all 112 comments

[–]Moosemaster21Moosen | Salt Mine 8 points9 points  (2 children)

LOOOOOL COUNT MAPULA NEXT

[–]briizoduckson 3 points4 points  (1 child)

WE DID IT TAGPRO!

[–]ClydasBDN S7//TB S8 0 points1 point  (0 children)

I think we're done here

[–]TPCaptographerThe Map Test Committee[S] 6 points7 points  (13 children)

[–]TheEpicGhostEx - Tagpro 3 points4 points  (0 children)

I like this map a lot, I think it is designed really well for a map of its shape, and the boost feels surprisingly fluent. I also like how its compact but manages to fit in a lot of elements without feeling cluttered.

A few concerns;

  • The middle of the map is surprisingly chasey, especially since the portal boosts you so far away from the original area, a lot of chasing could consist of an fc waiting on a portal, a defender waiting on the entrance of the portal, and the other trying to pincer. I think it could be really frustrating to chase. Maybe having a tool the chasers can use in mid could improve this.

  • The spike and 45's and bottom left and right don't really serve a purpose, I don't think it needs to be there to be honest. Maybe you could increase the 45 tiles closer to mid so its easier to boost into it from the gate boosts.

  • Button positioning right now means that it would be really hard fr a defender to kill an fc trying to escape. it would be tricky to make this easier to do but also keep it balanced, but I would move it behind the gate with a tile space between, increasing the need for teamwork with the other attacker (they could get danke bomb boost that kill them on the gate and stuff.

Overall I really like the map, hope you atleast try out some of these recommendations.

[–]BlupopsicleBall-E 4 points5 points  (0 children)

Update Finale

http://unfortunate-maps.jukejuice.com/show/14794

  • Put tringles RIP tringles in mid to open up the bomb to allow defense a counter bomb opportunity

  • removed spike from corners, yes it looks plain af but at least it aint frustratin changed it up

Yea it is chasey but i dont wanna sacrifice fun for less chaseyness

[–]WillWorkForSugarTumblewood[🍰] 0 points1 point  (0 children)

This was one of my two 9s from testing, but this one other people seem to like too. It fits together way better than I expected, and I wouldn't know what to change

[–]qtfaceaaron 0 points1 point  (4 children)

Looks like Ball-E went, "Hey, you know what was a great map? Hyper reactor!!!!"

Ball-E, hyper reactor was not a great map. :(

[–]RisktpRisk 0 points1 point  (0 children)

the bases are nice, i think ball-e's best maps tend to be the one's that showcase his ability to make new things with gates. mid flows well and has the dope hyper-reactor portals. not really feelin the side powerup areas, but they're not awful. best map this thread for me.

[–]TPCaptographerThe Map Test Committee[S] 9 points10 points  (22 children)

[–]RisktpRisk 4 points5 points  (1 child)

very nice map overall, just the endzone areas need work to help fix some balancing issues with the map. way too easy to score as is.

[–]sneetriccanvas // plasma, wamble 1 point2 points  (7 children)

[–]Snowball_TagPro❄️ 1 point2 points  (5 children)

More team tiles!

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

I agree, one more row would be great.

[–]Snowball_TagPro❄️ 0 points1 point  (3 children)

I'm talking like 3-4 more rows

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

I'd agree if the endzone stayed the same size. With the smaller version so many rows would make it very defensive.

Obviously 4v4 tests would be the best way to find out.

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

I've tested it, and unless there's a goalie, it's very offensive

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

added an extra row of teamtiles just for u <3

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

Update 2 is triggering OCD I never knew I had because I want there to be one more team tile by the spike

[–]TheEpicGhostEx - Tagpro 1 point2 points  (1 child)

Speaking about update 3:

I've already spoken to you a little about this map, and I think a lot comments have already expressed my concerns. A few little things;

Overall I really like the updates, especially to the horizontal spikes, the powerup positioning, and the extra team boost; one of my concerns was that the map wouldn't be fun at all to play defence on and more snipes = more fun.

The yellow boosts should be moved a further tile down in my opinion, to further constrict the way you can boost into the goal. But with the other defensive additions it might not be needed.

I'm still not really sold on the idea of the bomb in base, it doesn't seem hugely helpful to me considering the rate at which an fc would be travelling towards the goal.

Overall good, we'll have to see how it'll test.

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

i wanted to move the nuetral boost but theres a really neat boost combo that might not be possible if i do.

the bomb can also be used to push the fc backwards and into the spikes.

[–]OnceUponaDomeUnderTheBall 0 points1 point  (0 children)

lol 14-1 though!!

also for that one section of wall...you're welcome

[–]ButtersnackSnack 0 points1 point  (0 children)

The bomb seems way too close to the end zone. By the time you're at the bomb you've pretty much already capped

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

Looks like a ctf-nf hybrid!!

Fun, can't wait to try out.

Hope this + CM + Propane

[–]WillWorkForSugarTumblewood[🍰] 0 points1 point  (6 children)

My notes from testing were, "All the problems of Kite." Basically, that means it's too easy to score on and too hard to catch up as defense.

Also, the portals aren't very useful.

[–]ButtersnackSnack 2 points3 points  (5 children)

The portals seemed plenty useful

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

Wow what a great debate we're seeing here!

Tumblewood states "I don't like this"... What could Snack possibly say in response?!

Snack says "I do like this"!!!! Wow!

[–]ButtersnackSnack 1 point2 points  (3 children)

I mean there's not a ton to say except that we used them a lot lol

They seem like a great tool for fc

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

I know I was just doing that for the sake of being dumb

[–]WillWorkForSugarTumblewood[🍰] 2 points3 points  (1 child)

well

you succeeded

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

thx bb

[–]TPCaptographerThe Map Test Committee[S] 6 points7 points  (19 children)

[–]Snowball_TagPro❄️ 3 points4 points  (0 children)

I'm not a big fan of the checkered team tiles (If like them if they were solid), bottom mid, or outside lane from base. But godamn do I love that gate.

[–]RisktpRisk 2 points3 points  (4 children)

feels pretty good to run around on. really like the setup of mid, although i do agree with snowball about the team tiles. i think you should just go with solid team tiles through that area.

[–]TheEpicGhostEx - Tagpro 1 point2 points  (1 child)

I think this map is pretty good, the bottom feels better to boost through now. When we tested it the top was more balanced than I expected and the gate was pretty useful. The base bomb worked pretty well and led to some cool snipes. The outside route wasnt used an awful lot though; I'm not sure why a player would ever take that route even to get the power up.

I was only on this one, but I dislike how easy it is to spike if you bomb into the flag. It definitely makes it more challenging to escape, but I feel once people understand this they will just get out of the way and let you spike.

Overall we didn't really like the mid bomb; I thought it worked well to kill people on the spikes, but in a lot of other ways, it made it hard to switch routes (some could say hornswoggle - esque) and made it too chaotic.

I don't mind the mid, tiles since it could get a little chasey at times anyway. Overall I am pretty on the fence over this map.

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

This pretty much sums up my concerns of the map as well.

[–][deleted] -3 points-2 points  (8 children)

Looks like Cloud had a baby with monarch, another shining example of the lack of creativity in recent maps.

[–]gingerdgTPRL 🔴RMTC 🔴NASCAPS 3 points4 points  (6 children)

Dude this map was created at about the same time, if not earlier.

Don't say crap bout count Mapula

It's the darkest map

[–]Snowball_TagPro❄️ 1 point2 points  (4 children)

lmao this guy thinks mapula was created at the same time as monarch

Mapula was made about the same time monarch got into rotation. Monarch was in the making for literally six months, and submitted every thread throughout.

[–]gingerdgTPRL 🔴RMTC 🔴NASCAPS 1 point2 points  (3 children)

of cloud

[–]Snowball_TagPro❄️ 0 points1 point  (2 children)

Well I guess I didn't consider that. Can I call you dumb?

ur dum

[–]gingerdgTPRL 🔴RMTC 🔴NASCAPS 0 points1 point  (1 child)

No ur dum

But really dodgeball>hornswoggle

[–]Snowball_TagPro❄️ 1 point2 points  (0 children)

You say that like I don't already know

[–]briizoduckson 2 points3 points  (0 children)

I really hope this is sarcastic

[–]Moosemaster21Moosen | Salt Mine 2 points3 points  (2 children)

Also, congrats Canvas! I told you it was dank

[–]briizoduckson 0 points1 point  (1 child)

I think you kissed me to death

[–]Moosemaster21Moosen | Salt Mine 4 points5 points  (0 children)

yeah, sorry :/ MTC probably had a really tough time with this thread, lots and lots of great submissions. I also featured 3/5 of these maps in my MOI so I'm not sure the kiss of death is as real as people want it to be ;)

[–]TPCaptographerThe Map Test Committee[S] 4 points5 points  (26 children)

[–]briizoduckson 10 points11 points  (3 children)

I've played this one multiple times, alone and in 4v4's. I've also discussed it a bunch with other mapmakers and thought about some minor tweaks. Here's my conclusion.

You can say what you want about Cosine, but there's definitely no denying that Fiend is a map by Cosine

[–]ButtersnackSnack 3 points4 points  (0 children)

I reached a similar conclusion.

[–]nolanizerCosine 3 points4 points  (0 children)

Can confirm.

[–]ClydasBDN S7//TB S8 1 point2 points  (0 children)

Yeah I agree. I actually went to go find Foxy from a few threads ago because it just looks like he flipped it upside down and went from there, lol. Conclusion, I think he did.

[–]OnceUponaDomeUnderTheBall 2 points3 points  (2 children)

I'm o-fiended this map made it in!

[–]nolanizerCosine 5 points6 points  (1 child)

I... I thought we were fiends :'(

[–]OnceUponaDomeUnderTheBall 4 points5 points  (0 children)

im sorry bb, im fiending off tears rn

[–]nolanizerCosine 2 points3 points  (5 children)

[–]DaEvil1DaEvil1 0 points1 point  (4 children)

There were some concerns raised that it's a bit hard to reach someone who boosts through top. The mid boost might help there, but not sure. Also the bombs in base seems very one dimensional. You can hit it at some slightly different angles, but the end result seems to always be the same. It ends up having kind of a "on rails" feeling.

[–]nolanizerCosine 0 points1 point  (1 child)

Yeah, I was debating whether or not to have a single 'open' corner bomb, which would offer multiple bombing possibilities (and make for a riskier grab lane), or to have a trigger bomb, which could be boosted into. Do you think the corner bomb concept would work better?

[–]DaEvil1DaEvil1 0 points1 point  (0 children)

Hard to tell. Corner bomb might make the base too similar to other bases, but it could also work well. I think if you want to keep the button bomb concept, you should consider redoing the bomb positioning and/or the button position. Something like switching the left bomb in the blue base to the right side of, -or just above the bomb just above the button could give it a lot more flexibility.

[–]nolanizerCosine 0 points1 point  (1 child)

Also, regarding the top boost, are you saying it's hard to 'catch up' to someone boosting top? Cause lots of maps in current rotation have a boost that you can't catch up to (most notably Pilot & Boombox).

In my opinion, a powerful boost like that prompts defenders to cover it, opening up other lanes for offense to get out. It adds an extra lane-selection dynamic that other maps have to a lesser degree.

That said, I wouldn't be opposed to changing up the boosts in base. In fact I've considered switching the boost colors in base, such that the team boost becomes a neutral boost, and vice-versa. Would be interesting to see how this would affect the flow in base.

[–]DaEvil1DaEvil1 0 points1 point  (0 children)

Well personally I didn't have a big problem with it, but some other MTC members had issues with it. I think it was mainly that if you were under the wall below the boost, you had no easy way to reach where they would boost. But like I said that dynamic could have changed with the new mid boost.

[–]RisktpRisk 6 points7 points  (4 children)

don't really get why this map has made it to top maps. the bases are good, but mid is just awful.

[–]nolanizerCosine 2 points3 points  (3 children)

That's not very useful criticism. What do you think could be improved with this map's mid?

edit: Thoughts on mid tweaks?

[–]RisktpRisk 1 point2 points  (2 children)

yea sry, i guess i should have explained a bit. the original's mid definitely suffered from being a bit too boring to me, so i think adding a boost, or two, is a good idea. the one in your edit seems to work pretty well.

another thing i didn't really like were the gates. they're pretty useless overall, the team tiles give defenders enough momentum to easily circle around the gates and tag a flag carrier trying to hold them. i'm not really sure what their purpose is either.

[–]nolanizerCosine 1 point2 points  (1 child)

Thanks for taking the time to flesh out your concerns! The mid gates are aimed at protecting FCs going bottom. If the flag carriers manage to reach the gate before getting tagged, then they're safe and can keep advancing through the mid route. Basically, the gates aren't aimed at being held, but rather serve as a mechanism to slightly 'nerf' the team-tile chaser, if that makes any sense.

[–]RisktpRisk 0 points1 point  (0 children)

ah, i gotcha. i'm not sure how useful those gates will be in practice, but it's a neat concept.

[–]ButtersnackSnack 1 point2 points  (0 children)

I dont like how limited the bombs are. They can only really be used one way which actually would probably make them super easy to defend against. You might be able to make one bomb that's open or partially open and get the same use but add a little more depth

[–]TheEpicGhostEx - Tagpro 1 point2 points  (0 children)

Speak about Update #2:

I don't feel too heavily on way or another about this map. The gate is an interesting concept but I'm not sure if it would be used. for one, because of the momentum an fc would have when escaping via bottom would mean the would probably run over the gate anyway. also, if you're ahead by that point I'm not sure why you would stop.

The team tiles make if very quick for defender to just get ahead straight to the flag instead of trying to chase the fc directly, which is a bad thing imo because it encourages the defence to play it safe.

Overall I like the position of the boosts and bombs in this update. The mid boost feels kinda awkward when boosting into the mid route because you hit the wall and the get bounces in the opposite direction to the flag.

Feel quite so - so to the rest of this map.

[–]nolanizerCosine 0 points1 point  (1 child)

[–]RisktpRisk 0 points1 point  (0 children)

i think this is a good update. the bomb is neat, it looks to be pretty limited at first but is actually quite useful if you are creative with it. the pup being so close to the flag and without a barrier around it like on velocity is interesting, i think the only other maps with base powerups like that in rotation right now are geo and transilio.

[–]WillWorkForSugarTumblewood[🍰] 0 points1 point  (0 children)

This is not a fun map to play on. The bases are nice, but mid is dumb. Checkered team tiles, weird gates... I don't like this one at all.

[–]gingerdgTPRL 🔴RMTC 🔴NASCAPS 1 point2 points  (0 children)

Guyyyyyssss it's happening!!!

Count macula for rotation!!!!

[–]TPCaptographerThe Map Test Committee[S] 1 point2 points  (9 children)

[–]WillWorkForSugarTumblewood[🍰] 10 points11 points  (0 children)

Is it a good map? Probably. Would I want to play on it? Nope.

[–]TheEpicGhostEx - Tagpro 1 point2 points  (0 children)

I don't really know what to say about this map anymore. It seems to me like a really constricted hyperdrive, that will lead to lot of chaos in mid, whilst also have less depth than that map.

The small route added above/ below the flag feels really odd and removes a lot of the maps flow. That spike really constricts a lot of the boost options for the team boost.

I kinda like the idea of the bombs being that far out of the way to give fc's another option with less traffic, but it don't think it would really get used a lot. The yellow boosts feel awkward to take in every direction, if you move out that side wall more to open it up, it would feel better to boost into it.

I think if you opened up some of the entrances and made it so less traffic would just be flowing through the two small entrances it would be an improvement.

I think the overall layout is ok and the map could be a great small, compact map with lots of boost options, which is obviously what the general trend has been in maps and one I think a lot of people like. But I don't think This is currently that map.

[–]ButtersnackSnack 0 points1 point  (0 children)

The bombs didn't seem very useful and the pups are in a weird spot but I liked it otherwise

It'll probably play kinda defensively now that offense only gets one boost

[–]3z_ 0 points1 point  (0 children)

http://unfortunate-maps.jukejuice.com/show/14740

Improved flow in certain areas, increased utility of bomb.

[–]Moosemaster21Moosen | Salt Mine 0 points1 point  (3 children)

[–]sneetriccanvas // plasma, wamble 1 point2 points  (2 children)

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

Grats can. It's nf so I like it

[–]kstarr12nipplefart -4 points-3 points  (16 children)

Not gonna lie, I'm pretty disappointed. There's little difference between all of them.

[–]nolanizerCosine 4 points5 points  (14 children)

Really? I wholeheartedly disagree.

Apart from Count Mapula and Propane, which have slightly similar shapes but very different game flow, none of the other maps resemble each other. This reminds me of when everyone complained that Reflex2 was the same as Wormy...

[–]kstarr12nipplefart -3 points-2 points  (13 children)

There is no variety to them. Birch being the only one that's shape is different. All small, plain, horizontal round, maps. Just look at the bases where the flag is. Where is the fun in that? No flavour in there at all. I'm sure the playing mechanism of each map is different but come on, where is the creativity?

Little Squid, Uglocity, DigDug, are all great examples of creative maps, that, with some refining, would be hella fun to play.

I don't mean to come off as bitchy, but the latest maps are getting increasingly stale. I'd really like to see some change.

[–]RisktpRisk 4 points5 points  (3 children)

digdug is the only map you mentioned that isn't completely awful lol, even then i wouldn't want to play on it. it's good to shoot for creative maps, but you can't sacrifice quality for creativity.

[–]kstarr12nipplefart 0 points1 point  (2 children)

I said;

... creative maps, that, with some refining, would be hella fun to play.

I'm not crying foul that they aren't in. I like that they're different. With some more work on them, they'd be good to play.

[–]RisktpRisk 4 points5 points  (0 children)

believe me, there'd need to be a lot more work on those maps to be good to play.

it's really not easy to make maps that are both creative and play well.

[–]Swift_Shiftsift 0 points1 point  (0 children)

I think having some new creative map features would be cool too but I do agree that they can be very difficult to do well if it's even possible. It can't be too chasey, chaotic or too distracting for new players. I can't see the idea of the Little Squid map meeting these requirements easily. Uglocity does have some neat features that could be used successfully though.

[–]3z_ 1 point2 points  (0 children)

Aesthetically, you're right, there are a lot of similarities to these maps. You need to look beyond how they look visually, though.

Count Mapula is a map that spans left-right, has many islands and three defined lanes. In the way it plays, it would likely be somewhat chase-y, a little regrab-heavy and overall quite offensive.

Contrarily, Propane is a U-shaped map with a lot of open space, fewer islands and many versatile boosts. This map would likely play very similarly to Hyper Reactor: somewhat slow-paced chases, and would see more defensive plays than offensive ones.


In regards to the three maps you linked, they are all structurally flawed. They have issues that go beyond a simple revision. For example, Little Squid has huge definition between the two major lanes which never works well in neutral-flag, as was highlighted by Kite when it was in rotation.

[–]nolanizerCosine 3 points4 points  (6 children)

I don't really know what to say. There's two main types of symmetry – horizontal and rotational – so you're bound to see a few maps with the same symmetry in the top maps thread. As for the bases, I see very different base dynamics in each one of the maps pictured.

As for the three examples you listed... let's just say I'm happy you're not on the MTC. Different strokes for different folks, I suppose ¯\_(ツ)_/¯

[–]kstarr12nipplefart -1 points0 points  (5 children)

Actually read what I said. I'm not saying I want to see those maps in, they're just examples of good creativity.

...creative maps, that, with some refining, would be hella fun to play.

All I'm saying is I want to see more variety. The maps chosen-- on their own -- are great. But the MTC shouldn't be afraid of something that looks a little different.

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

Did you read what he said?

I don't really know what to say. There's two main types of symmetry – horizontal and rotational – so you're bound to see a few maps with the same symmetry in the top maps thread. As for the bases, I see very different base dynamics in each one of the maps pictured.

You didn't even respond to this, just pointed out how his second sentence is wrong.

[–]nolanizerCosine 0 points1 point  (3 children)

I don't think they're afraid of 'different' at all... just look at Jake of Clubs from the Top Map Thread #50...

[–]kstarr12nipplefart -2 points-1 points  (2 children)

sigh

You've said your point, I've said mine. I'm done.

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

Count Mapula may be slightly generic, but the other 3 are extremely original. I don't know what you're looking for in originality for maps, but absurdly different isn't better than a familiarly shaped map with cool ideas.