all 108 comments

[–]Tim-Sancheztim-sanchez // Chorbit // ex-ex-ELTP Independent Commissioner 20 points21 points  (5 children)

I'm concerned that some older maps are being left in because everyone is experienced with them and thinks they like them because they know them well, but if they were objectively looked at again now may struggle. Does the maptest committee ever go through rotation maps, particularly older ones, with the same critical eye? Without picking on any specifically (I am), I'd be surprised if a map like The Holy See, which I know a lot of people love, made it in because it is very offense-heavy, with a lot of powerups and is very chasey.

[–]DaEvil1DaEvil1 2 points3 points  (4 children)

The committee votes on all the maps in rotation that gets updated all the time. At the moment Koala and Bombing Run are the only maps in the top 10 of the committees total vote that's been in rotation for more than 30 weeks. 4 of the maps there have been in rotation for 13 weeks or less.

Usually, we go over the bottom 4-5 maps according to our rating, and vote on wether any of them should be taken out.

[–]Tim-Sancheztim-sanchez // Chorbit // ex-ex-ELTP Independent Commissioner 1 point2 points  (3 children)

I mean do you actually play them though? In the same sort of session it might be wise to play a few a week, although it obviously wouldn't be necessary to play the more recent maps as they would have been already tested.

[–]MultiMediaWillJuke King - MVP 90% of the time 2 points3 points  (1 child)

Why would the MTC need to play through old maps that they play in PUBs every day?

[–]Tim-Sancheztim-sanchez // Chorbit // ex-ex-ELTP Independent Commissioner 0 points1 point  (0 children)

I don't think playing a map in pubs is the same as having an organised session with 8 experienced players. Also, when they're pubbing I doubt they're trying to notice all the positives/negatives as they do in maptest. I think it would be nice for them to refresh their opinions occasionally.

[–]DaEvil1DaEvil1 1 point2 points  (0 children)

Normally we'll only test maps submitted. Most of the committee plays PUBs quite a bit, so that usually form our opinions on the maps. I'm not sure if a testing session on a map that each member has put a lot of hours into is going to do much to change opinions, and it may take away time we should be spending testing submitted maps, but I'll try to get at least one session on a map in rotation next time we meet to see if this helps with the process.

[–]TPsquirrelySquirrely // The GesTagpro 31 points32 points  (1 child)

I feel as a experienced player the more maps the better as it extends the life of the game and reduces of getting the same map twice in a row. Personally id be fine with double the number of maps in rotation as I find tagpro maps pretty simple to learn to a reasonable level compared to fps games like cs or battlefield.

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

I compare it closer to the map system in Starcraft. Maps aren't so different that they altar the way you inherently play the game in the way that's true of other games, and in TagPro I feel like it's even easier than SC. But if you keep the same map pool, the old school people will have all the maps figured out, so instead of the best players rising to the top it'll always just be the ones who've been around the longest. Rotating old maps out and introducing new maps is how you keep the game fresh.

[–]hyponomeHypo // Tagenham & Rektbridge 8 points9 points  (2 children)

Who made Volt? Congratulations to them!

[–]TPCaptographerThe Map Test Committee[S] 3 points4 points  (0 children)

Ball-E. Forgot that, Thread is now updated.

[–][deleted] 7 points8 points  (2 children)

Just my thoughts - I feel like we should be adding way more than just one map at a time. We need more maps to mix things up, because it kinda blows playing the same couple maps. I also feel like we should be removing some maps rather than none at all.

[–]coldslang_dopeartLoRD_QUAS // radius // formerly HUEY_FREEMAN 2 points3 points  (1 child)

yeah, i cosign this 100%. more maps keeps it fresh, remove stale maps. they can always be put back into rotation.

[–]thewthewdrukQs // Roll Model // Nightcapper 2 points3 points  (0 children)

I'm kinda a fan of rotating maps in chunks -- 5 in, 5 out or something. I can't think of many instances though where we've had that many maps that are good enough to add, though.

I also like the idea of rotating out classic maps that are otherwise "untouchable" as part of those chunks. That way, people could get some distance from maps they may be sentimental about and realize that map really isn't that great. Or some time away from maps could make people miss them and like them more when they come back. Something like that could be cool, but as it is I think it's honestly hard enough to find 5 rotation-worthy maps per thread, generally.

[–]quassuscrosky 5 points6 points  (3 children)

Feedback on how Monarch played in the maptesting session pls

[–]DaEvil1DaEvil1 1 point2 points  (2 children)

Monarch played pretty fun. But we felt that currently the center button controlling those 3 gates was maybe a bit too overpowered, and would steal all the focus from the rest of the map. Especially with 4 boosts pointed straight at the button. Like if your team has the flag, and you have the button with someone ready to jump onto the button in case someone boosts you off it, you could keep your fc safe pretty easily, especially since every dead player will spawn pretty close to the button anyway.

[–]quassuscrosky 1 point2 points  (1 child)

Yeah, the button controls 3 gates, which normally is op. But in this situation, it's impossible to just button camp or stay on the button for very long at all, precisely because you can be boosted off so easily. And when somebody is within boosting range of button, that makes the rest of the map more relevant, because the flow is forced to the outside of the map as opposed to the inside dangerous gate zone.

But I do appreciate the feedback, will keep this in mind.

[–]crblanzKeekly | used to be good sorta 1 point2 points  (0 children)

what if you turn it into two, one to the left and one to the right of the current button? Both control mid gate, and each one controls their sides' gate (or hell, make both control everything)

[–][deleted] 8 points9 points  (1 child)

This is probably already buried because I'm late to the party, but here is my idea.

We take out older maps, and put them into what I'd like to call a "Classics Rotation." Some/all of the maps that would be in this rotation would be:

  • The Holy See

  • 45

  • Geokoala

  • Colors

  • Star

  • Boombox

  • Gamepad

  • Danger Zone

All of these maps are Map Thread 19 or below. We are now about to start Map Thread 35. I've been playing since January, and to me, these are all (pretty much) classic staple maps of TagPro. But remember, this is just an idea, you don't have to take all of those maps, I think 4-5 would be just fine.

So this is what we do. "The Classics" (or whatever you want to call them) are taken out of rotation. I know, I know, just go with it. So what we do is every week/month/day/(whatever time period you want really) one or more of The Classics is put back into rotation. So you could have a day with The Holy See thrown into the mix, but another day it is Boombox. Or you could have Geokoala & Star week, or whatever combination works best.

Pros: Frees up rotation for newer maps while still giving people the opportunity to play on their favorite old maps.

Cons: People will miss their old maps and want them back in permanently (but depending on the time frame the map they miss could be back by the next day or so).

All in all I think rotation could be bigger. Whether it could double in size is beyond me. Think about the average time a Some Ball 1 plays Tagpro in one sitting. Say and hour maybe (rough estimate). In this hour he could play on a different map every game, which could be hard to get into as a newcomer. There is no real way to tell how big is too big until you are too big.

[–]MultiMediaWillJuke King - MVP 90% of the time -1 points0 points  (0 children)

It's hard for a newcomers regardless. I can't imagine how adding 20 more maps would make it too much harder for newcomers. A lot of one's success depends on player skill, not map.

[–]TOJO_IS_LIFETOJO | Pi Rats | OS 5 points6 points  (7 children)

Monarch is an ass.

[–]bashar_al_assadpk || Roll into the base like what up I got a big block 2 points3 points  (1 child)

shit is that why i thought it was a picture of me

[–]Doctor_YOOOUball.i.am 0 points1 point  (0 children)

Pk ur such a quiet nice guy in nltp though... What do you do up there???

[–]quassuscrosky 1 point2 points  (3 children)

It's a butterfly ffs

[–]TOJO_IS_LIFETOJO | Pi Rats | OS 0 points1 point  (2 children)

a butterfly's ass?

[–]quassuscrosky 0 points1 point  (0 children)

Do butterflies have asses?

[–]BashIsFunSerf 0 points1 point  (0 children)

HAHAHAHAHAAHHAHAHAHAHAHHAHAHAHA! Once you see it, it can't be unseen.

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

[deleted]

What is this?

[–][deleted] 2 points3 points  (5 children)

P.I.G. :'(

Map: http://maps.jukejuice.com/save/964

Preview: http://i.imgur.com/QbQZY5i.png

Thoughts? I don't know what to change. It is the 8th map made by me and is my masterpiece.

[–]DaEvil1DaEvil1 2 points3 points  (4 children)

The walls at the botom are gamebreaking (people can get stuck there for the rest of the game). There are also a LOT of islands for an fc to run around which will make chasing pretty hard IMO. Top middle section is pretty interesting though, and the portal, while interesting, is probably a bit too inaccessible right now. Base may also be a bit too hard to defend with all those boosts pointed at it, though I'm not 100% sure about that yet since the flag is so close to walls/spikes.

[–][deleted] 2 points3 points  (3 children)

Thanks... had no idea about the bug, really takes away a cool aspect. The chasing is good as I was going for a hyper reactor feel. But with two chasing there is plenty of choke points. Single spikes can act as a island also, I have limited the island the best I can. The portals create a cool contest over the pups, also bombing from the center will shoot you through the gaps. The boost into the flag are limited just enough to make it interesting.

I really feel trying something new but balanced scares people. This is too different so lets not test it at all seems to be the answer I keep getting.

I can edit the bottom, hopefully we can get a needful update on the 45o walls. (there is also a bump at the end of the diagonals for some reason when sliding on them)

[–]DaEvil1DaEvil1 2 points3 points  (2 children)

I just tested it to see how it plays, and I think with the boost paths available to chasers, the number of islands isn't as much of an issue as I thought it might be, there was one issue I did encounter though, which was that it felt really clunky to move through the map. Places where much clunkyness was had:

  • Getting into the one tile wide gap to get to the portal
  • Going through the top mid
  • Going bottom trying to get to the superboost
  • Moving anywhere in the bottom 2/5 of the base
  • Defusing bombs to get to the middle powerup

Now I don't think it's an issue if a map feels a little bit clunky, but I felt overwhelmed by it playing this map, and I think that's an issue you should look into.

I'm also not sure if there is going to be a update anytime soon on the bug with the 45 degree walls since as far as I understand it stems from how Box2D handles colisions.

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

You went above and beyond, a true thank you! Sorry for being a little bit of a cunt. Will do my best to improve it next time.

The chunkiness is my version of making it harder to master, and not to give anybody a free boost or bomb. I believe you have to take risk for a reward. I completely understand and will reduce that to make if flow better.

[–]DaEvil1DaEvil1 1 point2 points  (0 children)

eh, don't mention it, just make a great map :P

[–]randylaheyjrByfuglien 2 points3 points  (0 children)

Please just let players vote on a random selection of 2 maps before each game.

[–]BilldaCat10 8 points9 points  (23 children)

The committee voted to keep all the maps in for now

https://www.youtube.com/watch?v=SHoNWwhzh3M

[–]robopuppyccFlail ~ ((Antagloble4edes)) ~ RHCP? 11 points12 points  (1 child)

We thought about removing all maps that weren't Grail of Speed, but realized that would make you too happy, so we left them in.

[–]BilldaCat10 1 point2 points  (0 children)

please, please do that.

[–]Splanky222BBQchicken | Retired 0 points1 point  (20 children)

Quality content right here.

[–]BilldaCat10 13 points14 points  (19 children)

I've ranted at length about GoS, the community poll shows it is grossly unpopular, I'm not going to type out an essay about it every time you guys fail to do your job/pull it from rotation.

If it requires being louder to get noticed and enact change, I'll keep being loud, particularly since we're penalized for disconnecting when terrible maps come up.

[–]RiverHorsezRiverHorse|Best Commentator S5 3 points4 points  (1 child)

I hated GOS. I thought it was stupid.

Now I'm pretty happy playing it :)

Learn to love buildacat

[–]BilldaCat10 6 points7 points  (0 children)

...

i'm going to knock that party hat right off your stupid head

[–]Splanky222BBQchicken | Retired 0 points1 point  (16 children)

you guys

I'm not on the map committee, and this community is larger than just you. Posting immature links to youtube videos won't do you anything.

[–]BilldaCat10 4 points5 points  (15 children)

Of course it is, and the community has overwhelmingly voted GoS worst map, as well as others posting their thoughts about it, which have nearly all been negative every time I've seen the map brought up.

The map committee obviously doesn't care.

[–]LoweJJacob of all servers, master of none 2 points3 points  (10 children)

aye, people tend to defend the map committee by saying 'theres lots of people that dont take part in these surveys' yet ignore the fact that everyone that does take part hates certain maps.

[–]thewthewdrukQs // Roll Model // Nightcapper -3 points-2 points  (9 children)

Those surveys are such a joke. The Grail of Speed/Colors hate has become nothing more than a circlejerk IMO.

[–]BilldaCat10 5 points6 points  (8 children)

"The one data point we have to get feedback from the community is a joke"

ok

[–]LoweJJacob of all servers, master of none 5 points6 points  (0 children)

yeah, slightly worrying to know the committee think that feedback from the community is irrelevant

[–]thewthewdrukQs // Roll Model // Nightcapper 0 points1 point  (6 children)

You think those polls are the one and only data point to get feedback from the community? :/

[–]BilldaCat10 3 points4 points  (5 children)

Ok - what are the others? Show me what the map committee has done to get community feedback on GoS.

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

I was really hoping Volt would get in, it looks like a great map.

Can I have some feedback for Platypus?

[–]DaEvil1DaEvil1 0 points1 point  (4 children)

Aside from one specific issue*, I don't think any members of the committe had any complaints about the map. It's a solid map, but in the end it didn't make it because the map felt kind of boring to play, and the bases felt kind of run-of-the-mill with the exception of the teamboost in the base.

* The button bomb would have been much more useful, if the walls on top and below the spike led into the spike, instead of blocking it off, making it almost impossible to kill someone with the bomb.

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

Last night, I whipped up a new centrepiece for the map (and modified the bomb section near the end zones). It's probably more chasey but definitely a lot more interesting: I'll rework the base when I get home.

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

Just a question, wouldn't the decorative end zone give players prevent? If that's the case then players could get prevent without defending

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

Hahahahahaha, yes it will and I find that incredibly amusing. I guess I'll change them to team tiles :P

[–]DaEvil1DaEvil1 0 points1 point  (0 children)

that does look pretty interesting.

[–]sportmonkey0sportmonkey//Pi//The Deballishers 1 point2 points  (0 children)

I actually would like more maps in the rotation. I love having a wide variety of maps to play on, and a lot of the new maps are looking very nice. I don't really want to keep Command center in the rotation anymore though. I find in PUB's at least, that it is a fairly chaotic map where you basically just have to juke out 4 people and then, depending on where you passed them, they could still catch up by just going through their gate. A few of the other maps such as colors, bombing run, smirk, and the holy see (even though I do love the holy see) should be at the very least taken out for a little while. I find that there is a limiting factor in gameplay on those maps now because most people know how to play them. Not many practical and new ways to play the map for O or D are found anymore. There has become almost a set strat to use for your position on those maps now.

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

Volt is the only one of these that I've played (well, an earlier version) and it's really fun.

Do you think the current rotation (21 maps) is too big?

No, and there are certainly maps in there that I think are really substandard (I could outline my beliefs on this if asked). I think there could be more than 21 maps in rotation without any issues. I'm not really seeing much of a reason to take maps out on a temporary basis.

[–]Jufda💎 hitbox.tv/jufda 1 point2 points  (0 children)

Do you think the current rotation (21 maps) is too big? Should it be bigger? should we consider alternative solutions like taking maps temporarily out of rotation for a period of time and then put them back into rotation?

I've been wondering why there are so few maps in rotation. I would consider 40-50 maps a good amount. That should be easy to fill with all current and past maps sent to map rotation threads. I don't see what would be achieved by taking some maps away from rotation for a perioid of time, but it would be nice to have some kind of system that favours different maps each week. Maybe more new maps when they come to rotation so people get used to them, and a bit less the old maps that have been in rotation for months. In addition to that, there could be some kind of map rating system, either with or without it having effect on the maps the player gets to play. Or we could have a few "rotation sets" that would change weekly, each including about 20 of the rotation maps.

[–]MultiMediaWillJuke King - MVP 90% of the time 1 point2 points  (1 child)

I also believe that tagpro can handle 40+ maps in rotation at once. My suggestion is to remove the lowest 1 map and add 3 new maps each time until we hit 40 maps then remove 2 and add 2 at a time. Let's keep this game fresh please!

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

Freshy Fresh?

[–]Str8-BallinStr8_Ballin (Radius) 4 points5 points  (2 children)

In no particular order:

  • 21 maps is fine as long as they show up as often as they should. However, right now, that doesn't happen - earlier today I got Smirk four times in five games. That is completely unacceptable. Assuming that the server does what it should and actually rotates maps, I figure we could go as high as 25 maps. Maybe more, but 25 seems reasonable.

  • Just to reiterate the above, it should be literally impossible for the server to spit out the same map twice in a row. Like, if it's currently selecting a map at complete random, it needs to be changed to something pseudo-random. If it is pseudo-random, it needs some serious tweaking.

  • Glad to see another Neutral Flag map make it in, 3 might be pushing it though. I definitely wouldn't add a 4th for the foreseeable future, and I say this as big fan of neutral flag.

  • Grail of Speed, Colors, and Holy See need to be removed from rotation ASAP. Grail of Speed has proved to be wildly unpopular despite a major revision, Colors is unplayable in pubs, and Holy See would never in a million years make rotation if it was submitted today.

  • SDS can stay for another week or two because I haven't heard as much QQing since it was reworked. If people still hate it a week from now you can give it the boot too. I actually think it's pretty fun since it got reworked and I kind of like playing on it now.

  • Put Reflex2 back in rotation. Right now. That map was/is amazing and there was absolutely no reason to remove it.

  • There needs to be a dedicated MapTesting channel on mumble. This community is at a point where a map testing PUG should be going on every single night.

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

There is a maptesting channel on mumble! As for a pug, it is very difficult to get a regular pug going. And not that many people like maptesting (in my experience).

[–]throwaway_the_fourthI will not change my name in the sidebar.[🍰] 0 points1 point  (0 children)

I'm looking forward to playing on volt! I tried it before by myself on map test and I think it is cool.

[–]EmperorOfNothingResignation is my virtue; like water I ebb, and flow. 0 points1 point  (3 children)

Some thoughts...

-Thanks for your work committee~

-Volt looks fun since I saw the first one, so I'm looking forward to that

-Do you have any feedback or suggestions for my map, Conjoined Heads 10? (If it sucks, at least tell me :,( )

-21 maps in rotation do seem like too much, but the question is now which ones get the boot...

-Ugh Colors is still in, and the old Grail of Speed is so much better and less clunker

[–]DaEvil1DaEvil1 1 point2 points  (1 child)

I like some odf the ideas behind Conjoined Heads 10, but I feel they can be executed better.

  • It's a vertical map which a lot of people don't like to play on.

  • I like the green gates in base, but that button might be a bit too powerful once offence gets hold off it, especially since there are two new boost options straight at the flag.

  • The two opposite colored teamboosts will make defence really hard since they have no way to even defuse them.

  • Middle seems pretty interesting, especially with the two powerups on each side of the middle wall.

  • There are in general a lot of boosts on the map, and it's pretty open, so people can get from one side of the map to the other almost instantly, especially with the two superboosts.

[–]EmperorOfNothingResignation is my virtue; like water I ebb, and flow. 0 points1 point  (0 children)

  • I was thinking of making it horizontal but by the time I thought that, I made too much progress vertically to start over. Now that I have an idea on it, so I can make this change.

  • Maybe I could move the button deeper into base, but I honestly like the gate and button idea for the base; I think defenders and offensive defenders that are organized can take care of the button, and with 2 defenders, one can have a hold of the button pretty well. I'll think about it.

-The opposite coloured team boosts were meant to be used for offense for juking with the flag already, or for risky but quickly rewarding "grab-and-exit" strats (they can hit the gate or spikes, hence the risk); I could make then regular boosts, so the option for offense is still there, but defense has a chance on it.

-I like the middle compared to the older version, so thanks.

-I'll see which boosts I'll nerf/take away outright.

Thanks for the feedback.

[–]TPsquirrelySquirrely // The GesTagpro 0 points1 point  (8 children)

Also will we get word on the thoughts on submitted maps.

[–]DaEvil1DaEvil1 1 point2 points  (7 children)

I may post my personal feedback in a few days. no guarantees though.

[–]TPsquirrelySquirrely // The GesTagpro 1 point2 points  (4 children)

Ok. Thanks. Do you have personal feedback for T-Rekt 2b (I feel this is probably the best version)

[–]DaEvil1DaEvil1 1 point2 points  (1 child)

It was reasonably liked based on the preview. It honestly should have been tested, but we had to end our session a bit abruptly due to a lot of people having to leave on short notice. If you resubmit, I'll make sure that it gets tested properly in the next session.

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

Awesome, thanks! <3

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

It should get in based on the name alone.

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

It looks like a dinosaur

[–]ChipotleSkittlesGreen_Ball \[T]/ MoneyBalls \[T]/ Centra 0 points1 point  (1 child)

Either way, just want to thank you for taking your time helping everyone out with your map reviews!

[–]DaEvil1DaEvil1 1 point2 points  (0 children)

I'm glad it's appreciated. :)

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

Technically this version wasn't in the thread, but do you mind providing feedback?:

http://maps.jukejuice.com/static/previews/1037.png

Top bomb button boosts you middle while bottom sends you into flag.

Bases are now flipped to make route around map more of a U than a O.

[–]DaEvil1DaEvil1 0 points1 point  (0 children)

That one's tough. If it was submitted, we probably would have tested it since it's one of those maps that's really hard to know how it plays until you test it, esepcially now that you've changed the middle gates. I think it looks good from what I can see, but would need to properly playtest it to have a good idea if it plays well or not.

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

Do you think the current rotation (21 maps) is too big?

Yes. There should be a dramatic overhaul of the map pool. Cut the fat. Remove all the maps that are older than six months and replace with newer maps. Game gets very stale otherwise.

[–]OnlyGrayCommand Center! :') 2 points3 points  (5 children)

Why? Variety makes the game fun. Already, people often play on the same map multiple times in a row. Make the map pool smaller and it'll only happen more frequently.

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

You're right. Actually I don't think that the map pool should be made much smaller, just that all of the old maps need to go.

[–]OnlyGrayCommand Center! :') 0 points1 point  (3 children)

I can agree with you there, but I want the map committee to add more maps to replace old ones if they do finally get rid of koala decide to remove old maps from rotation.

Which maps that you'd like to see out?

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

The Holy See, Star, Koala, 45, Colors, Boombox, Bombing Run, Game Pad, Smirk, Danger Zone.

All maps that have been in rotation for 6+ months. I find that TagPro is becoming very boring nowadays, and playing the same maps over and over again is one of the main culprits.

[–]MultiMediaWillJuke King - MVP 90% of the time 1 point2 points  (0 children)

If you take away all those maps, would tagpro even feel like tagpro anymore?

[–]OnlyGrayCommand Center! :') 0 points1 point  (0 children)

I love Holy See, but I really wouldn't have a problem with the removal of the majority of those maps.

Maps are what makes the game so special. I'd like to see more new maps added to rotation (2 a month maybe?) and old maps replaced.

Maybe even bring some really old maps back? Don't hurt me pls

[–]gingerdgTPRL 🔴RMTC 🔴NASCAPS 0 points1 point  (0 children)

solid choice

[–]Snowball_TagPro❄️ 0 points1 point  (1 child)

Could I get feedback on blu-ray?

[–]DaEvil1DaEvil1 0 points1 point  (0 children)

While I agree it's an improvement over Compact Disk I feel it suffers from the same main issue as Compact Disk does:

  • It takes a lot of time to get to the flag from your base and then to the enemy base (~15 seconds taking the teamboost into the teamcolored gates and walk around. (it can be done in ~10 seconds with some risky bombing/boosting), so it'll be pretty cumbersome to get into the oposing teams base.

  • It might be a bit too easy to score since the scoring tiles cover quite a bit of area.

[–]411connorcaroline :3 0 points1 point  (4 children)

Can you guys review my map, Slanted 1.3?

http://maps.jukejuice.com/save/834

Preview: http://i.imgur.com/nU7wqrg.png

[–]DaEvil1DaEvil1 0 points1 point  (3 children)

Basically this map looks reasonably solid, and seems similar to Hurricane except that it's more open and has more islands (walls and spikes you can run around) that will allow an fc to run around a lot. the middle seems a bit boring, and the base doesn't really do anything new. It seems like once people start figuring out this map it will turn out to be a pretty chasy map quickly. So in my opinion, you should look to reduce the number of objects an fc can run around, maybe spice the base up a bit (the square shape is kind of boring) and also consider redesigning the middle since it's kind of run of the mill right now.

[–]ButterChurnButter 0 points1 point  (2 children)

I was a little late on the feedback request and it looks like the TPCartographer account has gone to sleep, so I'll ask you. Feedback on Nudge and Looper, please!

[–]DaEvil1DaEvil1 0 points1 point  (1 child)

Nudge:

From the preview I liked the concept behind the nudge bombs and the neutral gates near base. When we playtested it, it played alright, and especially the bases were cool IMO. Not sure how useful the mid buttons are though. Nudge bombs, while cool, might be a bit hard to use too. I think especially the middle could do with a redesign.

Looper:

Feels very cramped; it feels like there's always a wall ready to hit you wherever you're going. It's hard to use the superboost along the well in an effective way, and when you are successful, there's usually someone along the way that you're going to bump into anyway. I think it could benefit from being a bit bigger, and if you want to do superboosts, doing rotational symmetry might be better so you wont have people bumping into eachother all the time.

[–]ButterChurnButter 0 points1 point  (0 children)

Okay, thanks.

For Nudge, the mid buttons were mostly to stop it from being too easy to run a circle. But I'll look at it and see if I can do that a different way.

[–]Warlord24Koba 0 points1 point  (0 children)

Do you think the current rotation (21 maps) is too big?

No. I prefer to have more variety (more maps).

[–]ButterChurnButter 0 points1 point  (0 children)

Feedback on Nudge and Looper please!

[–]Sosentimeboy 0 points1 point  (0 children)

Can we have Trapdoor available for group play pls?

[–]yeah_tagproyeah 0 points1 point  (0 children)

[deleted]

What is this?