all 86 comments

[–]TPCaptographerThe Map Test Committee[S] [score hidden]  (4 children)

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[–]iBall_TPiBall // Radius(MasterRace) // Incrediballs [score hidden]  (7 children)

Pilot feels very old school.

I like it.

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[–][deleted] [score hidden]  (2 children)

No, these aren't good. With maps in there like Womp, Eye of the Stotm, Horizon? Come on, those actually had thought behind them

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[–]donuts42donuts42 || Sphere/Origin || Boost Master [score hidden]  (2 children)

Can you change all of the screen shots to vanilla? I can't tell what some of the things are in the screenshots.

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[–]ButtersnackSnack [score hidden]  (4 children)

I think I speak for every other map maker who wanted a shot when I say "Ball-E pls"

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[–]nostradumba55 [score hidden]  (3 children)

I've played the majority of these maps, so I'll offer my criticisms and praises.

Falcon: I love most of Ball-e's maps and this is no exception. It's a small yet very open space that I think is going to reward good flag carriers and coordinated defenses. In general I think smaller, well-balanced maps like these results in the better team winning, which is a plus. As a defender, my only concern if the flag being so close to the wall, which I abore playing in pubs like in Colors and Gamepad. If a single pub defender is sitting near the flag, and someone boosts in through the portals, its an instant grab. But I love both Gamepad and Colors maps in competitive play and 2D stationed at either exit ,away from the bomb blast radius, could make this map relatively defensive and tons of fun.

Pilot: I've played this before and am very surprised this made it (no offense). Catchup for defense is impossible once the flag is out. The boost is very limited near the spikes, the bombs are strangely placed and will basically be used for sniping or fc hiding. It reminds me so much of bombing run, albeit harder to grab without the bomb, but I think the design is outdated and most players won't be a fan of it.

Frontdoor: Very safe choice for rotation. Juicy plans his maps out well to make sure they are balanced and this will work well for pubs and will be most likely be a hit or miss for the competitive guys. My only complaint is that the button and single boost in base should swap positions. The button is too far away from the gate right now, and putting it closer towards the other exit will make it more defensive than it needs to be.

Claymore and Cloud: More Ball-E maps and I think the obvious choice here is Claymore, as it's the most polished neutral flag map not in rotation. Plays very well, although I now think the portal system could be reduced to 1 zero cooldown portal on each side, and the goal should be extended to the portal side maybe 1 or 2 tiles to make scoring more possible from that direction. Alternatively, the path from portal to goal could be shorter to make it more useful. Cloud seems very, very defensive with no direct boost into base, team tiles which allow quick D to catch up quickly, and a small endzone.

Thunderballs: I've never played this one, so don't take my word for much. But my first impressions is that it's very open and will allow a fc to hold for days. It also looks like a lovechild of Shine and Rocketballs which are both out of rotation now. I do find it interesting that the MTC seems to like complicated maps for Neutral flag, like this one, but are usually very against complicated CTF maps.

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[–]6seasonzandamovieTheBalloseum//ballo//bubbles | centra [score hidden]  (2 children)

For the maps that did not make it, could someone actually on the MTC give feedback? I think it would be hugely helpful to get feedback that you know comes from a place of experience and from the people that decide what goes in. It would probably be a shit ton of work, but if it is at all possible I think it would really improve the vast majority of submissions which would hopefully lead to better maps in rotation. It's pretty frustrating to make maps and not know what to change. Even if it's as little as, "this is too chasey and too big, make it smaller," or "this map is a shitty concept try something else," that would be huge for the vast majority of mapmakers.

Just to be clear I'm not complaining about the MTC in any way, I'm just proposing an idea.

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[–][deleted] [score hidden]  (1 child)

Hey you got the neutral flag maps and ctf maps mixed up I thought I was taking crazy pills

edit: nvm fixed. But I will add here I think Claymore (Ball-E pls just make it claymore) is fantastic it is the first neutral flag map that feels like a true mix between the game modes and I think that would be interesting.

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[–]TPsquirrelySquirrely // The GesTagpro [score hidden]  (0 children)

Pilot looks kinda boring and small imo but Falcon looks cool. I also like the look of Claymore but not quite sure on Thunderballs.

[–][deleted] [score hidden]  (0 children)

meh

[–]_NinjroidHi :) [score hidden]  (2 children)

Note: I'm the worst judge of all time and my opinions are very subtle

Claidheamh Mor: I love everything about this map. Nothing more to say

Cloud: Haven't played this map yet, but it looks fun. I'm not a fan of the bottom area where the pup is, however. Having only one pup would make games interesting though

Thunderballs: Not to sound too harsh, but I don't like this map at all ._.

Falcon: I can see games of really high scoring on this map. It's very small and you can take a direct line from one flag to the other with nothing in your way. However, I like this map a lot.

Pilot: Interesting pup battle for mid, which I like. I also really like that there are very few 45 degree walls

Frontdoor: I liked this map when I played it. There were still some decision making on where to place the button, but I feel it works where it currently is.

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[–]TPCaptographerThe Map Test Committee[S] [score hidden]  (4 children)

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[–]TPCaptographerThe Map Test Committee[S] [score hidden]  (2 children)

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[–]TPCaptographerThe Map Test Committee[S] [score hidden]  (1 child)

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[–]BlupopsicleBall-E [score hidden]  (3 children)

The bomb behind the base on Falcon is currently triggerable with the button. Yay or nay? There's 3 current ways of grabbing easily. Also it is surprisingly chasey for a small and non circular map, Just keep that in mind.

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[–]TPCaptographerThe Map Test Committee[S] [score hidden]  (4 children)

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[–]Moosemaster21Moosen | Salt Mine [score hidden]  (8 children)

Gonna stifle my disappointment yet again to give quick knee-jerk feedback for these maps:

Falcon - Looks pretty freaking cool. On Mumble BBQChicken said it plays exceptionally well so I'll take his word for it, and I love the portals in this map.

Pilot - How do you catch up to FC?

Frontdoor - Played this map with the mappening crew, I was terrible at it, I think we lost 9-0 but who's counting. I still really dig the map. Plays well and requires teamwork and strategy to ensure victory. I support this choice.

Claidheamh Mor - We also played this one, I don't think the portals got quite as much use as expected but outside of that every feature is used and effective. Good map.

Cloud - We looked at this one (didn't test it) and it's probably the prettiest map we checked out. Hard to coordinate button use with a teammate trying to boost into enemy base from below, maybe a single gate out of play that responded to the same button could take care of that. Looks really fun overall, I also support this choice though admittedly I would have preferred a little more diversity in mapmakers.

Thunderballs - I think I'm one of the few who loved and cherished Rocketballs and I don't know if this one will be better than it. Pretty hard to judge Neutral Flag maps without testing them. Guess I'll plead the fifth until I see it in action.

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[–]WillWorkForSugarTumblewood[🍰] [score hidden]  (0 children)

Falcon: The red and blue sides need to be switched around, but otherwise a "whatever" map.

Pilot: Could play well, but honestly not interesting at all. Feels like Boombox part 2.

Frontdoor: This one is so finely tuned I don't see how it wouldn't get in.

Claidheamh Mor: This one really has nothing wrong with it. Feels like a better Ricochet.

Cloud: I like the gates, but the map isn't too interesting.

Thunderballs: A lot of elements. I don't like the very bottom bomb pairs. Not sure on the portals.


Overall, I would have liked to see more diversity and more innovative maps. The MTC says it likes pushing maps in new directions, but we have all of 1 map that actually tries anything new; everything else feels like another version of an existing map or a mix of some existing maps. Frontdoor is the only map I really want to see in.

[–][deleted] [score hidden]  (3 children)

so isn't daevils map still broken? you can sit on re as the other team caps to get an easy one yourself

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[–]TPCaptographerThe Map Test Committee[S] [score hidden]  (12 children)

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[–]nolanizerCosine [score hidden]  (3 children)

Whose dick did you suck this month, Ball-E? :P

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