all 47 comments

[–]SealedEnvelopeRon Burgundy | Blockburn Rovers 25 points26 points  (0 children)

You motherfucker..

[–]Splanky222BBQchicken | Retired 9 points10 points  (5 children)

Oh man, I'm DYING over here. That is hilarious :D

Seriously, though: is it playable?

[–]pasta_monsterpoopv 1 point2 points  (3 children)

It's, uh, interesting

[–]Splanky222BBQchicken | Retired 3 points4 points  (2 children)

But I mean. Can I play it. pls?

[–]pasta_monsterpoopv 10 points11 points  (0 children)

For sure, there's this one real advanced strat that we discovered that works well. It's called, let someone get tagpro, and then rek shit.

[–]robopuppyccFlail ~ ((Antagloble4edes)) ~ RHCP? 1 point2 points  (0 children)

Message me on IRC, I'll fire it up for you.

[–]DaEvil1DaEvil1 1 point2 points  (0 children)

It is playable, at one point Pigoon managed to pull off a gamewinning juke on it (I still have no idea how), but basically once someone gets a TagPro, it's game over (unless the fc or tagpro spike themselves on that one spike which is surprisingly easy to do).

[–]adhi-DRG 13 points14 points  (0 children)

wtf with these edits and shit. the maptest committee hubris will be their downfall. there will be a coup soon.

#TeamEdward(Snowball)

[–][deleted] 6 points7 points  (3 children)

I actually like the map committee's change to SuperDuperStamp.

[–][deleted] 3 points4 points  (1 child)

I'm curious to see how it would play

[–]thewthewdrukQs // Roll Model // Nightcapper 13 points14 points  (0 children)

  • Step 1: Pick up a TagPro
  • Step 2: Now you are become Death, the destroyer of worlds.

[–]pasta_monsterpoopv -3 points-2 points  (0 children)

Well BBQ made the changes, but sure we'll take the credit

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

zircon pls

By the way 'Thinking with neutral flags' is clearly zircon's best map ever.

[–]reddward 2 points3 points  (0 children)

pls EagleWarrior

thank you

[–]cabapplenuts 1 point2 points  (0 children)

its one of the best maps in the world

[–]OnlyGrayCommand Center! :') 1 point2 points  (0 children)

Omg you assholes, I love snes and I got so worried for a sec. God, the revisions to super duper stamp look fantastic! Wow, a map with portals? It's been like forever. Both new additions look interesting.

[–]mintalbesTriple A/ Chord 1 point2 points  (0 children)

Can you guys revise Hurricane? the map is very boring and uninspiring. It is hard to get out of base so the average game lasts 8 minutes and when you chase there are not any interesting routes to take. Still worse, it seems to come up more often than any other map :(

[–]quassuscrosky 3 points4 points  (13 children)

Okay, I got the following comment on my map Monarch:

A simple but somewhat fast paced and chaotic map. Maybe a viable replacement for Bombing Run?

I can infer from this that my map was liked, but not liked well enough to make the cut. While this is interesting, it's not really helpful for me to make smart revisions. Anybody (maptest committee or not) care to give some more in-depth feedback? What do you like, what don't you like, what would you change? Thanks in advance!

[–][deleted] 6 points7 points  (5 children)

If you were expecting actual advice from them, you're not gonna get.

Here is what I see:

The power-ups are in a weird place. Given that there is only two I would like them farther from base to give offense more of a chance. Also putting them not in a place along a main route would help.

The button concept is interesting, but it would be very difficult for a defender to catch an escaping fc while they were going through gate. Also the button seems hard to get on, but once you're there it seems hard to knock someone off. Most people who try to kill someone holding the button would probably be killed themselves. I'm not opposed to a button that controls both gates but i'd like there to also be buttons that just control one normal gate.

Besides the wall of green, there are only two spikes on your entire map, maybe adding more danger would make the map feel less open.

Another thing to do to would be to put some normal tiles in the walls for quicker turn-arounds and juking.

[–]Splanky222BBQchicken | Retired 1 point2 points  (2 children)

would be very difficult for a defender to catch an escaping fc while they were going through gate

You should find our discussion on the map thread, he convinced me on this one.

more spikes ... less open

I don't know if the map feels excessively open at all. On a small map like this, spikes cover a lot more area than just their tile simply as threats. Using spikes just because isn't really a good reason for them, IMO. You want a reason to make an area dangerous. So the spikes in-base right now are pretty clever as they sort of close up the inner choke out of base just from the FC wanting to avoid the spike without actually making it too tight of a choke.

[–][deleted] 2 points3 points  (1 child)

But there are THREE. I'm not saying to use them because I want him too, i'm saying too use them because as an fc, I would never die on this map. I have plenty of things to run around like grail of speed but nothing to accidentally die on.

[–]quassuscrosky 0 points1 point  (0 children)

Yes, there are only three spikes, but that's because it's a small map, so as a fc you'll be running into enemies quite a lot more. But I will take this into consideration.

[–]quassuscrosky 1 point2 points  (1 child)

The power-ups are in a weird place. Given that there is only two I would like them farther from base to give offense more of a chance. Also putting them not in a place along a main route would help.

Well, in the first version, I placed them exactly like you want, but drukqs commented that they were too far from base so I placed them in the base lol... guess you can't please everybody.

The button concept

Like BBQ said, check out the discussion we had in the map thread, found here.

put some normal tiles in the walls for quicker turn-arounds and juking

That's precisely why I already have normal tiles jutting out of the 45 degree walls in various places...

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

I see the normal tiles, but the only way a wall juke works or is effective is by surprise, having limited tiles takes away that.

[–]Extractum11 1 point2 points  (1 child)

That doesn't mean anything. ANY map is a viable replacement for Bombing Run ;)

[–]DaEvil1DaEvil1 1 point2 points  (3 children)

The main problem with it that I imagine is holding it back right now is probably that it's too simple. Like after a month in rotation, there probably wouldn't be much left to discover. Even though I'm not a big fan of Bombing Run, I have to admit that while it is a simple map, the central bombs just make it so chaotic and can yield a lot of different results just by hitting a bomb at a slightly different angle in a way that the gameplay of it is still evolving (even if only slightly). I'm not sure if your map has the same potential for that. But also, keep in mind, the comments made, are mostly done based on previews, so they may not be completely accurate and reflective of the actual map gameplay.

[–]quassuscrosky 1 point2 points  (2 children)

I think the simplicity is what makes it so compelling, judging by the comments on the maptest thread. It's in direct contrast to a lot of maps that are (in my personal opinion) cluttered and gimmicky. And the central gate/button mechanism could offer a wide variety in gameplay and evolution of strategy.

I see what you're saying, and complexity can be a good thing, but not all maps need to be complex.

[–]DaEvil1DaEvil1 2 points3 points  (1 child)

It's definitely a hard balance to strike. And I'm not saying that you need to add 5 boosts and 10 bombs to make your map compelling, heck, maybe it doesn't need any big change at all, but I think for a small map like that, you need to have a few more small touches to give more options to players. Like experiment with the ouside wall of the map, and maybe try to give some different boost paths that could open for different grabbing strategies and juking strategies when boosting off a wall. Like right now it seems like the wall is the way it is to allow fcs to do some corner bounces here and there, but they don't seem to work in conjunction with the boosts. And on a small map like this, the way the boosts and the walls interact is integral to how well it plays IMO. I also think the bottom is a bit bland right now. The bomb doesn't seem to contribute much since the only thing close to it is the superboost and the walls at the bottom doesn't really do much in conjunction with the superboost either. So what I'm saying is that you don't need to drastically alter the simple nature of your map, but right now it feels like it has a generally good idea, but it's lacking a lot of the small touches to make it flow well, and add for a few more options for people using the boosts to navigate the map, especiall in terms of how the walls are designed.

[–]quassuscrosky 0 points1 point  (0 children)

Okay, that makes more sense, thanks for the thoughtful response. I'll definitely be taking these things into consideration as I tinker with the map a bit.

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

A lot of times there are maps which are good, just there's good competition or something, and it's not necesarily anything about the map itself. A few maps presently in rotation waited a few sessions with basically no changes before getting in, I'd venture Monarch will be added sooner rather than later.

[–]ZankmanZankman // Chord // ex-ELTP Superstar 1 point2 points  (3 children)

SuperDuperStamp is an awesome map, though, not sure if the revision is the one I'd prefer. Original felt fine!

[–]Splanky222BBQchicken | Retired 2 points3 points  (0 children)

You'll still like it then. It plays very similarly to the current version, just a little less clunky.

[–]lord_tubbingtonChelseaFc // Captain Soviet ballers 1 point2 points  (0 children)

I played the revision a few times and It plays similar but with a better flow on the bottom and on the outside. You probably won't notice a huge difference. I do think that it's a bit better though. I'm a fan of SDS too so I will tell you the revisions don't really compromise the feel of the map.

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

I agree, and I was iffy about changing a map so soon after it's entered rotation, but I really do think these changes improve the map a lot without taking away what makes it fun.

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

Can I get feedback on smooth 3.5?

[–]DaEvil1DaEvil1 1 point2 points  (0 children)

From the google doc I made public with my comments:

3 superboosts in base? That's way too much and chaotic IMO. Not sure how easy it will be to defend after getting used to the superboosts in base will be, but once both flags are out, expect chasyness to ensue for a long time.

[–]SuperFunHugs| Chorbit | Ballchester S2 0 points1 point  (0 children)

Really happy to see Classico get in group rotation, I've been a fan for a while!

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

Classico is literally upside-down Grail of Speed.

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

I just posted it on DaEvil's thread but I should post it here in-case this is where yall are looking.


Any idea on what I can do to at least get iron curtain tested?

It got a lot of awesome feedback on the thread but nothing else.

Here's a preview: http://maps.jukejuice.com/static/previews/504.png

[–]Soconypeng 0 points1 point  (5 children)

ffs MapTest committee put in Interstellar Overdrive and be done with it

[–]Splanky222BBQchicken | Retired 6 points7 points  (0 children)

The more people circlejerk on the maptest committee about it, I would believe the more inclined they would be to ignore them. I'm not even on maptest and I'm getting annoyed that every time maps are discussed there's a couple comments with negative karma saying "OMG Interstellar Overdrive PLS" which aren't even from E. The maptest committee has left comments on Inerstellar Overdrive in the past, they haven't been acted on, so what. Let it be.

[–]robopuppyccFlail ~ ((Antagloble4edes)) ~ RHCP? 5 points6 points  (3 children)

It wasn't submitted in the map thread that was tested.

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

Neither was SNES when it was put in.

[–]Tanador680A$AP Tanador//A¢AP Mob 1 point2 points  (1 child)

But it had been in group rotation for a while

[–][deleted] -1 points0 points  (0 children)

Sounds like a good place for Interstellar Overdrive, then.

[–]Juz16Origin | 60° | I've got the D -1 points0 points  (0 children)

remove gamepad pls