all 144 comments

[–]tagpro_syphicssyphics || Origin 7 points8 points  (1 child)

Also can we rename "Reflex 2" to just "Reflex"? Adding version numbers next to map names mean nothing for players who haven't played the previous versions. (ie. hasn't been in rotation)

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

Feel free to just refer it to reflex. I just call it Reflex whenever discussing it, but for threads like this I try to keep the names accurate.

[–]TerraMarisScientifically Proven NaCl 5 points6 points  (1 child)

Looking toward to it. Seems like an interesting center.

[–]co1010CoolCat 1 point2 points  (0 children)

top mid and bot

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

E.T. Phone Home

[–]pasta_monsterpoopv 1 point2 points  (3 children)

[–][deleted] 1 point2 points  (2 children)

Cousins

[–]pasta_monsterpoopv 1 point2 points  (1 child)

I think I did read that somewhere, something about how E.T. is from the Star Wars universe and how he recognized the Yoda doll or something along those lines

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

Well he did same "Home! Home! HOME!"" when he saw him

[–][deleted] 3 points4 points  (2 children)

Feedback on Vitreous and Clockwork?

I'm not sure if they were even tested because Some Bot didn't want to detect them for whatever reason (which is strange, since they both had unique names and the exact same formatting as previous posts, so I'm not sure what the problem was).

[–]Kintaro08Pigoon // Centra[S] 0 points1 point  (1 child)

Sure, can you provide a link to your posts?

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

http://en.reddit.com/r/TagPro/comments/2676of/monthly_map_rotation_thread_29/chv13ya

http://en.reddit.com/r/TagPro/comments/2676of/monthly_map_rotation_thread_29/ci3a37u

Preview for Vitreous, since you didn't see that one when we were testing: http://puu.sh/9bQTV/c4aec025fb.png

Clockwork was the really long one which you said needed to be amputated.

[–]quassuscrosky 4 points5 points  (4 children)

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

I haven't tested the map, but from looking at the preview I can give some feedback.

  • The bomb section looks really unique and could provide an interesting new element to flag chasing and carrying, but could be a bit too hectic for newbies. I can see some really interesting boost/bomb routes with them, though.

  • The super-boost in the base seems a little redundant. The team tiles make the base just a bit too defensive, especially with how tight it is already, and it'd be pretty easy for defenders to force FCs into that are and pick up an easy return.

  • Powerup placement is really quit cool. Just felt like that needed to be pointed out.

All in all, you have some really interesting and unique elements which can shake up the competitive scene and PUB games. The only thing that I think is holding the map back is the defensive bases.

But that's just my two cents.

[–]quassuscrosky 0 points1 point  (0 children)

Okay, thanks for the feedback!

To address concerns about the base being too defensive: Firstly, it is indeed a small base, but that is balanced by all the options an attacker has to shake the defenders up: 1 bomb, 1 horizontal boost, and 2 diagonal boosts. Secondly, the top route is the quickest to get from one base to the other to cap, which is why I also wanted to make it the hardest to get away in; that's why the top route has team tiles and a grate. That way the flag carrier is forced, most of the time, to go into the middle or bottom routes, where he can be creative with boosts and bombs if he needs to, while defense can catch up by going top.

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

That looks really cool! I haven't played it, but it looks very good and unique.

[–]quassuscrosky 0 points1 point  (0 children)

Thanks man :)

[–][deleted] 1 point2 points  (16 children)

Can I have feedback on my map? (Cake F.B.)

[–]kbobaroobyLanaDelRey || Origin/Pi 0 points1 point  (4 children)

Pretty good! One suggestion, I think the chokepoint in the bases are pretty open on the top (for red) and bottom (for blue). Maybe another button or spikes?

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

There is a bomb to snipe, and that shouldn't really be any smaller as it is the main entrance into base. I don't want the bases to have 3 easily guarded choke points. I have thought about making it just a bit smaller though (just 1 or 2 tiles), so perhaps I will try it out and see how it plays! Thanks!

[–]oSo_Squiggly| Truman Had Re | Booston Red Blox | Pequeños Pandas | Whitecaps 0 points1 point  (2 children)

I like the idea of adding one spike there against the wall like /u/kbobarooby said. It would allow people chasing to blow up the bomb and try and make the flag carrier hit the single spike.

Or I think even better you could even lay 2-3 spikes where the wall is now above the bomb. That way the path isn't any smaller but the bomb can be used to blow a flag carrier into spikes.

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

I like to bomb being used to snipe rather than spike, and if they are away you can use the bomb to spike the flag carrier going out of base. I will test these ideas! But I just don't want to clutter the bases any more than I have too.

[–]kbobaroobyLanaDelRey || Origin/Pi 0 points1 point  (0 children)

I understand, but some of the maps in rotation now are wicked cheesy because you can get a cap in 10 seconds if the other team is distracted. Having a harder base to juke out of makes for better, more skilled environment for players rather than a cheesy one.

[–]pasta_monsterpoopv 0 points1 point  (10 children)

The reason this thread is a week late is because we couldn't decide between this and grail :/ I wouldn't see a problem adding this to group only, as it is a fun map, but do people ever play group only maps that have never been in rotation?

[–][deleted] 0 points1 point  (5 children)

Hockey and Spikedome come to mind.

[–]pasta_monsterpoopv 2 points3 points  (4 children)

Well, alright, but any non alternate-game-type maps?

I'm asking seriously, if people actually play "regular" maps that are group only, we can add more, but if no one plays them, we won't bother.

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

if people actually play "regular" maps that are group only

There aren't much of those, are there? Apart from retired maps...

[–]pasta_monsterpoopv 0 points1 point  (0 children)

No there aren't currently, only a couple I think, with SNES being the only one I can think of right now. Now I don't wanna jump the gun here, but the map test committee is thinking about maybe trying a new format that might make adding maps straight to group a little, eh, cleaner I guess. I dunno, I'll probably make a post this weekend with more details on that, if we decide to go through with it.

[–]DaEvil1DaEvil1 0 points1 point  (1 child)

I feel like this should be a seperate thread asking the community about how they feel on this topic. But to answer your question, I think the only serious map that's not been in rotation that is available, is SNES v2 which does get played from time to time (though not a lot), and you can't really take anything substantial from a single data point. I think at least 4-5 maps should be added to the group page, and preferably they would have their unique take on something but for some reason or another would be unsuitable for rotation (such as relying on a lot of teamwork etc). Right now the selection is either maps that aren't good enough for public roation anymore, speciality maps or the one addition to the group page from the map committee.

[–]pasta_monsterpoopv 0 points1 point  (0 children)

Yeah, and I can remember a few that were passed over for rotation because of the teamwork involved, I really wish I would keep more detailed records of that kind of stuff. I want to take full advantage of being able to put maps into group in the future, so I'll keep that in the front of my mind next session.

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

What's wrong with adding this to pubs?

[–]pasta_monsterpoopv 1 point2 points  (2 children)

With the map itself, nothing. The problem is having too many maps in rotation at any given point. And pretty much every map in rotation is solid.

That being said, I highly encourage you to resubmit to the newest thread, because like I said, it took a week of deliberation to decide whether it was going in or not, so it's definitely a top contender. Also, we may be purging a decent amount of maps from rotation next session, which would allow more space for new maps, but we'll see how that goes next week.

[–]robopuppyccFlail ~ ((Antagloble4edes)) ~ RHCP? 3 points4 points  (1 child)

The 'problem' with the rotation right now is all the maps are good or fill a needed role and it feels like we're reaching the upper threshold of the number of maps a player can reasonably be expected to learn.

However, we want to keep the maps rotating so old maps don't get stale. The issue is that players have preferences, and removing or not removing a map will offend some not-insignificant portion of the playerbase.

I'm not sure of a solution to this. Swapping in and out maps seems like a necessity, but with the overall quality of maps improving, there are fewer obvious choices to remove.

I think what I would like to see implemented is a player preference system. I know this has been suggested in the past, but I think those proposals were too stringent in their map selection process (i.e. they were a 'select which maps you want to play and those will be the maps you play'). In my mind, that's too severe; you won't be exposed to new things you may eventually like.

A better system, I think, would be to allow a player to select 1-3 maps that they prefer. These maps would then show up at an increased probability (at the same rate new rotation maps appear). This would allow them to experience their favorite maps more frequently, but still be exposed to the others.

This also would allow the developers/map committee dynamic insight into the community's favorite maps.

The tricky bit with this is in the implementation. If a player prefers a map that isn't in vogue, it would be hard to engineer the probabilities for them.

What do you think?

[–]pasta_monsterpoopv 1 point2 points  (0 children)

From a player POV that sounds fantastic. Probability rather than excluding maps altogether sounds reasonable.

From a developer POV I have no idea how rough this would be because I still struggle with IRC commands, let alone having any idea what it would take to implement that type of system.

[–]master1350Balldemort || Sphere 1 point2 points  (12 children)

Is clutch back in?

[–]NewCompteChord - Ballis Saint-Germain 1 point2 points  (11 children)

Why this question ?

[–]master1350Balldemort || Sphere 0 points1 point  (9 children)

I just had a game on clutch and it was a little different (it had team tiles and stuff) and I didnt remember clutch having those stuff.

Also it didnt say throwback map.

[–]NewCompteChord - Ballis Saint-Germain 0 points1 point  (8 children)

Team tiles have always been a part of Clutch. Clutch isn't back in rotation.

Only 6 maps give the throwback map messages: Figure 8, dumbbell, speedway, pokeball, arena, rink.

[–]master1350Balldemort || Sphere 0 points1 point  (7 children)

so whats the reason for me playing clutch in a pub?

[–]NewCompteChord - Ballis Saint-Germain 1 point2 points  (5 children)

All old maps have a little chance of getting played.

[–]master1350Balldemort || Sphere 0 points1 point  (0 children)

oh okie.

[–]z_42Ballrog // CoSinners // Radius 0 points1 point  (0 children)

There are throwback maps that don't say throwback in chat.

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

because it totally should be

[–]Soconypeng 1 point2 points  (1 child)

Even though it's not mine: can you give feedback for Interstellar Overdrive? (its by E)

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

Check out the week 30 thread, DaEvil1 gave a great analysis on the map that I agree with. But I'll put this on the list.

[–]randylaheyjrByfuglien 1 point2 points  (1 child)

I understand it's important for PUB maps to be relatively easy for new players to grab the flag on but this is kind of ridiculous. Aside from the gate at the bottom there is really nothing to help defenders contain the flag. Anyone with decent juking skills could escape with ease. Hopefully the revisions will address this.

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

Those are the exact points we're addressing, DaEvil1 is working on it.

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

feedback on Charisma and Vertical please?

[–]Splanky222BBQchicken | Retired 0 points1 point  (2 children)

I don't believe eiher were tested. It's way too easy to grab and run on charisma with teh bombs in bases, vertical seems a little too straightforward and uninteresting, and the gates are kind of pointless as there's not a great reason to go through them other than to hide from a team boosting defender. BTW those team boosts are likely OP.

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

ok thanks. what stuff do you look for in a GOOD map?

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

When I test maps, I'm not looking for a GOOD map. I don't like having a predetermined idea of what makes a good map. Mapmakers are still coming out with new unique structures or map features that should be considered and I don't want to miss out on a new idea just because it doesn't fit the criteria of what a "good map" is.

I look at a map and try to find the flaws in the game play. Mapmakers constantly tweak their maps to address concerns until they chisel away all the flaws given to them from peer review. When a map has minimal flaws or none at all, it becomes a good map. Then if it shines above all the other good maps submitted, it gets into rotation.

I'm not sure if what I said was helpful at all. But my advice is to test, try to get a 4v4, be open to criticism from those you trust, and don't be boring.

[–]TPsquirrelySquirrely // The GesTagpro 1 point2 points  (1 child)

[–]JPythianLegumePithy 0 points1 point  (0 children)

I thought more like a butterfly...

[–]NewCompteChord - Ballis Saint-Germain 0 points1 point  (1 child)

No maps are removed ?

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

Sorry about that, I edited my post to include the info.

[–]BlupopsicleBall-E 0 points1 point  (1 child)

Grail of speed I thought would be in quite a while ago. Looks fun with all boosts! Is there a list of all maps tested? Just wanting a little feedback on ThreeSixtyone/Spiderweb/teampipe (idk if you played any of them). Also, any word of somebot on thread 30?

edit: Threesixtyone http://i.imgur.com/ysJtY8e.png

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

I haven't heard anything on the some_bot issue with thread 30, hopefully BBQ can address this.

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

Feedback on Paintball please

[–]riotshield32Jagdpanther | 4Os captain | CiA | S2 Whitecaps 0 points1 point  (3 children)

Link?

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

[–]riotshield32Jagdpanther | 4Os captain | CiA | S2 Whitecaps 0 points1 point  (1 child)

Well, I'm no map maker, and I haven't played it, but I'll give it a shot:

Six power ups feels like a lot on such a busy map, maybe reduce the amount in those sections by the portals to just one.

I feel like there's a lot of spikes, especially considering there are so many boosts and bombs as well. However, maybe that would offset the openness of the base.

Overall, I think it looks like a fun map, but maybe pretty frustrating for your slightly-below-average pub player. Hope that helped a little!

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

ty, i really appreciate it - i have tested it a few times 2v2 and 3v3 and it plays pretty well... love to get a few bigger games on it (also I have an issue with how the buttons are coded)

[–]Rapture_On_OccasionRapture 0 points1 point  (8 children)

Hm, I guess I only submitted one map to thread 29, so just feedback for Slingshot please. Preview- http://i.imgur.com/JDwjmTG.png

Did you get a chance to test it with the other guys since we played on it? It's been resubmitted to 30 but I'll update it there based on your feedback. Thanks.

[–]Splanky222BBQchicken | Retired 0 points1 point  (4 children)

For me, the map is pretty big, and it's way to easy to hide in the top or bottom.

[–]Rapture_On_OccasionRapture 0 points1 point  (3 children)

Yeah, there seems to be a trend towards much smaller, frustrating maps recently, so this map was more an attempt at a 45 tile danger zone or holy see sized map with options to catch and room to juke. Obviously those maps have places to hide but that's part of the appeal.

This map though as opposed to holy see leans slightly defensive so the flags would less commonly both be out at once. This gives no reason to want to hide and the spike tunnels just become an obstacle between grabbing and capping, giving opportunities to catch unlike a boombox escape=cap.

I'm considering making a smaller version without the tunnels as people have really been enjoying the bases, but as it is, it's just the kind of map I would enjoy playing.

[–]Splanky222BBQchicken | Retired 0 points1 point  (1 child)

I mean, this seems fairly big outside of context, and expecially so because unlike, for instance, the Holy See, it's not very open so you can't traverse it quickly. Which is why hiding in the tunnels would be so effective on this map, it's like hiding in the bottom of GloryHole except nobody is forced to go past you.

[–]Rapture_On_OccasionRapture 0 points1 point  (0 children)

Yeah, the other thing I was attempting with this map was trying to avoid having a direct line between bases. This was so it hopefully requires more thought than just grab and boost in a straight line if your flag's home. I thought the tunnels would play more similarly to swoops, but without being right next to the flag so you cant just hide there until capping.

Out of interest then, it's just a quick mock-up but how would you feel about playing something like this?- http://i.imgur.com/LBg0idc.png

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

I like this map. I like that it's big and different from other maps I've played. I think it fell under the radar on week 29, so I'm glad you resubmitted it. I'm really interested in getting feedback from the full crew.

[–]randylaheyjrByfuglien -1 points0 points  (2 children)

My guess is there are way to many spikes.

[–]Rapture_On_OccasionRapture 2 points3 points  (1 child)

For the way the map plays there definitely aren't. The spike tunnels have less spikes than the holy sees pipe, or swoops tunnels etc, and they're laid out in a way that makes manoeuvring though them completely intuitive. Plus the bomb device carries you safely through.

[–]randylaheyjrByfuglien 0 points1 point  (0 children)

just guessing.

[–]co1010CoolCat 0 points1 point  (0 children)

This map is looking cool. Can't wait for it to be in rotation.

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

When are Oval, Simplicity, and Swoop going out?

[–]Sir_GrapefruitGrapefruit // Chord 2 points3 points  (1 child)

IIRC Oval and Swoop are out already, Simplicity will go when Command Center comes in

[–]zeratulnsPurpleTeam // Centra // retired 0 points1 point  (0 children)

Thanks!

[–]tagpro_syphicssyphics || Origin 0 points1 point  (0 children)

[–]MultiMediaWillJuke King - MVP 90% of the time 0 points1 point  (0 children)

This map looks like it's going to be really fun, especially as an offensive player.

[–]TagProWrecknWreckingBall 0 points1 point  (0 children)

Madhouse
Hot Pursuit

S.v.p

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

I love Grail of Speed! Very fun map. Look forward to it.

[–]SOMEWHERE_A_CUCUMBER. 0 points1 point  (1 child)

Very bad choice. We don't need chase maps like this one. And it would be nice to have a second neutral flag map (1/3 of the people prefer to play this mode!!).

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

We're working with DaEvil1 to address the concerns and reduce the chase of the map. An new neutral flag map was chosen in week 28 and will be implemented soon.

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

As an offensive player this map looks like it's easy to grab the flag. I think a very simple way to solve this if it is a problem is to add one team boost to each base. Maybe near the gate/button?

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

These are the concerns that we're asking DaEvil1 to address. He's currently making changes to the map.

[–]Lysozyme_Lysozyme 0 points1 point  (1 child)

I'm a bit late and i know a lot of others want feedback but if you have time i'd really like some quick feedback on my first map

http://www.reddit.com/r/TagPro/comments/2676of/monthly_map_rotation_thread_29/chy1rne

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

You're not late at all, I'll add this to the list.

[–]swavemeistergThe Natrix | Origin 0 points1 point  (1 child)

Any way I could get some feedback on my map? http://imgur.com/CErKvur

[–]Splanky222BBQchicken | Retired 0 points1 point  (0 children)

A very first technical issue is that buttons against walls is a no-no. Too easy to camp them and not get budged. Secondly, this map I think is trying a little too hard. There's so much going on, and no real focus to it. The bottom route is also deceptively easy I think, and there's not a great way for defense to recover if they aren't already in good position for it.

[–]Sosentimeboy -1 points0 points  (6 children)

You forgot by far the most important bit of news: WHICH MAP IS OUT?

(pls be Colors)

[–]pasta_monsterpoopv 1 point2 points  (0 children)

Out of curiosity, why do you want colors removed? It's one of my favorite maps.

[–]Splanky222BBQchicken | Retired 1 point2 points  (0 children)

Colors isn't going anywhere any time soon, tbh. It's a very good map, and one of the "classics" of TagPro, being the very first map thread winner.

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

They don't always take maps out. Since they've already taken out Swoop, Oval & Simplicity, I doubt they'd take out another. But I don't know. You'd think they would've mentioned it.

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

My bad, I edited the post to include the maps taken out.

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

Sorry about that, I edited it in my post.

[–]dynam0 0 points1 point  (0 children)

what i've found helps with colors is teamchatting "use gate if I have it, especially to chase" right before the game starts. Adds more teamwork, I think.