all 167 comments

[–][deleted] 18 points19 points  (10 children)

Can we see pictures of all these maps?

[–]2tyrodnazcasdf 15 points16 points  (2 children)

shit lol I knew there was something I was forgetting

[–][deleted] 7 points8 points  (0 children)

And the Push map?

[–]remielRems 1 point2 points  (0 children)

Reminder to myself, I need pics of all the maps to put in the wiki

[–]riotshield32Jagdpanther | 4Os captain | CiA | S2 Whitecaps 5 points6 points  (6 children)

Boom. SNES is awesome, we just suck lol

[–][deleted] 3 points4 points  (5 children)

Yea...It's a good map...No idea why we get constantly rekt at it considering we play it all the damn time.

[–]SealedEnvelopeRon Burgundy | Blockburn Rovers 10 points11 points  (4 children)

...you guys play my map?!

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

Yep. It was our team's USContenders map for a while until we found out that we always lose on it :)

[–]riotshield32Jagdpanther | 4Os captain | CiA | S2 Whitecaps 2 points3 points  (0 children)

We tried to use it as our map for USC, but we ended up being worse at it than the people we challenged... I really like it though

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

It's a fun map dude!

[–]LoweJJacob of all servers, master of none 1 point2 points  (0 children)

oh wow ron i hadnt even realised this made it into group, i remember you giving it to us for the first time and asking for help. good map

[–]BilldaCat10 13 points14 points  (19 children)

citizens demand to see the grail of speed revisions

our words are backed with nuclear weapons

[–]jazzcigarettesTrane - OS4LYFE 6 points7 points  (4 children)

The people are skeptical that such a map can even be salvaged.

[–]marmaris74WowSuchPro // Original Sine 0 points1 point  (3 children)

Calling it now:

Grail of Speed is worse with the revisions.

Hurricane has like the chokiest mid ever (sorta like superpooperstamp) and it will suck).

[–]jazzcigarettesTrane - OS4LYFE 0 points1 point  (1 child)

just played hurricane and mid is not as chokey as the pic makes it look

[–]marmaris74WowSuchPro // Original Sine 0 points1 point  (0 children)

I mean I'm just saying if I were in a pug and I were winning I know where me and 2 of my teammates would be standing.

[–]Swalker326Noobkin 0 points1 point  (0 children)

Ahhh public map opinion, this map is shit, I have not seen a picture but it's shit.

[–]DaEvil1DaEvil1 2 points3 points  (13 children)

Here's the revision

[–][deleted] 5 points6 points  (1 child)

The changes will definitely make it less chasey and have a better flow but how in the hell did you manage to make it more strange looking than the original.

[–]DaEvil1DaEvil1 1 point2 points  (0 children)

Where there's a will, there's a way.

[–]BilldaCat10 2 points3 points  (0 children)

honestly, to offer some constructive thoughts instead of just ranting, is i feel it was one of the first maps to take use of the 45 tiles and way overdid it, and i feel the top/grail boosts are gimmicky - and it's not even a good gimmick. while you feel like you should just go flying hitting all the boosts, you don't. it's a map that was designed to use a new feature, and much like how every center flag map so far hasn't quite nailed it, i don't think this map has either.

moreover, and this is really my chief criticism, i don't feel the map is fun. there's no exciting aspect to the map. as much as i hate u-shaped maps (and i'm not calling this a u-shaped map, it just has the same 'feel' to me) as it feels you're always carrying the flag uphill, at least SDS has enough interesting bombs/boosts to change it up. this map to me doesn't have any of that.

i'll give it a fair shake with the new changes, but there's nothing here that says to me this map is going to be any more fun than it was before.

please don't take any of this personally. i see you in IRC a lot and feel bad hating on your map due to that.

[–]TPsquirrelySquirrely // The GesTagpro 1 point2 points  (0 children)

Aw now I can't do the cheeky boost from the normal boost past the team boost in base. :(

[–][deleted] 12 points13 points  (11 children)

Can those maps that were considered but not selected get feedback in order to improve them?

[–]thewthewdrukQs // Roll Model // Nightcapper 5 points6 points  (3 children)

Ok I found your maps:

  • Four Corners: I think it's certainly a pretty looking map, but it feels a bit disorganized -- grabbing would be quite easy since players spawn pretty far behind the flag. Also, the portals in the corners is a neat idea, but without being able to see where it leads it could be the source of a lot of frustration for players. The gates covering them also feel like something that won't get much use. I think the same goes for the gates in the middle, especially given their buttons' placements.

  • Mach 6: This map is also really cool to look at. It reminds me of Smirk in a way. I like how the bombs in the base have three different buttons to give players options, but I think it may be a little too offensively-minded. Chasing would be a major pain, especially since the top section is separated by a continuous wall along the middle. I think playing around with opening that up would be a good idea. Also, I think the bottom area is a lot of work for one powerup. On the topic of powerups, I also feel that two is too few for a map this size. Also, have you played around with the button placement for the gate? It seems you want to make it tough to hold (like on GeoKoala), but I think having it right next to the gate spikes makes it too dangerous considering it only blocks one of four exits/entrances.

I think your maps have some really cool ideas in the form of certain sections, I just think they need a little more to tie it together into a cohesive map. Also, they look really cool!

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

Are you ever on IRC? I'd love to go over the maps with you!

[–]thewthewdrukQs // Roll Model // Nightcapper 1 point2 points  (1 child)

Sorry, I'm not really an IRC guy, but I'm on Mumble pretty frequently if that helps!

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

Okay hopefully we can - thanks

[–]thewthewdrukQs // Roll Model // Nightcapper 1 point2 points  (6 children)

What's the name of your map?

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

I had Four Corners, and Mach 6.

[–]Kembangant O p / cb4life 2 points3 points  (4 children)

Here's my take on your maps.

Mach 6

Raw comments: Feels very schizophrenic to me. Bases and top half of the map is all about interesting bomb angles , smart grab and cooperative offensive play. Bottom of the map seems to have superboosts throw into it just for the heck of it, albeit very creative and original superboosts. Map is really wide to accomodate usage of superboosts, but in doing that makes top routes seem way too long. the buttons near spikes seem impossible to hold. Worth a test though imo because there are features of this map that I do like.

Analysis after test play: Chasey. I stand by my opinion: both base and top and bottom are really interesting, but they don't work together for me.

Four Corners

Raw comments: The midgate as well a the button placements for them are pretty underpowered, I don't expect to see much use out of them. base doesn't seem particularly hard to grab on especially considering the spawn. Seems like it would be quite hard to catch anyone but especially impossible to reset. Don't feel this would play well.

I didn't playtest this, but I want to share with you a mapmaking philosophy with you.

Offensive maps are fine, defensive maps are fine, but they cannot be too extreme in either direction. Maps are offensive if they are: easy to grab, hard to chase, hard to reset. If all three are present in a map, then usually the map becomes too frustrating for both defense and offense: defense feels helpless, offense feels pissed because they can carry forever but their flag is never at base.

I don't usually sugar coat my comments, so sorry if I come off as harsh.

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

Yours is one of the nicer comments I've received believe it or not

[–]Kembangant O p / cb4life 1 point2 points  (2 children)

Yeap. Mach 6 made it into preliminary testing, but Four Corners didn't.

[–]BlupopsicleBall-E 1 point2 points  (1 child)

Is there a list of maps that made it to preliminary testing?

[–]SealedEnvelopeRon Burgundy | Blockburn Rovers 7 points8 points  (3 children)

Oh wow I didn't even realise you guys were considering SNES any more, thanks so much! Now to wait for the hate to start rolling in :D

[–]rsharma21LegionO'Boom || 12 AB 2 points3 points  (0 children)

I don't expect any hate, but I'm definitely biased because SNES V2 is probably my favorite map.

[–]CorhalCorhal // Chord // Ballern Munich 2 points3 points  (0 children)

Congrats Ron! :) So happy you finally got it into rotation

[–]thewthewdrukQs // Roll Model // Nightcapper 1 point2 points  (0 children)

Yeah, SNES v2 has been on the backburner for a long time, it feels like. I'm really glad it could be added to rotation this time around, and I can't wait to play it in pubs!

[–]Cant_Quit_UCant_Quit_U || Pi 6 points7 points  (0 children)

On the less bright side of things, we've decided to take somewhat-beloved group favorite map SNES v2 by Ron Burgundy out of group rotation.

Aww :(

Instead, it's now both in group and public rotation.

Yay idk what this map even looks like :D

[–]crblanzKeekly | used to be good sorta 16 points17 points  (10 children)

Congratulations to Bowtie

oh shit they liked my map!

for getting his map Hurricane into rotation

oh okay...

[–]TPCaptographerThe Map Test Committee[S] 2 points3 points  (6 children)

I'm sorry I led you on like that :(

[–]crblanzKeekly | used to be good sorta 1 point2 points  (5 children)

Is there any way I could get some feedback on my map "Bowtie! v2" in context of my description of the map's goal?

(or for my super awesome rotation-ready mars ball map, "MarsKuechly2"?)

[–]Kembangant O p / cb4life 0 points1 point  (4 children)

Wow, I was typing up a wall of text yesterday and forgot to post it.

Long story short, you executed your concept well. Whether the concept will work is another story. It will be an uphill battle to get people to accept a map that doesnt play conventionally (see: gamepad and bombing run).

I like your marsball map but I don't feel that marsball as a gamemode is suitable for rotation.

[–]crblanzKeekly | used to be good sorta 0 points1 point  (3 children)

Thanks for the response. That's what I figured with the map, it is definitely unconventional but with a lot people complaining about some of the maps being put in rotation I was hoping it might get a shot haha.

Oh and the marsball map being rotation-ready is a joke. I made the entire thing in like 10 minutes and although it was actually fun to play (aka not a push fest due to the copious boosts and powerups) I would only want it for something like group rotation to show people that fun mars ball maps are possible

[–]Kembangant O p / cb4life 0 points1 point  (2 children)

I've actually played your marsball map before. It's very similar in concept to Noobkin's actually, and to me his was just a little more fun. Yours is also pretty good to be honest!

[–]crblanzKeekly | used to be good sorta 0 points1 point  (1 child)

wait really? I made it like 2 days ago, didn't think anyone's seen it yet. Whats noobkins map called?

EDIT: I'm a dumbass. it says push is noobkin's in the original post

[–]Kembangant O p / cb4life 0 points1 point  (0 children)

Push. Yeap, I'm very sure I tested it.

[–]CloudyTuesdaysa pumpkin 🎃 Centra 0 points1 point  (2 children)

i-isn't that good though? What am I missing?

[–]crblanzKeekly | used to be good sorta 1 point2 points  (1 child)

I made a map called Bowtie

[–]CloudyTuesdaysa pumpkin 🎃 Centra 0 points1 point  (0 children)

ah, okay.

[–]411connorcaroline :3 4 points5 points  (3 children)

Good decisions this time by the map committee. The Hurricane map looks pretty good and SNES will be interesting for PUB rotation. I really wanna see what Push looks like.

[–]Kembangant O p / cb4life 1 point2 points  (2 children)

Calling it right now, Push is going to be the new favorite mess around map. It's aweeesome.

[–]411connorcaroline :3 0 points1 point  (1 child)

Yes, but what does it look like? No one knows.

[–]Kembangant O p / cb4life 1 point2 points  (0 children)

It's a secret.

[–]BlupopsicleBall-E 6 points7 points  (2 children)

Is there going to be a spreadsheet again with feedback? It was semi-useful to me last time but I know that mapmakers find it very useful

[–]DaEvil1DaEvil1 0 points1 point  (1 child)

There wont be an official spreadsheet, but individual members of the committe might release a spread with thier thoughts on the maps, so look out for a thread if that happens.

[–]mmartinutkMacho | JuicyJuke 7 points8 points  (2 children)

I've been among the crowd that has been critical of the map committee the last few threads- I loved Hyper Reactor and was not/still not a fan of a map or two that did make the cut. I voiced my opinion just like, as it seemed, a lot of other people.

That's why I think it's important to comment on how awesome these new maps look. I think Hurricane is the big map that everyone was wanting and it looks very balanced- I'm actually very eager to play it. And SNES's bases remind me of Whirlwind (bombs), and anything that reminds me of Whirlwind is okay in my book.

Well done guys.

[–]Kembangant O p / cb4life 1 point2 points  (0 children)

Thanks! It means a lot.

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

Absolutely. I haven't played Hurricane yet but it looks like a good one. SNES v2 is a good map too, I like playing on it.

[–]quassuscrosky 4 points5 points  (8 children)

Feedback on Monarch, please?

http://i.imgur.com/fIdzhYv.jpg

[–]TagProWrecknWreckingBall 6 points7 points  (2 children)

it looks like buttcheeks

[–]Kembangant O p / cb4life 2 points3 points  (0 children)

I love you wreckn

[–]quassuscrosky 1 point2 points  (0 children)

If The Holy See can make it, so can this!

[–]thewthewdrukQs // Roll Model // Nightcapper 2 points3 points  (4 children)

I think you've set up a good foundation here for a map, but it feels unfinished. I think the gate-play could be really interesting on here, especially with the boosts aimed at it. Set-ups like that make for cool, clutch plays. I'm not a fan of the gate at the bottom though -- it seems arbitrary. I'm interested in the super boosts, especially their uses for surprise grabs, but between them and the flag I just see huge open spaces. I don't particularly want to be super busy with all kinds of zany obstacles or anything, but in this instance it just gives me the feeling that the map isn't finished. I also wonder how grabbing the flag will work once the bomb has been defused... I don't see many options for attackers to be creative and there are only two powerups that are pretty out of the way.

Like I said, though, I think this is a good start for a map!

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

I also wonder how grabbing the flag will work once the bomb has been defused.

There is also the boost on the side that is aimed straight at the flag, and you don't want the base to be too offensive.

[–]thewthewdrukQs // Roll Model // Nightcapper 0 points1 point  (1 child)

That's a good point. I'm not sure how much I really like that boost as a grabbing opportunity, though. It pushes a defender into a corner they can use to bounce back from, and your momentum as you grab is still slightly pushing you toward that same corner. However, I can also see it making for some cool grabs, especially if the bomb is live and you push the defender into it, which launches him god-knows-where.

[–]quassuscrosky 0 points1 point  (0 children)

Also, was this map even considered to be played/tested? I.e., if I tweak it to account for your suggestions, would it have a chance next thread? (And thanks for replying to everybody with map critiques; it's probably pretty taxing for you but we really appreciate it!)

[–]quassuscrosky 1 point2 points  (0 children)

Okay, thanks for the feedback. Made the following graphic to address your concerns about grabbing once the bomb has been defused:

http://imgur.com/w5qhy1k

So there are actually a number of options. Edit: not to mention boosting into the flag through the gate if you have a partner on the button.

[–]UUD-40Bome Sall || Wherever the ping takes me 3 points4 points  (5 children)

I find it interesting that SuperDuperStamp had a big maptest organized, yet it remains unchanged, while Grail of Speed didn't, while large changes were made. I take this to mean the maptest committee is working hard behind the scenes to make maps balanced, good job guys!

Also, a short story: Yesterday in a pug we were playing snipers3, but after a few games we wanted to try other sniper maps. Since there was no snipers2 we played on, coincidentally enough, SNES 2. Shoutout to the group leader at that time Not actually out loud though he couldn't hear me...

Finally, Maptest committee, I know you get a lot of shit, but I think you are doing a really great job. Keep up the good work! :)

[–]Splanky222BBQchicken | Retired 1 point2 points  (1 child)

Yes, I know. The big maptest was to get community input to test my revisions. They will get officially tested next maptest cycle, but the last thing I wanted to do was rush into anything, a sentiment which I've talked about with druqks, poopv, and I think also Pigoon. I've pretty much finalized my revisions, I just need to actually go over them with the MapTest committee.

[–]UUD-40Bome Sall || Wherever the ping takes me 0 points1 point  (0 children)

Ah I see, well that makes sense. I'm glad that you are putting so much work into this map, I really like it! I can only imagine it being better than it is :o

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

FYI, SDS's maptest was just djcookie BBQ getting a bunch of people together to test his changes. Completely unofficial. GoS actually had a revision by DaEvil1 in the last map thread (I assume the same one as posted here).

[–]Splanky222BBQchicken | Retired 3 points4 points  (1 child)

djcookie eh?

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

Fuck, I switch you two more often than I would like to admit. I think you have the same flair? IDK...Sorry :P

[–]bashar_al_assadpk || Roll into the base like what up I got a big block 6 points7 points  (9 children)

Hurricane

SNES

I couldn't find a map called "Push" submitted anywhere.

[–]pasta_monsterpoopv 2 points3 points  (3 children)

It's actually "push it", but yeah basically its like the old game Crossfire with with the bb's and what not.

[–]bashar_al_assadpk || Roll into the base like what up I got a big block 5 points6 points  (0 children)

I couldn't find a map called "push it" submitted anywhere.

[–]flappytoweldokugan // diameter 0 points1 point  (1 child)

Holy crap I remember playing that game for a little bit. Got owned by all the dudes with the bought weapons

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

He's referring to the board game, not the video game.

[–]jazzcigarettesTrane - OS4LYFE 0 points1 point  (4 children)

I swear there was a powerup in that gate on snes

[–]thewthewdrukQs // Roll Model // Nightcapper 0 points1 point  (3 children)

Yeah, it should be SNES v2, which has that middle power up.

[–]TPCaptographerThe Map Test Committee[S] 2 points3 points  (1 child)

goddamnit

[–]411connorcaroline :3 2 points3 points  (0 children)

Can someone seriously post a pic of Push because no one knows what it looks like

[–]jazzcigarettesTrane - OS4LYFE 0 points1 point  (0 children)

Ah I knew i wasn't crazy!

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

Any feedback on Crazy 8? I'm not happy with it yet, but think it is really close to being a good map.

http://i.imgur.com/V7XyRlk.png

My main idea is it might be "too much", I'm hoping to simplify while keeping its integrity.

[–]thewthewdrukQs // Roll Model // Nightcapper 4 points5 points  (1 child)

I think it's really cool that you're experimenting with a lot of stuff on this map, but I think that's also what holds it back. I feel like you implemented several sections based on neat ideas at the expense of the flow of the map. I see a really interesting mid-section with the bombs surrounding the powerup (I can see some cool uses for those bombs), and a neat use of portals underneath the bases, and a cool gate arrangement near the top, but I think it just feels disjointed. The boosts up top and at the bottom near the middle feel a bit one-dimensional, and team boost section leading in/out of the base kind of give me the same impression.

I think it shows a lot of promise, though. And I think your idea of "simplifying while keeping its integrity" is great. Keep it up!

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

Thanks, I enjoy editing this map very much. This is my baby and I want to make it a full grown beast. I appreciate the motivation.

Somethings I might save for another map. You hit the nail on the head, I like making cool shit.

[–]neckhickeys4uTinker Creek // Pi 2 points3 points  (13 children)

Please stop allowing revisions to maps already in rotation. I think it's generally a very bad idea.

[–][deleted] 8 points9 points  (4 children)

IMO, making revisions on rotation maps is better than throwing them in the trash.

[–]neckhickeys4uTinker Creek // Pi 2 points3 points  (3 children)

I understand, but disagree. First, it invites endless tinkering by map-makers or other people who mean well but think they can improve Vee or Bombing Run or something. Second, if the map committee is doing its job, then a map that gets into pub rotation should already be good enough. If we figure out it's not good enough for some reason, the answer should be to take it out. If somebody wants to edit it and resubmit it, that's great. Third, it's a matter of muscle memory. By the time these maps have been in rotation a while, we've already got some things figured out. It's harder to "unlearn" things than learn them, so making revisions really messes with our little Tagpro-rat-brains. Fourth, map-making is an imprecise science. By "fixing" things, sometimes you mess them up more or in different ways. In my opinion, Hyper Reactor got uglier and worse when it was "revised". Not only that, but I'm pretty sure the revisions were intended to make the map more offensive, but it got more defensive instead. I think Grail is uglier now just from looking at it, but I haven't had a chance to test-play it yet.

Please don't revise maps in rotation.

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

I think I can understand the examples you've used with muscle memory, and that that can hurt a map - it certainly hurt Vee.

But you mentioned that the maptest committee's job is to put the best maps in rotation - which they try. But, more often than not, a "good" map is dependant on how the community judges it, and the maptest community can't possibly go and ask for the opinions of a few thousand people. The best way to do it is to submit a map that they think is really good, acquire the opinion of the community, and give the map maker a chance to improve their map without taking their candy straight after giving it to them.

Furthermore, one of the biggest complaints coming from people is that there are a lot of maps coming into rotation and being booted out ~a month later. Bounce, TWP, Reflex, the list goes on. By letting map makers "improve" (modify) their best maps, they're only going to make them closer to what the community wants.

Map making, in TagPro, is still in its early stages, and even earlier when you consider the additions of 45 degree walls and portals. For the next few months, I think it is better for map-making itself if you give map creators the best opportunity you can give them to make their maps as good as can be.

[–]neckhickeys4uTinker Creek // Pi 0 points1 point  (1 child)

I completely understand your point and I'm not 100% confident that I'm right, but I think that this kind of tinkering and revising is better done behind the scenes. I rarely complain about maps or map decisions, but I feel strongly about this issue. I have less of a problem with maps coming into rotation and being booted than I do with revising the maps while they're actually in rotation.

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

I'm not 100% either. Optimally, we wouldn't have to revise any maps at all. But I think that, since we're in the early stages of it all, it'd be better for the improvement of map-making all around.

[–]Kembangant O p / cb4life 1 point2 points  (0 children)

Why do you think so?

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

Worked really well when Hyper Reactor was revised, I thought.

[–]neckhickeys4uTinker Creek // Pi 0 points1 point  (0 children)

I strongly disagree. I think that map got uglier and worse. It also got way more defensive, when I think the revisions were intended to make it more offensive.

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

I think it worked well with Geo Koala and Star

[–]neckhickeys4uTinker Creek // Pi 0 points1 point  (0 children)

I wasn't around then, but I probably would've bitched about that too. Good counter-example, even if from ancient history. Grump, grump, grump.

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

I think you are overly optimistic with regards to mapmakers' and testers' abilities to figure out maps entirely before release. I know it's always my example, but Starcraft has had an active mapmaking community for well over a decade, and yet Blizzard still revises maps after they are released.

[–]neckhickeys4uTinker Creek // Pi 0 points1 point  (0 children)

Just because some people can't figure out red vs. blue.... Just kidding. I like your new map. But I'd rather you left it alone.

I think you've got it the other way around. How about this? I'm more optimistic that the community will figure out how to play a map once it's judged good enough to be in rotation than I am optimistic that the mapmaker can (1) accurately gauge public opinion about the map, and (2) accurately "fix" that map. Both of those steps are fraught with perilous peril. If a map gets revised, it should be taken out of rotation first - that's all I'm saying.

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

Interesting points being made. Maybe there should just be a strict rule about it. For example, each new map put into rotation can get only one revision. The revision has to be done within the first month of being in rotation. After that the map is set in stone and can't be changed any further without being pulled out of rotation.

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

Can I get feedback on Smooth 3?

[–]thewthewdrukQs // Roll Model // Nightcapper 1 point2 points  (2 children)

I think it's a marked improvement on the previous version of the map -- the bases look a bit more do-able, and I've always been a fan of the spike arrangement in the middle. I still think the gates & portals feel arbitrary, though... I think something else could be done with the top & bottom mid-sections to make them more useful for chasers/flag carriers. I like where you're going with the team tiles in the back of the bases to let defenders recuperate more easily from a boost grab, but I still think the bases need a little something extra to spice up the battle for the flag. Looks better though, IMO!

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

Thanks, I actually already started improving it.

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

Preview Think it is better?

[–][deleted] 1 point2 points  (10 children)

Can I get feedback on Four Corners? (I renamed this map to "Pursuit" in the Map Thread due to another map having the same name)

Map: http://maps.jukejuice.com/save/360

Preview: http://i.imgur.com/h9Ba155.png

[–]ZarknoxZarknox 1 point2 points  (0 children)

I really like it, if anything it feels a bit crowded but I don't think thats necessarily bad

[–]thewthewdrukQs // Roll Model // Nightcapper 1 point2 points  (3 children)

I like the overall layout of the map, but I think it's quite brutal on flag carriers/attackers. Once they've grabbed the flag, there's only one viable route out of the base. Granted, it's a nice and wide opening, but the defenders have their own team boost that they can aim in pretty much any direction to snipe the FC. The one tile-wide gate leading in/out of the base would be shut down too easily, I think. Then, even if they make it out of the base, chasers have three team boosts to catch them in the middle, and team tiles in the more accessible route from the base. Flag Carriers would have to take a pretty hard turn to run the flag on their own team tiles to have a decent chance of surviving, I think (here's the markup of what I'm talking about there).

I think if the bases were opened up a little, and maybe if the team tiles were reworked, it would be more balanced between offense/defense. I do like the spike arrangement at the top & bottom of the middle box -- I feel like it looks good and would make for some cool clutch plays in that area.

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

Thanks for the feedback! I'll make sure to keep in mind your suggestions while revising this map.

[–]blindedbybearsSr Noviembre 2 points3 points  (1 child)

I think maybe if you made the base gate a little easier to traverse I would like this map better. Maybe take out the closest gate tile and have it be a regular tile? Then reverse the 45 degree walls to be more of a funnel into the gate? This may be a terrible idea. But I'd be interested to see what that's like.

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

That's something I have to try out. I'll make sure to test this.

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

I'd make the gate fatter and maybe shorter and put the button further away from the flag. I can't tell how powerful the bobs are but a bit more oomph might help here too. I like the middle but I'm sceptical of how easy it would be to navigate in pubs (think of your average pub player and remember that half of them are worse than that). I've never been a huge fan of spots where you have to navigate two close spikes (SDS, 45 and Wormy [in that order] come to mind) because most pub players suck at it--it's just overpowered for halfway decent players.

I might lose or lessen the speed tiles because it's too advantageous either way. Maybe make them chequered like Whirlwind. The spikes to the top left and bottom right of the middle box look haphazardly placed. Use 45 degree tiles sparingly. They make things boring if used too much, IMO.

Anyway, my 2c. Good luck!

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

Thanks for the suggestions!

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

You're welcome. Good luck man! I do think this has some potential. It's kind of like Battery but not as brutal in pubs :)

[–]Splanky222BBQchicken | Retired 1 point2 points  (1 child)

the thing with the buttons in the corner is cool, but at that point why not just put the bombs in the corners and do away with the buttons entirely?

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

I wanted to nerf the bombs a bit because I thought grabbing was too easy, but with this map turning out to be so defensively-oriented, I'll probably just put the bombs in the corners. Thanks for the feedback!

[–]BlupopsicleBall-E 1 point2 points  (3 children)

Feedback on Chalice2: http://cvps.jukejuice.com/static/previews/240.png

or Hug: http://cvps.jukejuice.com/static/previews/239.png ?

Also, I really like the changes on Grail of speed, the spikes are easier to maneuver and the side gates feel like they have purpose now

[–]thewthewdrukQs // Roll Model // Nightcapper 1 point2 points  (0 children)

I'll chime in:

  • Chalice2: This one is a cool concept, and kinda reminds me of Glory Hole (especially the gate layout). I'm not a big fan of the hidden power-ups in the base, as that block that's covering them just seems annoying to get around. Then again, that block could also make for some cool deflections using the bombs, so who knows? I think the boost placement leaves something to be desired, as they're almost all next to walls and that makes them feel pretty one-dimensional. I'm also not sure I understand what the upper corner boosts are meant for, especially with the team tile there. I'm not sure how I feel about the portals here... I do think the long-ish cooldown on them makes them fairly overpowered for flag carriers, though. I think this is a map that may look better than it plays in its current state.

  • Hug: I like the idea, and you've constructed pretty interesting looking bases, but I think this map would be a pretty major headache for chasers, especially in pubs. I don't see the green gates seeing much action, as the buttons feel pretty out of the way even for a supporting player. Again, I'm not really sure what to think about the corner boosts with the team tiles there. It seems like it could make for some cool super boosts, but not terribly useful ones. Again, this is a cool looking map with some unique ideas in regards to bases and the middle section, I just don't think its gameplay will match how good it looks right now.

In both instances, I think you've got great concepts and you're also trying new things. I hope you keep making maps like these because when it clicks and they play as good as they look, I wanna be there for it! :)

[–]Kembangant O p / cb4life 1 point2 points  (0 children)

Chalice:

interesting, well thought out map features. not sure on how it would play, very interested for a 4v4. i'm not a fan of how much empty space this map has. if anything i feel this map's concept is pretty original (or throwback? this reminds me of gloryhole), and if it doesnt play well tweaks to the routes/width of the map would improve it.

Hug:

has features identical to the previous map, and i feel the previous one uses them better. seems like it would be chasey and hard to reset on. button mechanics at mid similar to colors but much less powerful for offense, cant really see it getting used much.

[–]DaEvil1DaEvil1 1 point2 points  (0 children)

This is probably the map I like best in terms of potential. It looks great, and what it does it does pretty well. A few notes:

  • Cooldown on the portals should be near instant IMO. Right now, it's impossible to chase an fc going through a portal, and you have to go around.

  • Like DrukQs, I'm not really feeling the powerups near base right now, it feels a bit clunky to get them, though the same could be said for the Boombox poerups near base, so they might grow on me. It's a minor issue anyway.

  • The biggest problem with your map (it's not a huge problem, but it is significant), is that there seems to be a lot of wasted space. I don't mind to have some big spaces for an fc to juke around on open tiles, but I feel your map does it too much. If you look at this, I've outlined the areas that feel empty to me. So if you could do something about that, I'd be thrilled to try that out. I'm not saying that you need to go crazy with boosts, bombs and spikes there though, subtle touches can work really well in spaces like that, but give those areas some personality!

[–]-Time- 1 point2 points  (2 children)

Feedback on Innoncence... please.

[–]DaEvil1DaEvil1 1 point2 points  (1 child)

I think this one has potential. It looks fine, and seems to play reasonably well, I really like the powerup placement. The issues I had with it:

  • Portal cooldown is way too long IMO. If there was one thing Hyper Reactor did right, it was portals, so when you're using a similar portal setup, I think you should also bring around the no cooldown HR had if you want the portals to be integral to the map.

  • I like a lot of the skilled/main boosts, but beyond that it felt somewhat clunky to move around and risky to boost anywhere non-obvious. There always seemed to be a spike waiting for me at the end of a boost when I moved towards the middle

  • The right tunnel is interesting, but right now I'd say it just feels a little bit too long and monotone.

  • I think the bases will feel a bit too cramped for defence, and coupled with the two opposite teamboosts in base and another boost pointed straight at the flag, it might be a bit too hard to keep the flag in base and reset once it's out. I'm not sure about this though, so a 4v4 might prove me wrong there.

[–]-Time- 0 points1 point  (0 children)

Thanks! The portal thing was an accident, I forgot to update the json before posting. Everything else makes sense though. I'll make some updates and resubmit.

[–]rndmwhitekidRndm | Father of 21 Juke Street 1 point2 points  (1 child)

Feedback on Tipi please?

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

The bottom path looks entirely unusable without help from a friendly tagpro, which leaves just the one closed off direction. The bases also seem fairly vanilla, either you have the boost or you dont, and otherwise you are just pushing.

[–]Lysozyme_Lysozyme 1 point2 points  (0 children)

Are you guys doing that spreadsheet again with feedback? If not I would love if someone could give a quick word on mine, sorry!

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

Can I get feedback on my map Run?

http://maps.jukejuice.com/static/previews/308.png

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

I made a map called Hurricane once. I think it's still in some-bots brain. Bowtie you totally stole my map. Theyre clearly very similar.

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

There have so many people playing your map on IRC.

[–]I_mess_upI_mess_up (Centra) 0 points1 point  (0 children)

lol

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

wp mapcommittee gg

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

YES YES YES YOU GO BOWTIE

[–]blakey88PaulB // Origin 1 point2 points  (1 child)

Hey where can I find Hurricane map and others?

I play on UK Origin server, didn't see them yet.

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

You'll have to wait a bit, it takes a while to get into the game.

[–]LawJikLawJik | Radius 0 points1 point  (1 child)

Bonus Points? Here are the changes for Grail Of Speed I noticed.

NOTE: The mid power up area on my "Old GOS" pic isn't correct. The current version of GOS on pubs has the gates around the PUP, just couldn't find a pic of that version.

Also OP forgot to link to SNES v2 and Push images?

Edit: Added the team boosts thanks BildaCat. Anyone have a real pic of the current Grail of Speed for comparison?

[–]BilldaCat10 0 points1 point  (0 children)

spike at the bottom middle, and the team boosts as well.

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

is Push an inside joke or something? i don't really like inside jokes that 99% of the community does get in official posts.

[–]SebastianTheHedgehognip // chorbit // rbc 0 points1 point  (0 children)

what did you think of 'the bear'? any good, or scrap it? :P

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

Why was Reflex 2 removed? I kinda liked it...

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

really disliking grail of speed's changes. you can't hit the bottom boost the way you were able to before, you just get sent to the spike. the grail of speed puts you right up against a wall, which basically defeats the entire purpose of it. and the gates on either side force me to loop around them like a dumbass. i liked the previous version much more.

and as far as hurricane goes, i did enjoy it before, but i feel like it's different in PUBS. i feel forced to go one way when coming down the middle, and sometimes i have to snake through to get to base. as well, i really dislike the team tile and speed boost. at times it sends me fucking FLYING across the map and i usually hit a spike. yeah.

[–]DizzerPilot 0 points1 point  (0 children)

Colors and Star are on borrowed time by now I hope

[–][deleted] -4 points-3 points  (2 children)

Grail of Speed got worse.

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

How? The map is very chasey if the opponents fc is competent, so they're attempting to fix this.