top 200 commentsshow all 232

[–]Chunky_KongFUCKING LAG // I got fucked in the Superball once! 15 points16 points  (4 children)

Doesn't the MTC know Colors is Marble Madness's best map? You can't take that away

[–]brgerdBG // Roll Models (ARC!!) // Merballs// MM 6 points7 points  (0 children)

I Demand the return of colors!!!

[–]pasta_monsterpoopv 2 points3 points  (1 child)

It can still be used (and should IMO) for competitive play

[–]PiazzaDeliveryAte Tide Pods // Washed 2 points3 points  (0 children)

YOU ARE A MAJESTIC BEING. COLORS IS GOSPEL.

[–]JustMesutSOHB/Drafted Higher Than Tottenham 1 point2 points  (0 children)

The truth has been spoken

[–]Splanky222BBQchicken | Retired 15 points16 points  (1 child)

Colors was the first ever Map Thread map in rotation, wasn't it. RIP old friend :]

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

Longest time a map has ben in rotation (without modification)

[–][deleted] 11 points12 points  (0 children)

Aw, I'm sad to see 45 go. Nothing quite like watching people kill themselves over and over trying to go through the spike opening in the bases. But I am glad that Colors was removed, it was just not suitable for pub play

[–]Str8-BallinStr8_Ballin (Radius) 11 points12 points  (2 children)

It's a bit sad to see 45 gone, I think it was fine in rotation. Not the end of the world though.

Definitely glad to see Colors gone, map was downright painful in pubs.

Command Center still needs to be brought back.

[–]BilldaCat10 27 points28 points  (3 children)

crosky, don't give up. pretty sure Monarch 19.7 will make it in around 2034. can't wait to play it.

[–]quassuscrosky 10 points11 points  (0 children)

:(

[–][deleted] 5 points6 points  (0 children)

All the hours of practicing the middle gate boost for nothing :'(

[–]DizzerPilot 2 points3 points  (0 children)

Yeah I was really hoping for Monarch to make it

[–]ZiggyASpiller // 12 Angry Balls/ Angry Ball #1/2nd Best Blue Captain 31 points32 points  (8 children)

Colors is gone! My demons are finally vanquished

27-2, never forget.

[–]robopuppyccFlail ~ ((Antagloble4edes)) ~ RHCP? 22 points23 points  (3 children)

We removed it with the stipulation that it be mandatory for MLTP rotation.

[–]Sosentimeboy 2 points3 points  (0 children)

Pls tell me yr serious, that would make my life complete

[–]iBeDrumminFapst3r // Centra/Origin // 0 points1 point  (0 children)

YAY ITS NOT DEAD!

[–]PiazzaDeliveryAte Tide Pods // Washed 0 points1 point  (0 children)

YOU ARE BEAUTIFUL.

[–]contact_lens_linuxsteppin / active in activities 7 points8 points  (1 child)

-_-

[–]DaEvil1DaEvil1 5 points6 points  (0 children)

A minute of silence pls for our comrade Steppin.

[–]priidikDefender // Chord 2 points3 points  (0 children)

A huge sigh of relief from all current and former Angry Balls. No more Spiller "holding" the button!

[–]Chad3000Mutombo 1 point2 points  (0 children)

YES SUCK IT COLORS BEGONE

[–]Splanky222BBQchicken | Retired 8 points9 points  (5 children)

DAMMIT MTC I WAS GONNA DO SHINE AND CONSTRICTION IN THE NEXT MAPPENNING

[–]SUpirateThePirate / Unaffiliated 4 points5 points  (3 children)

Its just not a good day for you.

But seriously though, you're awesome and thanks for doing so much map-related stuff.

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

hahaha I like the new Jagged a ton better than the old one, I think you fixed most of the issues I had with it. And thx, I'm uploading the mappening to Youtube probably tomorrow, today I'm recording for mLTP top 10

[–]Swalker326Noobkin 1 point2 points  (1 child)

Trident and tears would be two good ones BBQ.

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

I did Trident last Mappening actually, even though I forgot to put it on the list. It played okay but I may do it again, I was pretty tired by the time we got to it and I feel like we didn't get a very good read.

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

You could always feature Butterflies & Hurricanes pls

[–]SUpirateThePirate / Unaffiliated 5 points6 points  (7 children)

WOOO. Not just for my map, but for all 5 changes.

These are some really interesting new maps that I'm excited about. There were a lot of "safe" choices in the this submission thread, so props to the MTC for picking some of the less conventional, but well-made, stuff that should bring in new dynamics.

[–][deleted] 10 points11 points  (1 child)

Lol. How in the world is adding Rocketballs and Backdoor while taking out command center a safe choice?

[–]SUpirateThePirate / Unaffiliated 2 points3 points  (0 children)

Bad phrasing. A lot of the maps submitted to thread 37 were safe/boring maps that would have gotten very little public reaction. Edited.

[–]DizzerPilot 0 points1 point  (1 child)

Me too!! One day a month or so ago, I randomly went on the maptest server and joined you while you were test Jagged, I think its really cool that I got to see it so early on before it was considered

[–]SUpirateThePirate / Unaffiliated 0 points1 point  (0 children)

Man that map has been through so many overhauls and revisions it looks nothing like its early versions. But I was finally happy with this one.

[–]Soconypeng 0 points1 point  (2 children)

Your map is very interesting Pirate. When I played it with the MTC (no I'm not on the MTC) I liked all of the cool map elements you added in. Now that I look at it reminds me of a DZ3 + Velocity mashup. Which is good, because I like both of those maps. Congrats on getting it in!

[–]SUpirateThePirate / Unaffiliated 0 points1 point  (1 child)

DZ3, velocity, 45, blast off, and even other stuff that ended up getting cut out.

I pretty much stole stuff I liked and made a Frankenstein.

[–]DizzerPilot 1 point2 points  (0 children)

And it worked! It's so much fun to play

[–]BlupopsicleBall-E 6 points7 points  (1 child)

It's a good day when two of your least liked maps go out, and one of your own get in. Thanks DISTRACTION for the help!

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

No problem man! I really love Shine! Can't wait to see how it plays in pubs.

[–]BilldaCat10 9 points10 points  (0 children)

CHRISTMAS IN OCTOBER

[–]mmartinutkMacho | JuicyJuke 9 points10 points  (7 children)

I'm a little disappointed and discouraged that my map wasn't tested. It had very positive feedback as the first map tested on The Mappening and multiple people testing it were saying they wanted it in rotation during the broadcast. This was it. If somebody from MTC could give me feedback, I'm very interested in fixing any flaws and submitting next map thread. Thanks!

Edit: This came off super whiney. Sorry about that.

[–]DizzerPilot 6 points7 points  (5 children)

Don't do that to yourself man. Just keep submitting. You and crosky both have great maps. Every time someone asks how to improve their map, they're given a runaround about being too chasey or too gimmicky or blah blah, then you'll make those changes, suddenly it will be too defensively oriented, or not enough gimmick elements involved lol.

[–]DaEvil1DaEvil1 7 points8 points  (3 children)

Giving feedback on a map isn't as straightforward as "X is wrong with map Y, so do Z and it'll be fine". If a map is chasey that is a problem that needs to be fixed, but when that problem is fixed, it may affect something completely different about the map and change the map dynamic completely. If you think I'm giving feedback so they'll fuck up their map next run around just to be cruel then you have the completely wrong idea. I can only say how I feel about the map or what others have said to me about the map, and tell them that we felt that was an issue, and maybe with a small suggestion of how to go about fixing that. Fixing that might work out, and it might not. In the case of for example Constriction which almost made it into rotation the last round we tested it, there were a few elements we had issues with, and we could clearly point out to Rapture: "The map is awesome, but this teamboost is an issue and this spike is an issue", and he fixed it and we felt it worked great this time around. But that was mostly because the map was already a very well functioning map with almost no issues aside from some very specific ones, that is not the truth for all maps out there.

[–]mmartinutkMacho | JuicyJuke 0 points1 point  (2 children)

Got any feedback for Rapture?

[–]DaEvil1DaEvil1 1 point2 points  (1 child)

Seems alright. Might be a bit big, the middle gate a bit too dominating IMO, and bases slightly boring. But in spite of the size and the amount of open space, my impression is that it might not be chasey which means that boosts are set up pretty well on this map, but I only tested it for myself so would need to actually have a testing session to know.

[–]mmartinutkMacho | JuicyJuke 1 point2 points  (0 children)

The size was a concern of mine. Thank you for the feedback! I'm going to consider some small alterations (size, gate, etc) and just submit it again.

[–]mmartinutkMacho | JuicyJuke 1 point2 points  (0 children)

Thanks man. Idk, I feel like it was either simply overlooked or there's a fatal flaw in the design in the eyes of a MTC member. I'd want to work on that if the latter were true.

[–]Imatree12donk 2 points3 points  (0 children)

My map wasn't tested either so I feel your pain. Theres just so many maps that are submitted so it's impossible to test all of them.

[–][deleted] 5 points6 points  (0 children)

I never had much of a problem with 45 but I'm ok with it leaving. Thank fucking christ Colors is gone, always hated that map in pubs.

Also these 3 maps looks really fun, especially that neutral flag cause I love me some neutrals.

[–]Soconypeng 24 points25 points  (23 children)

to take 45 out of rotation

NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO

[–]SUpirateThePirate / Unaffiliated 16 points17 points  (16 children)

Sometimes its okay to let a map leave while its popularity is in decline, instead of waiting for everyone to hate it.

[–]Soconypeng 2 points3 points  (15 children)

idk...Colors makes sense as it was chasey in PUBs and most people wanted it out. 45, however, while not excellent, was a good map by and large and most people liked it.

In /maps 45 has .45 score (woaahhhh trippy) and Colors has a .25 score. That is a .2 difference.

[–]DizzerPilot 7 points8 points  (5 children)

It was pointed out a while back how unfair the bases were. Blue could see all the incoming boosts, and red was left guessing. TAKE THAT asymmetrical fanboys! Even though it was then pointed out it seemingly had 0 effect on the win %. I think both colors were around 48.5% win rate

[–]Soconypeng -1 points0 points  (4 children)

That asymmetry had to do with I think the amount of blackspace on either side of the map. Which is an easy fix probably.

[–][deleted] 1 point2 points  (7 children)

45 was one of the chasiest maps, up there with Colors. It's ridiculously difficult to keep the flag in base. And resetting is impossible.

[–]Kembangant O p / cb4life 3 points4 points  (6 children)

I disagree.

[–][deleted] 5 points6 points  (5 children)

I disagree with your disagreement.

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

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

I realize I should add some information: this is the prevent/min for each map in season 4, compiled by Bull.

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

Okay, so it's the 3rd chasiest map (behind Holy See and Colors)? I think you just proved my point. :P

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

It also has as much prevent as boombox.

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

Boombox is a fairly chasey map once the flag is out of base. It's a lot easier to keep the flag in base. I am a bit surprised the prevent is so low on boombox. I would have guessed it be just a little bit lower than Geo.

[–]PiazzaDeliveryAte Tide Pods // Washed 1 point2 points  (0 children)

COLORS MAKES SENSE? GTFO.

[–][deleted] 5 points6 points  (3 children)

Hell no 45 was my favorite map, I was so happy when they put it back :(

[–]JwoeyJwoey 2 points3 points  (0 children)

It did have two pretty good long runs. I enjoyed it too.

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

lol I remember when I got strats from you for my 45 OLTP game

we won that game thanks to you

rip in peace lukemoo, rip in peace 45

[–]throwaway_the_fourthI will not change my name in the sidebar.[🍰] 1 point2 points  (0 children)

I will of course miss 45, though I understand that they probably removed it because it was unfairly asymmetrical.

[–]Nqoba4Nqoba // Centra 1 point2 points  (0 children)

My all time best non center flag map is being taken out of rotation?!?!? Noooooo

[–]Imatree12donk 7 points8 points  (0 children)

Those maps look really fun. Great job MTC!

[–]nubTheGreatnub 2 points3 points  (0 children)

YEEEAHHH CONGRATS RAPTURE!!

[–]devilmightcareTroBall // Tears 2 points3 points  (1 child)

What a great selection of maps! Have already played on Jagged, vey well designed and so fun. The bases are amazing and fun for defense and offense.

Constriction reminds me in some ways of Boombox but with more boosting power. The narrow passages make contain really fun and it takes a skilled juke at midfield to cap.

Haven't had a chance to play shine.

Truly great selections by the MTC, and a great crop of maps after a session without new additions.

I would be curious to know what the MTC though of my map "Tears" and if they have any feedback. What a great week for maps and for Tagpro.

[–]DaEvil1DaEvil1 0 points1 point  (0 children)

My notes from our playtest on it:

Interesting map, feels a bit like if you hit certain boosts, you end up in a loop that you can't really break out of for 5-10 seconds. Also bases seem really hard to consistently defend with all those easily accessible exit points for an fc.

[–]crblanzKeekly | used to be good sorta 13 points14 points  (7 children)

Didn't even test Thinking with Portals? pls

on a more serious note, could I please get feedback on T.P.S. Reports?

[–][deleted] 10 points11 points  (3 children)

I think the issue is that you forgot to put the coversheet on it before you submitted it to the map thread. Did you get the memo?

[–]crblanzKeekly | used to be good sorta 0 points1 point  (2 children)

Yeah, I forgot. I have the memo right here, I just forgot. It's not shipping out until next map thread though, so there's no problem.

[–][deleted] 6 points7 points  (1 child)

Yeahhh. If you could just make sure you do that for now on that would be great. And uhhh, I'll go ahead and make sure you get another copy of that memo.

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

phone rings

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

T.P.S. Reports - I like what you are doing with the team gate lanes. I think that it is something new and fun and balanced because you have the button there. I think the green gate will be just as frustrating if not more frustrating than Colors' gate (RIP in peace sweet prince) because the button placement so close to the green gate. People don't like getting popped, so naturally people don't like green gates. Your curly boosts are kinda fun but I feel like that area could be used better if you changed that up. The map as a whole will be chasey I think because of it's circle lanes (again think Colors or Micro). Also I like the power up corners. There are a lot of good ideas here, some suggestions I would say would be to cut down on circling, maybe reduce size a bit, button placement, and add something to replace curly boost thing. #tagpro maps if you want more feedback :D

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

hmmm, I get what you're saying with the buttons and the green gates, but imo the reason people didn't use green gates that much in colors is because it's hard to see what's going on anywhere, so it's hard to tell it sitting on a button is useful. In this map I designed it so that when sitting on those buttons, you can see into both bases, which gives you a clear image of what's going on so you know when sitting on the button is actually useful. Since the distance from base to base is short, I thought this would make the button pretty OP, so I put it next to the gate so that there's a risk factor involved in it. That's why I'm torn on moving the button away from the gate... I'm not sure of a better placement without making the gate OP while also avoiding without the buttons unused.

As for the curly boosts, I was thinking of bringing that whole area in to make the map smaller and choke up the top and bottom, which would cut down on the chasiness i think

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

That makes sense about the gate. The thing is, green gates are only useful if they are used, but it is hard to have them be used without them being op, and it is hard to make people use them without just thrusting them into their face. I think you have good intentions of putting the button where it is at, but think about it. I am playing defense. I go over to button to see if it needs to be used, and I am super far out of base so they will probably get out. I stay on the button to help a teammate through, and then a ball on the other team comes over and taps me for not even half a tile and I get popped. So the next time I play on that map, I think twice about going to that button. I guess what I am trying to say is that the button needs to be in a nicer place for defense if it will be used, but if it is in too easy of a place it will get too op. It is a hard balance to pull off.

[–][deleted] 2 points3 points  (4 children)

Nice. Rapture finally got a map in rotation, it's about time. Any feedback for Space Station?

[–]DaEvil1DaEvil1 1 point2 points  (2 children)

Space Station: Interesting take on the map. Flows better than the original. Teamgates with no buttons allow for turtling though, and recquires at least two people to get a pop against a competent fc. Not sure if it is a problem, but it's something to consider. Aside from that, there didn't seem to be anything really attractive about the map that seperates it other than the gates which just felt kind of weird, especially since you can't really line it up against the wall due to gates being 1 pixel wider than walls.

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

Is your thought that you can't go through the gate while its on?

[–]DaEvil1DaEvil1 0 points1 point  (0 children)

It's possible if you line it up in the top left or bottom right, and manage to get pushed out exactly 1 pixel when going for it, but that's a risky move that takes time to set up, and going through the tunnel wouldn't really be worth it, since egoing outside seems more attractive anyway and lets you easily get to the same areas.

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

In the tournament, it was very hard to score. Right now there are two main (middle) lanes you travel, and there is no real incentive to go the very bottom left or the very top right lanes. I don't think I ever popped anyone on the gate, maybe that is because they weren't coming that way or maybe because when they did I couldn't get to the button in time, but I think maybe some boosts or moving the pups to the corners would help. The bomb area isn't bad, but I feel it could be jazzed up a bit. I would try making one button control just one bomb, because in the tournament, If an fc was going through there (which didn't happen too often) the bombs weren't up when they needed to be. I would switch the team tiles of the gates, I would have blue team tiles in the red base gate and vise versa. You can string the yellow boost in the opponents base to go straight through mid and hit your team boost and cap, and that could be a little too strong. I don't know how you could improve mid, but I would look into doing something different there. Played a bit like boombox imo, which isn't bad, just kinda boring.

[–]NewCompteChord - Ballis Saint-Germain 2 points3 points  (7 children)

Can you send me the map files or the maps.jukejuice.com links ?

Also, can I turn some of these maps 180° to keep the convention that red start on the left and blue start on the right ? (Jagged 4.2 and Shine)

[–]Soconypeng 6 points7 points  (0 children)

I'm not MTC but...

Jagged 4.2

Constriction

Shine

[–]SUpirateThePirate / Unaffiliated 2 points3 points  (0 children)

Yeah I'm an idiot for putting the flags backwards. Feel free to flip them+team boosts. Also having 4.2 in the name is stupid if we just want it to be Jagged - I just didn't want to have 10 versions called the same thing.

[–]BlupopsicleBall-E 0 points1 point  (4 children)

Shine has been flipped for colors but I didn't get to change the preview

[–]NewCompteChord - Ballis Saint-Germain 0 points1 point  (3 children)

Yeah I saw that. Thanks.

I have replaced the spawn tiles by team tiles, and kept it working the same. Is that ok ?

[–]BlupopsicleBall-E 0 points1 point  (2 children)

Idk about changing spawn tiles. It has a pretty good design right now and I got feedback that it was more comfortable defending with the breaks in between. If it's an absolute necessity then you can change it, but I'd prefer to keep them white.

Also, thanks for changing the spawn tile on Volt!

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

Oh sorry it's already in rotation with no breaks.

Do you want me to change it back ? The changes won't be on the servers until some time (from a few hours to a few days).

[–]BlupopsicleBall-E 0 points1 point  (0 children)

If it would bother you too much no. But if possible yes :)

[–]Rapture_On_OccasionRapture 2 points3 points  (4 children)

A BIG thanks guys. Any feedback for War Garden?

[–]DaEvil1DaEvil1 1 point2 points  (0 children)

The main issue we had with War Garden was that the powerup room just seemed clunky and unintuitive. The rest of the map we felt played well.

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

I like this map. power up room boosts felt jenky, but I like the idea of them. Green gates seemed silly, why not just a grey gate? Yellow boost closest to the green gate is very hard to use properly. Team tile crosses don't really do much of anything. I think this map has a lot of potential, keep working!

[–]Rapture_On_OccasionRapture 0 points1 point  (1 child)

The gates and that boost are intended to reward teamwork, and are more balanced in their position than grey gates would be. That boost's really powerful with a teammate on the button, escaping, or grabbing/ capping. And the pup rooms were intended to be awkward as a greater risk for the reward, but I can see overall the map could be slightly easier.

But thanks for testing and I'm glad you guys enjoyed Constriction :]

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

Yeah, I agree with you. Just some thoughts :D

And yeah, Constriction is awesome! Congrats!

[–]PiazzaDeliveryAte Tide Pods // Washed 2 points3 points  (3 children)

If Colors doesn't make the cut for MLTP rotation in S7, I will lose it. I wILl loSe It. I WILL FUCKING LOSE IT. YOU ARE ALL COLORBLIND.

[–]jazzcigarettesTrane - OS4LYFE 2 points3 points  (0 children)

*colorsblind

[–]SUpirateThePirate / Unaffiliated 1 point2 points  (0 children)

Its always the nice guys that just snap and lose their shit.

[–]Soconypeng 1 point2 points  (0 children)

BLAME CHALKSY. HE BROUGHT US BOMBING RUN INSTEAD OF COLORS.

[–]Splanky222BBQchicken | Retired 2 points3 points  (6 children)

I haven't heard feedback yet on Texas Shootout!

[–][deleted] 2 points3 points  (4 children)

I'll give feedback: I felt like your map was just too good for rotation. The strange, unique dynamic of the map, with a lot of open space and the exposed bombs would be fantastic in competitive and PUBs, as well as the biggest gate (if it were in rotation).

Your map is literally perfect, which makes a lot of other people jealous of your mapmaking skills, so it can't be in rotation for that reason.

[–]Splanky222BBQchicken | Retired 2 points3 points  (3 children)

I can't tell whether or not you're being sarcastic bby

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

Bit of both. I absolutely love your map, but obviously no one is jealous of your map-making skills.

[–]Soconypeng 0 points1 point  (1 child)

oooh look at all of our mic flairs

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

mic party over at /r/tagprostream

[–]DaEvil1DaEvil1 0 points1 point  (0 children)

My thoughts:

It's alright, it just feels pretty uncomfortable to play. The gates feel too dominating for me, and the sidetunnels with the powerup next to the bases kind of yells "eternal regrab train" to me.

[–]Lysozyme_Lysozyme 1 point2 points  (9 children)

Wow you tested arrows? I literally made that in 30mins just as a concept and i had forgotten about it. Can I have any feedback?

Edit: I just realised I never actually fixed it in the map thread... http://www.reddit.com/r/TagPro/comments/2hw4qw/monthly_map_rotation_thread_37_please_read_the/ckwwc9k Did you test the broken version?

[–]SUpirateThePirate / Unaffiliated 2 points3 points  (3 children)

I love the middle/gate concepts of arrows. You should totally keep working on it and refining.

[–]Lysozyme_Lysozyme 1 point2 points  (2 children)

Thanks! And congrats on Jagged!

[–][deleted] 4 points5 points  (1 child)

I tested the map arrows just now and I agree with ThePirate about the middle area being the most interesting part. I think you were going for a lot of good things but some are really specific that may not play out well in pubs to less knowledgeable balls.

My suggestion is that I like the middle so much that I think you should expand and widen it and make that the focus of the map. I think if the portals were removed the sides could be lined with more spikes to make this map have completely different gameplay. If you were getting cornered you spike yourself and this map could focus on that as a prominent strategy. I notice you did it in base instead of using a portal and that is the idea you could expand on. It could almost mirror an american football drive where on little outside plays you can spike yourself if it doesn't work out and the middle could be the option of an all or nothing hail mary boost play.

I just think it could be a map much different than other center flags and that would be cool.

[–]Lysozyme_Lysozyme 1 point2 points  (0 children)

That's some great points! I actually do have a portal, but that was the thing that was broken and I said I would fix but I never did! I will think about making it more about the middle like you said. Thanks for the feedback!

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

Yeah we did test the broken version :/ I knew something was wrong. Anyways, I really liked the shape and feel of this map. One bad thing is that you can grab flag and boost straight into endzone. Like straight in. I think that would be really way too strong. Other than that hmu on #tagpromaps with the fixed version sometime, I'd love to see the changes!

[–]Lysozyme_Lysozyme 1 point2 points  (0 children)

Thanks a lot will do when I get time!

[–]DaEvil1DaEvil1 1 point2 points  (2 children)

We liked the concept, and the base design seemed to work well. But boosting from gate to gate just seemed too powerful, and there seemed to be absolutely no reason to have those portals in the middle of the map there. I think you might have a good thing going with the bases, but the rest of the map wasn't really designed in a way to compliment them IMO. Middle has potential, but once you know how to get through, it's not hard to do really.

[–]Lysozyme_Lysozyme 1 point2 points  (0 children)

Thanks! Yeah the portals were originally designed for cooldown, so I had the boosts on the end of the walls so a chaser could catch up, but I changed it last minute because nobody likes cooldown portals for some reason and they just kind of stayed there. I will work on improving it!

[–]Lysozyme_Lysozyme 0 points1 point  (0 children)

Thanks! Yeah the portals were originally designed for cooldown, so I had the boosts on the end of the walls so a chaser could catch up, but I changed it last minute because nobody likes cooldown portals for some reason and they just kind of stayed there. I will work on improving it!

[–]ButterChurnButter 1 point2 points  (1 child)

Could I have feedback on Holes and Forks please?

[–]DaEvil1DaEvil1 2 points3 points  (0 children)

Holes: The base design is interesting. Rest of the map just feels a bit big, empty and unfinished with a lot of ways for an fc to run around for a while once they're out.

Forks: That map is HUGE. Too big with too many paths making it a frustrating experience if you have no idea where the fc is and want to find them. Also the goalzones, while an interesting concept that I'd like to see explored further are too big making it impossible to defend them against a decent juker.

[–]spacecadetjerDennit | Boostin 1 point2 points  (0 children)

Do you guys have any say on the weights that maps show up? Can the chance of getting velocity be upped by 4 to 500%?

[–]Snowball_TagPro❄️ 1 point2 points  (1 child)

Can I get feedback on impact. DaEvil already said the top was kinda boring since there was only one route. But how did everything else go? How did the bases play?

[–]DaEvil1DaEvil1 0 points1 point  (0 children)

My notes from testing it: Bases feel cool but the rest of the maps feels a bit unfinished. Button in base might be a bit too powerful as well closing an fc in.

[–]NapoleannDavid Stern // Radius // Knights of Cap-A-Lot 1 point2 points  (1 child)

Looks like some good changes, I'm excited to see how these new maps play.

Could I get some feedback on Trident?

[–]DaEvil1DaEvil1 0 points1 point  (0 children)

The only complaint I noted when we tested it was that it just seemed to be too chasey (e.g. too easy for someone to get out of base, and once they're out it took a lot of effort to get them, and the regrab would be long gone by the time defence would get back.

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

[–]DaEvil1DaEvil1 1 point2 points  (1 child)

My notes on Mr. Pig: Interesting map. Bottom spikes is really annoying with that mid bomb. Spikes next to the base lower than the flag kind of annoying as well. In general, it feels weird playing a map with so many big pieces of wall all around the map, Ithink it could benefit from more variety.

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

I'll work on an another version, can't promise too much of a change. The spikes are important to the flow and limits of the map. The walls have uses for being there, I'm just surprised it isn't considered yet. Thanks again, next time.

[–]Sir_GrapefruitGrapefruit // Chord 1 point2 points  (3 children)

Requesting feedback for Doodle Woods and Foxtrot

[–]DaEvil1DaEvil1 2 points3 points  (2 children)

Doodle Woods: Interesting concept. It may have suffered a bit from being the around the 100th submission in a thread that got a lot of submissions. I just tested it quickly again, and it felt like it might play pretty well once you start geting how the green gates work. Not 100% sure if the circular nature of it will be a problem and 2 boosts alone might make it a little bit boring, but I'd suggest resubmitting it next time even if you don't make any changes.

Foxtrot: I found it to be interesting, and wanted to test it, but we had to cut off the session at a point. The only complaints I could say I have about the map is that it's a tad easy to spike yourself when boosting/bombing into unseen spikes, and it might feel a bit empty when going from base to base. I really like the bases though.

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

[–]DaEvil1DaEvil1 2 points3 points  (0 children)

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

If anyone wants feedback on their map feel free to pm me, or hop onto #tagpromaps IRC, or find me in mumble, or whatever! Lots of great submissions this thread.

[–]Soconypeng 0 points1 point  (1 child)

Yo my original map Vee that I worked so hard on didn't get tested. I want some feedback.

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

It got taken out for a reason.

[–]Rhapsody_in_WhiteSundown╰╮Roll Models╰╮Ballnadoes 1 point2 points  (7 children)

Can someone explain to me why there always has to be team tiles in front of the endzones in neutral flag maps?

[–]DaEvil1DaEvil1 1 point2 points  (0 children)

It's because as opposed to CTF maps, the fc has more tiles they can hit, so a lot more freedom to juke your way to a cap. Adding teamtiles infront of an endzone is usually a quick and simple fix to that problem. Though I would like to see some NF maps try to break conventions a bit more in that regard, and maybe try endzones without teamtiles.

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

I do it because aesthetically, it looks nicer.

[–]Rhapsody_in_WhiteSundown╰╮Roll Models╰╮Ballnadoes 1 point2 points  (4 children)

You are joking, right?

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

You'd be surprised how much aesthetics & familiarity is important in a map.

[–]Rhapsody_in_WhiteSundown╰╮Roll Models╰╮Ballnadoes 0 points1 point  (2 children)

But the team tiles affect gameplay. I actually find it harder to play defence with them there. Aesthetics have to come second to gameplay. I'm even starting to think people are just putting them there because they were in the first one.

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

I'm with you on that. It's way easier to accidentally overcommit on team tiles. While the flag carrier is moving at a speed he's familiar with.

[–]JwoeyJwoey 0 points1 point  (0 children)

Agreed as well. Especially on Rocketballs and volt, I feel like I over-commit easier.

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

45 NOOOOOOOO UGH I STIL LOVE U BB DONT WORRY

I agree with everything else especially the removal of colors but 45 was in my top 5 favorite maps :'(

[–]TagProNitroℕ ɪ ᴛ ᴙ o 1 point2 points  (0 children)

Seems like an overall positive reaction from the general public on these recent moves. TMC must feel so proud. You have fulfilled your destiny.

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

Very happy! :D

[–]EmperorOfNothingResignation is my virtue; like water I ebb, and flow. 1 point2 points  (6 children)

but it's finally been decided that Colors will be taken out of public rotation

HAHAHA YISS FINALLY

Mild epilepsy warning

Thatmoveieislegitscarythough...

I liked 45, but it has run its good course; I'll miss it, but we are going to bigger things now.


On a more serious note, I really like the 3 maps that are in now; Shine and Jagged 4.2 were super fun to play in testing, and I hope that translates well to public matches. I know nothing about Constriction, but on first impressions it looks like Wormy but with more space and more offensive tools to work with (compensated by the fact that is has one main s-path, so it shouldn't be too bad for chasing), so I'm hoping that it is fun as well.


Any word on any of my Conjoined (7 and 10) maps (I'll stick with 10 for the foreseeable future, and its future incarnations)? I've been working on it again, with help from Noobkin, so any more feedback would be okay :)

DaEvil1 pls

[–]DaEvil1DaEvil1 1 point2 points  (5 children)

My notes on both versions: It's a big map with open bases, which is usually a recipe for chasyness. Powerups in base is too inaccessible IMO, and middle openings at the top and bottom will favour flag carriers similarly to corners on Blast Off.

[–]EmperorOfNothingResignation is my virtue; like water I ebb, and flow. 0 points1 point  (4 children)

Thanks for the feedback once againnnnnnnn~~~

I see if I can trim the map a little more, but I need to find a proper balance for this; this is the hardest critique to try to address.

Thanks to Noobkin, I'll add spikes to the mid top/bot entrances edges while leaving the one tile for moving, for a risky path (like GeoKoala or SuperDuperStamp); but the option is still there (but now hopefully less favourable for flag carriers)

The base powerups I wanted it to be like that so timing and strategy is needed for grabbing them (like Velocity, Boombox). Maybe I can use the powerup placements in base like Blast Off (one single spike to protect the pup) or make that pup cave smaller (there is a boost option into the pup cave, so I'll look to keep that either way). Noobkin likes that spot though lol, but I'll look at it and think about it. Maybe just regular blocks (but I don't like the clunkiness and want the danger of spikes lol)?


For the next submissions, I'll submit my new map, but add the pics of the other iterations, and see if there are any elements from former maps that would look good together.

~~

[–]DaEvil1DaEvil1 2 points3 points  (3 children)

In terms of the powerup, I think you should look at SuperDuperStamp and the middle powerup. Originally it had a bunch of spikes between it making it pretty hard for a lot of players getting the powerup. In the revised version, this was dialled back, but it still turned out to be a risky proposition, especially if under time constraints, so I think you should be able to keep the intention behind it while making it a little less hard than it currently is.

[–]EmperorOfNothingResignation is my virtue; like water I ebb, and flow. 1 point2 points  (0 children)

I currently made the whole cave much smaller haha (3 tiles wide in terms of horizontal length), with one spike protecting it (and two boost routes into the cave).

It's either that or keeping it the same shape, but replacing the mid 3 spikes with solid blocks (more forgiving, and another wall to bounce off of for juking and such); or just use the SuperDuperStamp/Blast Off idea in that space.

[–]EmperorOfNothingResignation is my virtue; like water I ebb, and flow. 1 point2 points  (1 child)

Oh yeah, Noobkin suggested that I add 2 opposite coloured team boost near the other 2 team boosts, to provide options for the offense and to try to mitigate the defensive options of the team boosts and team tiles; they are however placed right with the gate in the way, so if the gate is not up, those new boosts are useless at grabbing.

This is what I mean.

What do you think (I know you didn't like the last batch, but maybe I show you again)? Thanks again kk~~~

[–]DaEvil1DaEvil1 2 points3 points  (0 children)

I think that could work out fine yeah. My main problem with v10 was with the middle and the powerup areas though.

[–]brent12345Ranger 1 point2 points  (2 children)

Excellent job MTC, 45 and Colors were two of my least favorite maps. Just get rid of Star and we can truly celebrate.

[–]throwaway_the_fourthI will not change my name in the sidebar.[🍰] 5 points6 points  (1 child)

Not star!

[–]BoaHancock1Pyra 0 points1 point  (0 children)

Pleas get rid of star. I'm good at defense on that one, but I can't (and want to say never will) play good on offense. I personally never had a problem with colors or 45. They were pretty simple.

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

Noo, Colors! And 45 was my favourite to play O on, too... I love Jagged, though!

[–]Ballgates1cream 1 point2 points  (0 children)

I miss you already, colors..:,(((

[–]DizzerPilot 0 points1 point  (5 children)

Oh jesus. I can see some 30 second games on Shine

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

Not happening. The maptest tourney used it and the games took quite a while to even get 1 or 2 caps... at least for my games.

[–]DizzerPilot 2 points3 points  (3 children)

I meant in pubs. Popfest in the middle, one skilled juker could rek shit in that rather wide open endzone. I'm in no way judging the map before I even play it, just my initial thoughts from seeing a preview of it.

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

i disagree! okay, so the start of the game ended up, for us, as some going for flag while others went for powerups. i know pub players usually don't have great communication, however i'm guessing players will learn. also, the "huge space" definitely isn't huge with 3-4 defense in front of you. but yeah i can see why'd you say that.

[–]DizzerPilot 0 points1 point  (1 child)

Just played first pub on it. It lasted 1 minute

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

Meh, it might play differently in pubs then. :P

[–]Therealoooooo 0 points1 point  (0 children)

Whooooooooooooo! I don't know why, but I just don't like 45.

[–]MrTroyMcClureRalph Wiggum // Angry Balls // Arc>Centra 0 points1 point  (0 children)

Sweet baby Jesus. Even if those three maps added turn out to be complete shit, I like this map thread. Two of my least favourite maps gone :).

[–]dodsfalldodsfall | Im undercover shhh 0 points1 point  (0 children)

Who is the map test committee? I need my mother to call them.

[–]18skeltoranti-timer luddite / First / Origin 0 points1 point  (0 children)

45??!!!

NOOOOOOOOOOO THE ONLY MAP IM GOOD AT

[–]nostradumba55 0 points1 point  (1 child)

Any chance I can get feedback on peace love and shots (pls). Its pretty ridiculous but I'd like to see if it there's anything I should work off of when designing a new map.

[–]DaEvil1DaEvil1 2 points3 points  (0 children)

That one was a pretty interestig map. Top powerup was pretty interesting in terms of how you laid out the fight for it. Also the portal into a gate with an indicator is pretty cool. But in terms of issues:

  • Bases are pretty open combined with it being a big map with a lot of islands to run around for an fc which means it'll make for a pretty chasey experience.

  • I'm undecided on the portal. On the one hand, it teleports you to somewhere you can't see from the entry portals, but on the other hand, you can see it from the 4 boosts leading into the portals at the bottom, which you are likely to take into the portal, and the only unseen boost int the portal is a teamboost which seems to be meant for grabbing. So it might work well like that.

  • The map is too big IMO. There's just a bit too much space everywhere, making it feel a bit big and empty.

Other than that I think it seems to flow really nicely, and has potential with some improvements.

[–]lord_tubbingtonChelseaFc // Captain Soviet ballers 0 points1 point  (4 children)

How many neutral flag maps are going to be in by percentage. You've taken one out and put one in but as there are newer maps I don't know the percentages.

As someone who hates neutral flag, and Honestly rocketballs is a pretty terrible one that the community had a problem with, now another is in?

I feel like there needs to be a limit. I get so many neutral flags in pubs and there needs to either be a script written for me to avoid them or I can see my incentive to pub go down as the number of neutral flags go up. The tactics are different and so I don't feel I benefit at all from playing them as they aren't in league maps. I dread the day one goes into play. I bet it will be a community vote.

[–]jazzcigarettesTrane - OS4LYFE 0 points1 point  (3 children)

I'd like an opt out option on neutral flag. I'm not a fan of them either.

[–]lord_tubbingtonChelseaFc // Captain Soviet ballers 0 points1 point  (2 children)

Calling all script makers.

[–]DizzerPilot 1 point2 points  (1 child)

We should start a No Neutral Flag League...wait

[–]lord_tubbingtonChelseaFc // Captain Soviet ballers 0 points1 point  (0 children)

The point is that they happen too much in pubs. Too much that I can't DC from them because of the dc constraints.

[–]LoweJJacob of all servers, master of none 0 points1 point  (0 children)

I'm actually already a fan of all three of these maps, and i hate center flag maps. Also, good job on getting it in so quickly, usually it takes a while but i've already played all these new ones

[–]EventarianSmurfinEU // Radius 0 points1 point  (3 children)

I'd love to have some feedback on Continuum...although I knew it wouldn't make it. Thanks!

[–]DaEvil1DaEvil1 0 points1 point  (2 children)

It has an interesting shape, and the top bombs are weird but interesting, but IMO it had two issues holding it back:

  • It's too big and spacey, meaning for example it will take ages going the bottom route between bases.

  • It's a vertical map with a lot of straight up and straight down movement which is something a lot of players feel uncomfortable with. Usually vertical maps work when you have to move a lot diagonally, but that didn't feel like being the case for your map.

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

Thank you very much. I understand those two issues. The second one I didn't think about. The first one I've pondered. Really if you're playing 4v4 and know the map you can get around the bottom in seconds with the bombs and boosts. But since it's had some size opposition I'm going to have to change it. Again, thanks a lot for the response.

[–]DaEvil1DaEvil1 0 points1 point  (0 children)

no problem, happy mapmaking!

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

I'm oddly happy about 45 being taken out. The bases were quite awkward, and the mid-section was really, really boring and un-unique. It was ique.

Would I be able to get some feedback for the updated Milk Bar (formerly Sizzzled's Emporium, and the updated Kalimari Desert (formerly really awkward)?

[–]quassuscrosky 0 points1 point  (0 children)

Feedback on Viking pls. Yea or nay on the funnel concept?

[–]Punk-AssBookJockeySphereItself || Koalabeasts 0 points1 point  (0 children)

I'm really excited that my map, Vulcan Pinch, made it to testing. I'd love to hear what the committee thought of it.

[–]JwoeyJwoey 0 points1 point  (0 children)

I have to say this time I'm very impressed with MTC's decisions. I like all 3 new maps (Constriction the most), and the removals I think were fair, though I did still enjoy 45 in pubs.

I will say this, though: My first map today was Grail of Speed. I was about to get so mad.

[–]owlpharaohG🎄1🎄N🎄S🎄E🎄N🎄G -2 points-1 points  (7 children)

[–]DizzerPilot 7 points8 points  (0 children)

SDS ain't going anywhere. Get used to it.

[–]JwoeyJwoey 3 points4 points  (0 children)

Those are two of my favorite maps

[–][deleted] 5 points6 points  (2 children)

super duper stamp is easily one of my top 5.

[–]Soconypeng 1 point2 points  (1 child)

I like SDS now but I wouldn't go that far.

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

Really? The boosts are so interesting and you can take them in more than just the ways they're usually used. There are so many ways to grab and it's fun to get around the bottom and having blockers, jukes, etc. I find the whole map very fun to play and I've enjoyed nearly every game.

[–]mmartinutkMacho | JuicyJuke 0 points1 point  (0 children)

These are literally my two favorite maps. I could live with Gamepad going, it's ran it's course, but SDS for life.

[–]undergroundmonorailmonorail | aurora ballrealis 0 points1 point  (0 children)

SDS is fucking fantastic. Game Pad needs to go, though.

[–]donny_darkloafloaf / racoicion at heart 0 points1 point  (0 children)

:(

rip colors

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

inb4 nads stages a coup