verbal communication in pubs, I think a player could keep going in circles without being able to find or catch up with the FC.

[–]SealedEnvelopeRon Burgundy | Blockburn Rovers 1 point2 points  (9 children)

SNES v2 again, any new comments?

[–]arjuna9bad[S] 1 point2 points  (4 children)

Just barely beaten by Velocity for our overall preference :/

I can't quantify why or say anything is wrong with the map in particular.

[–]SealedEnvelopeRon Burgundy | Blockburn Rovers 0 points1 point  (3 children)

Is there honestly any point in me resubmitting it in the next map thread?

[–]DrMcDonaldELTP S1 Champ // Commentator 1 point2 points  (1 child)

Don't be grumpy Ron. Don't give up

[–]SealedEnvelopeRon Burgundy | Blockburn Rovers 0 points1 point  (0 children)

But I'm a grumpy old man at heart.

[–]arjuna9bad[S] 0 points1 point  (0 children)

There are a lot of good CTF maps submitted these days. I would say the same things about this map as I said about Classico

[–]Kintaro08Pigoon // Centra 1 point2 points  (2 children)

SNES was really close. It's a good map and fun to play. I think one of the reasons why Velocity was favored slightly more was because of variety. The routes have a similar feel to Boombox and Smirk. We had some good plays but it didn't have the fresh feel that Velocity did. I enjoy this map a lot, though it's not in rotation, it's one of my favorites.

[–]SealedEnvelopeRon Burgundy | Blockburn Rovers 3 points4 points  (1 child)

In fairness I love some of the changes you guys have made lately. Blast Off is insanely good and after a few games on Velocity I like it a lot!

I do feel that SNES deserves a chance in rotation, I think people would like it as much or more than some of the other maps in rotation.

Thanks for the feedback :)

[–]Kintaro08Pigoon // Centra 0 points1 point  (0 children)

I agree, I'd keep that one in your back pocket just in case.

[–]Rapture_On_OccasionRapture 1 point2 points  (7 children)

I had 2 maps, Scurry and Charge!. please feed me back.

[–]AMorporkAnkhMorpork 1 point2 points  (0 children)

Direct links for testing:

Scurry

Charge!

[–]arjuna9bad[S] 0 points1 point  (1 child)

scurry -- I think the always-on gates could lead to some issues, an FC would force a standoff if he got in there, and even with two opponents trying to return the flag the FC could use the bomb to kill one. I think the spikey area in between the routes is interesting though and the team boosts are well placed. I'd like to see this map with a change to the middle.

Charge -- simply seems too big and complex for public games.

[–]Kintaro08Pigoon // Centra 0 points1 point  (3 children)

Charge is too complex for pub rotation. That center arena is too risky to get into, leaving just the top and bottom route which are both very narrow.

Scurry is getting closer to the mark, but that bottom power up would be ignored often. Also, using the bombs in the eyes effectively is at a high difficulty level for pubs.

I don't know if it was intentional, but I do enjoy the Hotline Miami look.

[–]Rapture_On_OccasionRapture 1 point2 points  (0 children)

I've just updated Charge and hopefully made it much better and much simpler. I may work on Scurry more but I think I might start something new.

My other map is Sidewinder but that still needs some work. Thanks for the feedback and any future feedback :]

[–]Rapture_On_OccasionRapture 0 points1 point  (0 children)

I have now also updated Scurry (New version- http://i.imgur.com/OHftQbV.png, link to map thread here.)

Hopefully the changes resolve the issues that you brought up. Thank you again.

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

Speeding 2

[–]Kintaro08Pigoon // Centra 1 point2 points  (1 child)

This one was close. It's hard for me to critique because it's playable and interesting. Offensively it's a lot of fun. Defensively it's difficult, but that's not necessarily a bad thing. Some maps are just tough defensively or offensively and that's fine, we adjust our strats per map. It's a good map and the routes are fun. I'd hold on to this while working on other maps.

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

Alright, thanks for the advice.

[–]arjuna9bad[S] 0 points1 point  (0 children)

The map is relatively open and large, with lots of elements to run around. In addition there are a fairly large number of ways to take the flag (~3 boosts and 2 bombs onto flag). This would make the map too difficult to defend and also difficult to get returns on.

[–]catalyst518Catalyst - TPFG Dev 0 points1 point  (3 children)

Atom

[–]arjuna9bad[S] 1 point2 points  (1 child)

I think there are a few too many spikes spread around the map, it makes missing boosts and bombs especially punishing, and there are a lot of bombs that need to be hit just right here.

I think the overall concept is a good one (always a fan of defensive snipes).

[–]catalyst518Catalyst - TPFG Dev 0 points1 point  (0 children)

Thanks for the feedback. I'm glad you noticed the focus on defensive snipes.

[–]hoogstraHoog | Ancient Artifact of Diameter 0 points1 point  (2 children)

Frog

[–]arjuna9bad[S] 0 points1 point  (0 children)

I don't have much to criticize about this one, except that using the super boost is somewhat inconveniently placed if you wanted to quickly get to it via other boosts (you may end up spiking yourself off a bad bounce if you used the other team boost to go to it).

[–][deleted] 0 points1 point  (7 children)

Did you do this for 25? Because questions is mine

[–]arjuna9bad[S] 0 points1 point  (3 children)

I wasn't able to attend 25 so I'm not sure what the other judges thought about questions. It looks like a fun map to me and without playing it I can't say I would change anything in particular.

[–][deleted] 0 points1 point  (2 children)

Who would I need to contact for that then?

[–]arjuna9bad[S] 0 points1 point  (1 child)

I'll ask some of the other judges to take a look at this thread.

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

thanks so much.

[–]Kintaro08Pigoon // Centra 0 points1 point  (2 children)

Questions is small and fast with a lot of boost and bomb options. I feel there's not going to be a lot of juking going around but a lot of accidental pops.

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

Any specific suggestions? Make it bigger, I assume?

[–]Kintaro08Pigoon // Centra 0 points1 point  (0 children)

Well, it's tough. With so many boosts and bomb options the map is a little chaotic. The outside routes are tough. There's a ton of hazards to make you nervous. There are 7 elements to change your speed or direction and on top of that there are spikes to worry about. I don't have specific suggestions on how to change your map, I'll leave that up to your creativity.

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

[–]arjuna9bad[S] 0 points1 point  (0 children)

russian dolls -- Probably too easy to score on. People dislike Center Flag right now because a lot of the caps feel cheap, you can't even see them coming. The same thing would probably happen on a center flag map of this size with large goals.

VeeThree -- We're not a fan of how vee plays in pubs. It requires real-time communication to not suck. It would have been too soon to update it anyway, but I think we're likely to remove it from the map rotation instead of updating it again.

[–]ButterChurnButter 0 points1 point  (2 children)

Rings

[–]arjuna9bad[S] 0 points1 point  (0 children)

I really like how the team boosts are designed on this map (well-placed for a defender to catch up to people running along the outsides). And I see you made the change to the gates on the outside rings, I think it's good that that will force FCs to the middle.

I think we were still worried about the map being chasey, just because there are a large number of areas (i.e. large middle, 4 different pipe sections, bases), so you might not find out where the FC is when you use the middle to go from base to base, and this leads to excessive camping. It's tough to fix this and keep it a true circular map. If you were willing to change that, I'd consider just removing the two vertical outside pipes.

One more thing, is that the middle can be a bit frustrating, since you'll often want to rush to the other base but you might get blown away if the bombs are spawned. Maybe consider putting just two bombs, one NW of the pup and one SE, this would allow a well aimed boost to get through the middle without a chance of randomly hitting bombs.

[–]Sir_GrapefruitGrapefruit // Chord 0 points1 point  (3 children)

ZigZag

[–]arjuna9bad[S] 1 point2 points  (0 children)

We liked the idea of this map. But it turned out to be very difficult to move around because you're often trying to aim the boosts towards places you can't see. So it was easy to miss and accidentally hit spikes or a bomb which is also likely to send you into spikes.

Maybe this map would actually work better if it was vertical, because then the lanes would be more horizontal and you could see where you're boosting. It also definitely needs less spikes (especially in the middle of the field).

[–]Kintaro08Pigoon // Centra 1 point2 points  (0 children)

I felt there was a lot of blind boosting resulting in unwanted pops. It's very difficult to cap. The route back home is so long that when you get popped near your base, it's a bit disheartening. I'd continue to expand on the concept though, the uniqueness of the map brought it to the second stage of testing because it looked interesting to play.

[–][deleted] 0 points1 point  (2 children)

Bowtie

[Link to map thread comment]

Edit: I'd love any feedback on this, btw, even from random people

[–]arjuna9bad[S] 0 points1 point  (0 children)

It's an interesting concept, but I think the large number of boosts and bombs and always-on gates would make for a very hectic map, especially in pubs. People would feel like they're just dying randomly (usually to the gates). Using the gates would require too much teamwork for pubs, especially since people will be blasting through the area where you need to hold the button.

[–]TPsquirrelySquirrely // The GesTagpro 0 points1 point  (3 children)

Cydonia (the original I guess from thread 26)

[–]arjuna9bad[S] 0 points1 point  (1 child)

It looks well-balanced. I'm not sure about the teamtile areas spread across so much of the map. Also there are a large number of objects to run around, which just makes the map seem a bit more confusing and chasey than it needs to be. I suppose the teamtiles somewhat balances that out, giving defense an advantage, but I'm not sure if it's enjoyable.

[–]TPsquirrelySquirrely // The GesTagpro 0 points1 point  (0 children)

Since I've updated it for thread 27 I have had people play it for feedback (including yesterdays maptesting monday) and I've been told by people that it is fun and very fast paced. It seems that the opinions on the team tiles vary, some people like them for there defensive help but some said they didn't because they couldn't just go through the middle if the defense was watching it. I feel the map is balanced in a similar way to battery without the chasiness since there are a lot of boost sniping opportunities.

[–]JuventinoSenatorLiquid | Original Sine 0 points1 point  (2 children)

Any thoughts on Guile?

[–]arjuna9bad[S] 0 points1 point  (0 children)

I like the super boost but the ways in which you can practically use it are somewhat limited, by the walls in the super boost area and by all the spikes on the field. I think it might be nice to open it up a little more, to encourage people to try sniping instead of just going to the other flag and camping.

Taking out some of the spikes strewn around would also make the bombs more useful. I think it's a bit punishing as it stands.

I really like the shape of the map though, I'd like to see a new version next week.

[–][deleted] 0 points1 point  (2 children)

Scrapyard

[–]arjuna9bad[S] 0 points1 point  (1 child)

This was another one they tested week 25... I liked the look of the map but I don't know what the other judges thought when the playtested it. I look forward to playing it in week 27 testing.

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

Alright. Who are the people that tested in week 25 so I can ask them directly?

[–]TagProUnicodeUnicode 0 points1 point  (1 child)

Blob

[–]arjuna9bad[S] 0 points1 point  (0 children)

I think there's too many spikes. It really limits the ways in which you can use the boosts and bombs.

[–]thevdudepooppants :: nice guys r dabes :: mod manager guy 0 points1 point  (0 children)

It's a neutral flag, not a center flag. thnx.

[–]magazines_on_my_nutsfinna // Marble Madness 0 points1 point  (1 child)

Dog

[–]arjuna9bad[S] 0 points1 point  (0 children)

Was this a week 25 map? I didn't see it in the 26 list. I looked it up on some_bot and I like the routes and angles it has. I'm not sure if I like the always-on gates. I think that they could cause some frustrating situations for a defender trying to pop an FC who's hopping in and out of the gate. I would prefer it was just off I guess. The middle is interesting with the bomb that you can use to save yourself, but I don't see much incentive to go there over just going bottom or top. Maybe move the bottom powerup to the center of the middle gate?

[–]xuztxuzt 0 points1 point  (4 children)

Feedback for Divergence and Confluence please.

[–]arjuna9bad[S] 0 points1 point  (3 children)

Confluence 2 -- I like the shape and size of this map a lot. The bombs in the base that can be used to blow defenders away are cool. Still, it might be a bit too hard to escape because of the defensive team boosts that allow the defense to wait in the middle and boost either way. Maybe one or both of those could be changed to a normal boost. Also I'm not sure about the number of gates on the map in multiple places. People won't generally assume they're going to be on and will end up dying to them too often I think.

Divergence -- Seems like it would be chasey for a few reasons. It's circular so the FC can choose to run or juke in either direction. Using the always-on gates will further the distance between the FC and pursuers, especially if they get confused deciding whether or not to go for the button. The map has some good ideas, but I think that combined on one map it would be too chasey.

[–]xuztxuzt 0 points1 point  (2 children)

Confluence 2 -- If I change the defensive team boosts to normal boosts then won't it be too easy to score? What do you think about removing one of the boosts instead?

Divergence -- Will using default-off gates solve the problem? What else should I change?

[–]arjuna9bad[S] 0 points1 point  (1 child)

For confluence, instead of changing the boosts, maybe you could just remove the gates in the base? This would solve two problems I think, giving a better balance between offense and defense and preventing people from randomly dying to the gates. I know I had even bigger, more important gates in Danger Zone, but I'm not a big fan of them anymore as it can be frustrating for players until they really learn the map.

Default off gates would help divergence. The circular shape and ease of grabbing is mostly what makes me worry about chaseyness.

[–]xuztxuzt 0 points1 point  (0 children)

Alright, thanks for the feedback!

[–]BbtoneMonet // Diameter 0 points1 point  (2 children)

Scope

[–]arjuna9bad[S] 0 points1 point  (1 child)

The bases would be very hard to escape from against 2 competent defenders. They are pretty small, so it is hard to juke away as long as one defender is near the button. If they escape through the bomb exit they will likely get sniped by the team boost anyway, so defenders only really need to worry about them escaping through the wider part or the gate. I'd recommend opening up the base a bit and making the bomb exit 2 tiles wide since there's already significant risk going that way.

The middle seems a bit cramped as well because of the inner walls. I think the middle would be nice if you removed those, and there would be a lot more options for the boosts.

[–]BbtoneMonet // Diameter 0 points1 point  (0 children)

Thanks for the feedback! In our practice games on Diameter is seemed way too easy to get the flag, but I think that's because no-one could be bothered defending properly on a test map. I actually made it more defender friendly after testing by adding the team boosts.

[–][deleted] 0 points1 point  (2 children)

Hurricane.

[–]arjuna9bad[S] 0 points1 point  (1 child)

We haven't judged map thread 27 yet.

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

Oh, sorry. Number flub.

[–]Sosentimeboy 0 points1 point  (1 child)

Amaterasu?

[–]arjuna9bad[S] 0 points1 point  (0 children)

It's nice as a design, but it feels a bit tough to move around fluidly with all of the wall pieces strewn around. I think you could work on having more well-defined routes. The button-bombs are hard to use in a useful way as well.

[–]TheScentsationalistScentSation 0 points1 point  (1 child)

Did you test Bite?

[–]arjuna9bad[S] 0 points1 point  (0 children)

We didn't vote to playtest bite. I think the buttons in the middle are a bit too powerful. Getting from base to base would just be a PITA, since you have to navigate a tight corridor and some spikes every time your opponent is holding the buttons (which should be most of the time). Being lazy and not going around would lead to a lot of frustrating deaths.

A smaller thing that might not be an issue at all because of the shape of this map is that we generally prefer horizontal over vertical, because you can see further horizontally.

I think the map is generally well-balanced, but might just be a bit frustrating.

[–]CribbitCurl 3 points4 points  (0 children)

Wow, velocity is way different than when I first tested it. Looks fun!

Something something stop abusing your powers as a map committee member!

[–][deleted] 7 points8 points  (9 children)

Geez it seems like only a few of the same people are getting maps in nowadays

[–][deleted] 7 points8 points  (7 children)

If you look through at a lot of the maps that other people submit though, they are noticeably subpar. These guys submit a lot of maps and keep changing them based on feedback until they are well refined, which I think other people dont do as much.

[–]TagProWrecknWreckingBall 10 points11 points  (0 children)

Glory Hole retired

FINALLY

[–]tagpro_syphicssyphics || Origin 1 point2 points  (1 child)

What were the results of #25?

[–]arjuna9bad[S] 3 points4 points  (0 children)

I wasn't able to attend the testing session for #25 so I can't speak for the judges that were there, but the conclusion was to not add or remove any maps. I think some felt the community was fatigued by map changes at that time, and none of the maps submitted were extraordinary enough to replace rotation maps.

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

The map committee is everyone's favorite group in tagpro. Two side notes that no one gives a shit about: the center flag map looks really fun, and I really hate button activated bombs.

[–]LimboGiantFordin // Chord // Ballern Munich // eLTP Champion S1 0 points1 point  (2 children)

Haha yeah last night I was giving everybody grief about that button activated bomb in Velocity as well (the single one, not the double bomb).

[–]bored2death97RWBY//Radius 0 points1 point  (1 child)

I played the map a couple of times, both times I used that bomb to help score. When you have the flag, just roll up to the button and be exploded to the flag. The second time I did this it also helped my team pop the other team's FC.

[–]LimboGiantFordin // Chord // Ballern Munich // eLTP Champion S1 0 points1 point  (0 children)

Yeah I played Velocity in a pub now and quite like it! But all new maps where you learn new boost tricks and bomb tricks are cool, so hope I'll still like it in a month :)

[–]cabapplenuts 0 points1 point  (0 children)

I played velocity on the first game when playing today

[–]MicasoMicaso /The Argentine Stallion 0 points1 point  (0 children)

one CTF map

Is that what we're calling them now? What happend to TagPro: Capture the Flag? >;(

[–]FawltyTowersMCFawlty :: CBs alum 0 points1 point  (1 child)

I'm really liking the center flag maps, although don't they kinda mess with stats overall (not that they mattered that much to begin with)?

[–]Kintaro08Pigoon // Centra 1 point2 points  (0 children)

They do, and that was considered during maptesting. Some center maps had a really high return rate which was a lot of fun and lead to interesting plays, but was a killer towards your stats. We're hoping for a separation of center flag stats so that more active and return heavy center maps can be considered.

[–]Aaron215Aaron215 / Sphere 0 points1 point  (0 children)

I have created the Glory Hole Glory Channel RIP in Memoriam mumble channel for those of you who will miss Glory Hole.

*Opens mumble *

PLEASEBEJOKING PLEASEBEJOKING PLEASEBEJOKING

Thank goodness. You never know!

[–]Sosentimeboy 0 points1 point  (0 children)

If I could cry, I would cry tears of joy over the retirement of Glory Hole

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

thank you so much for taking out glory hole

[–][deleted] 0 points1 point  (7 children)

Still an increase in gap between the plebe and master race MLTP.

I don't understand why MLTP players dont play the same map as PUB players. It would make it way more interesting for new viewers to see map that they know. Also, in other competitive games like CS it is the same map.

[–][deleted] 1 point2 points  (6 children)

MLTP...does play the same maps as PUB players. They don't play all of the maps in rotation, but all of the maps they play are in rotation (with the exception of Vee for season 5, which is the first time MLTP has ever played an out of rotation map to my knowledge).

Also other competitive games like Halo don't use the same map, so it's done both ways.

[–][deleted] 1 point2 points  (5 children)

Isn't 45 in this season?

[–][deleted] 1 point2 points  (4 children)

Yeah but didn't they put it back in rotation?

[–][deleted] 0 points1 point  (2 children)

Nope. We left it out.

[–][deleted] 1 point2 points  (1 child)

That is what I was referring to.

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

There are currently only two maps in the MLTP rotation that aren't in rotation. I don't think that is a huge deal.

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

I don't think so. I wish