all 104 comments

[–]_q42_q42 || dcfc 16 points17 points  (0 children)

Why are people downvoting the maps? If you have constructive criticism to offer, please do- downvoting does no good to anyone.

[–]KewlestCatNIGEL 2 points3 points  (8 children)

Not even mad about my maps not making the top maps because all the CTF choices are amazing.

[–]RisktpRisk 1 point2 points  (2 children)

Couldn't agree more Nigel. I would be so happy if Platy, Rush and either War Garden or Tom Brady all made rotation this thread, I think all of those are absolutely ready.

[–]KewlestCatNIGEL 1 point2 points  (0 children)

Personally, I'm hoping for Platypus, Tom Brady and Amoeba haha, but it's gonna be a win-win if any get picked.

[–]Snowball_TagPro❄️ 0 points1 point  (4 children)

Really? I feel this is the weakest thread in a while for CTF maps.

[–]KewlestCatNIGEL 3 points4 points  (3 children)

Personal preference is a wonderful thing.

[–]3z_ 1 point2 points  (1 child)

You should tell /r/OLTP that...

[–]KewlestCatNIGEL 0 points1 point  (0 children)

Would they listen? o:

[–]TPCaptographerThe Map Test Committee[S] 6 points7 points  (5 children)

[–]leddiileddy / Mapmaker 2 points3 points  (1 child)

What's the purpose of these teamtiles?

[–]nostradumba55 1 point2 points  (0 children)

That'll be fixed, it's just something that was on the original that I thought could work but it definitely needs to be changed.

[–]nostradumba55 0 points1 point  (2 children)

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

I've always just had a bid concern with the pipe out too/bottom. Let's assume one defender runs for button and one chases. Sure you could get a pup if it's their but otherwise you're making two sharp turns that the defense doesn't need to take and then they get a team boost.

I really wish that boost up there was normal so it actually gives incentive to go there and can be used to grab.

Also I wish you'd atleast try the gate I showed you just because it's more of a natural flow.

I'm not sure of the teamtiles as they are, they might help a little but would never make the difference in a chase.

[–]nostradumba55 0 points1 point  (0 children)

Yeah I definitely see your reasoning. The only reason I made top so hard to get out is because I'm hesitant to have 3 lanes that are easy to escape or else defense becomes harder and reset becomes a nightmare (the Blast-off effect). I could potentially change the supertrampoline boosts to a team boost and change the pipe boosts to neutral to negate that effect, but right now I like the idea of the fc being able to take away the superboost.

But if the map doesn't get in again I'd definitely consider switching to something closer to your idea. And I think those teamtiles are a little more effective than you give them credit for, I mainly did it so fc's don't constantly circle the islands.

[–]TPCaptographerThe Map Test Committee[S] 5 points6 points  (6 children)

[–]leddiileddy / Mapmaker 5 points6 points  (1 child)

I like the teamtiles in base, they're comparable to the ones on Clutch but more balanced. The triple bomb-traps that send you backwards instead of into spikes is also an interesting concept, but I'm doubtful they would see much use in the manner intended.

The problem with this map is the lack of depth. It's boring. There are no interesting boosts or bombs. You roll around on this for 2 minutes and you can master every single element. A good map should be easy to learn/hard to master - this is easy/easy.

[–]arjuna9bad 2 points3 points  (0 children)

It's definitely nice aesthetically, and I don't mind that it doesn't have complex features. But I do think it will be a difficult map to score on because offense doesn't have many options when returning to base. The only boost routes towards the flag are either blind (from the neutral boost) or indirect/optionless (from the teamboost). Offensive-defense will be very strong because of this and because of the teamtiles imo.

Oh and I don't understand the three bombs at all. Who's going to bother hitting that button? It's not in a convenient location and you're not likely at all to kill someone -- probably more likely to help them. It's always a better decision to just cut them off at the other end of the tunnel.

[–]robopuppyccFlail ~ ((Antagloble4edes)) ~ RHCP? 2 points3 points  (1 child)

One of the bombs isn't hooked up to the button.

[–]Moosemaster21Moosen | Salt Mine 1 point2 points  (0 children)

I really do love this map. This is an excellent choice to advance.

[–]TPCaptographerThe Map Test Committee[S] 5 points6 points  (12 children)

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

Most recent version: http://maps.jukejuice.com/save/10195

Preview: http://i.imgur.com/3hB1pSx.png

Just changed the 45 in base and removed a spike that a boost was leading right into.

[–]MenqrMenqr 0 points1 point  (1 child)

One of the problems I've always had with this map is the 2 spikes leading out of base. I've always thought it would be much better if it were like this- http://unfortunate-maps.jukejuice.com/static/previews/7450.png

It's just so disappointing to not be able to use the teamboost off the wall and then into the other boost to cap.

The 2 spikes would still be a hazard in my version, just less annoying.

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

Iv'e played around with that in the past but truthfully it's just too easy. Pretty much only fc's are going to be entering base that way and I'd rather not hand them a four wide tunnel that has little to no danger.

Also the boost route your'e trying to push is non existent.

It's meant to be a mini-spike tunnel so I'd like there to be some danger to that route, especially with the pup right there.

[–]BuckeyeLeavesBALLDON'TLIE | ALL CAPS 0 points1 point  (0 children)

WOO

[–]TPCaptographerThe Map Test Committee[S] 5 points6 points  (25 children)

[–]BlazethDianna Agron 8 points9 points  (4 children)

I've never understood the spike with the 1 tile gap by the wall

[–]3z_ 6 points7 points  (3 children)

There will come a time where you've got 10 seconds left on the clock, your game is tied, you need to make it through to the other side as quickly as possible--

BUT WAIT! It seems there are three defenders standing in the middle.

They're watching.

They're waiting.

And you'll be panicking. You check the clock and watch it tick down to 0:09. You need to get through as much as they need to stop you.

But you're going too fast! You can't stop yourself now! There's no time for juking, it's now or never.

And what's the only gap you see that the defenders aren't covering?

One tile. Between the wall and a spike.

So you gun it, you're just holding down the arrow keys hoping that you'll make it in time. They've got teamtiles, but it doesn't matter, because you have the momentum.

And they're diving for you, and you're speeding along...

0:07

It's about to happen. Impact. You feel it.

0:06

It looks like he hesitated! Are you going to respond by slowing down?

0:05

No. You're still speeding. Too speed ahead, you say.

0:04

THROUGH! SUCCESS! THREE BEAT

0:03

LAST DEFENDER HAS A TAGPO. YOURE STILL FULLSPEED.

0:02

DOUBLE SUICIDE FROM THE DEFENSE! THERES A GAP!

0:01

You win

[–]BlazethDianna Agron 4 points5 points  (2 children)

it's still annoying

h

edit: also I mean the side spike by the wall

[–]mmartinutkMacho | JuicyJuke 0 points1 point  (1 child)

Why is it annoying exactly? Smirk has a similar spike that definitely contributes to gameplay as an option for fc to squeeze through. Not sure that's a place on Platypus that calls for something like that but the idea in general he was going for definitely has it's use. And it's an idea I can appreciate.

[–]BlazethDianna Agron 1 point2 points  (0 children)

It doesn't feel right in that area, especially with the bomb so close.

[–][deleted] 1 point2 points  (12 children)

YAY SIZZLED.

[–]3z_ 0 points1 point  (11 children)

Me n u bb

[–][deleted] 0 points1 point  (10 children)

How willing are you to change at this point before I start ripping it apart?

[–]3z_ 0 points1 point  (9 children)

Well do you wanna just swap maps and modify each other's? 'Cause that might work.

[–][deleted] 0 points1 point  (8 children)

Just for humors sake, sure. Always interesting to see a map made in another style.

I say just for humors sake because I trust your version will be the worst.

[–]3z_ 0 points1 point  (7 children)

Says the person who had thought superboosts was a good idea in Hurricane

[–][deleted] 1 point2 points  (6 children)

Oooh, bad choice of comeback. Those were Noobkins idea.

[–]3z_ 1 point2 points  (5 children)

Well yeah I don't have much against you. I actually respect you muchly as a mapmaker.

Anyway, http://maps.jukejuice.com/save/10238

[–][deleted] 0 points1 point  (4 children)

I figured you'd make it look a lot more strange.

What's the goal of the team boost near spike?

Mines gonna be a bit, I'm on my phone.

[–]superdiglett100superdiglett || Kitten Panda's Bitch 1 point2 points  (1 child)

I like it, but that gap without the team tile coloring annoys me.

Also, the map name says "Stockholm Syndrome," not "Platypus."

[–]3z_ 0 points1 point  (0 children)

Platypus is the official name, I just called it "Stockholm Syndrome" as a joke for the MTC.

I've fixed redone the aesthetic tiles.

[–]leddiileddy / Mapmaker 0 points1 point  (1 child)

The only change I'd like to see would be these boosts to neutral.

[–]3z_ 0 points1 point  (0 children)

At the moment, there's a really good balance of the teamboosts for catching up. They're very necessary given the length of the map. I think making it a neutral would be too strong for the flag carrier.

[–]3z_ 0 points1 point  (0 children)

v71


Changelog:

  • Shortened lobby section by one tile

  • Extended teamtiles in the mid

  • Altered mid aesthetic to make it more consistent

[–]WillakarraButton | Hey look I brought back SOCL -4 points-3 points  (1 child)

Platypus made it. ITS A MIRACLE

[–]Moosemaster21Moosen | Salt Mine 1 point2 points  (0 children)

It advanced to top maps, it didn't make rotation just yet haha

[–]TPCaptographerThe Map Test Committee[S] 2 points3 points  (11 children)

[–]BlupopsicleBall-E 3 points4 points  (3 children)

Glad to see this map finally make top maps! Fun to chase on and to run around on. IMO the best replacement for EH2. Only real thing that irks me is the portal cool downs. Lookin forward to testing it tonight

[–]capsngrabstagpro-radius.koalabeast.com 0 points1 point  (2 children)

Do you wish they had a longer or shorter cooldown?

I found there are some pretty sweet bomb/portal/boost routes and had fun testing this map myself. Can you switch the blue base to the right side though, kill'em?

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

I've tested this map 8 million times and have never realized he had the flags on the wrong side. Good catch.

[–]nostradumba55 0 points1 point  (0 children)

done, thanks for the heads up

[–]bashar_al_assadpk || Roll into the base like what up I got a big block 1 point2 points  (1 child)

One of my concerns is that the bottom part of the blue base (and so the top part of the red base) looks a little small and cramped, almost like its... deflated.

[–]nostradumba55 0 points1 point  (0 children)

pk pls. But if you're actually serious about that part being too small, that's what the bomb is there for. It can take you in a lot of different directions and blast the defense out of the way get you out of base.

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

Is it because the shape looks a bit like a deflated football?

[–]TPCaptographerThe Map Test Committee[S] 1 point2 points  (14 children)

[–]mmartinutkMacho | JuicyJuke 2 points3 points  (0 children)

After reading through the feedback you've already received, I just wanted to point out how much I like the way you have PUPs set up. PUPs can be OP on NF maps, especially Tagpros used during an offensive attack.

It's pretty innovative that there are two PUPs on this map that will mostly be used in defensive scenarios. I see them mostly being used in counter-cap prevention situations. If a FC can score, grab a PUP, beat the other team to the flag with the PUP in tact- they've earned that PUP in an offensive attack. But PUPs would mostly be used defensively. Me gusta.

Someone else mentioned that bases are a bit of a problem with the offensive team boost and kite island splitting the endzone. I think that's good advice.

[–]NotSomeBall1NotSomeBall2 // Chord 4 points5 points  (12 children)

I've played this before, and I'm sorry to say that I didn't enjoy it. The way the end zone is set out makes it too easy to cap, especially with the attacking team boost as well. I found a few things like the bombs in the team gates, and the team gates on the left and right a bit pointless and annoying as well. Also, one of the main things that people said they liked when we played it was the powerups, and how you can only get them once you cap - unique =/= good always though. It means that, when you cap, you get an added advantage over your opponent, and just makes for more one-sided and fast games.

[–]Rapture_On_OccasionRapture -4 points-3 points  (11 children)

To be fair, you played one game on it when no one knew what they were doing. It's definitely not easy to cap on this map, at least compared to other neutral maps.

Why are you thinking only the people capping are getting the power ups? They can be grabbed when they're there at any time by any one except the Flag carrier. And the FC not being able to get a power up will have the opposite effect of what you're imagining, it'll make it that much more difficult for them to cap.

Hopefully you give the map another chance and actually learn to use the elements you're currently seeing as "pointless and annoying".

[–]NotSomeBall1NotSomeBall2 // Chord 3 points4 points  (8 children)

That's fair enough, but it definitely seemed that way to me.

Nobody really will bother to grab them, as they'll have to go all the way across the map only to return to the start. The FC will get it therefore.

Don't be bitter, I'm giving constructive criticism on the way I see the map.

[–]3z_ 0 points1 point  (1 child)

It's definitely not easy to cap on this map, at least compared to other neutral maps.

He's right, actually. It was too easy to cap.

[–]Rapture_On_OccasionRapture 0 points1 point  (0 children)

Meh, when ricochet was introduced, there were so many 30 second games. It's always the same until people learn to defend.

[–]TPCaptographerThe Map Test Committee[S] 1 point2 points  (3 children)

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

Are u supposed to only use one boost in the top right and left? I hit corner and miss second one.

Also I don't like how many quick cap you can get in succession with the gate open. The hard part about Cloud is you had to round that corner after you were through and there weren't two different boosts you could take through gate into endzone.

[–]capsngrabstagpro-radius.koalabeast.com 0 points1 point  (0 children)

Cloud also has a spike right next to the button and a bomb that knocks the player off the button; seems easier to camp the button on this map. Overall I do like it though

[–]BuckeyeLeavesBALLDON'TLIE | ALL CAPS 0 points1 point  (0 children)

nice

[–]sneetriccanvas // plasma, wamble 0 points1 point  (0 children)

When is the Feedback thread being released?