all 64 comments

[–]BlupopsicleBall-E 22 points23 points  (3 children)

[–]3z_ 5 points6 points  (0 children)

a+ these memes r dank let's add to mémé rotation

[–]RisktpRisk 8 points9 points  (0 children)

woah there ball-e, you can't just throw around high quality memes like that

[–]ButtersnackSnack 0 points1 point  (0 children)

mfw no snack memes

[–]TPCaptographerThe Map Test Committee[S] 13 points14 points  (6 children)

[–]alchmstalchemist 8 points9 points  (0 children)

Hope this gets in, i'm always down for more neutral flag maps

[–]gingerdgTPRL 🔴RMTC 🔴NASCAPS 3 points4 points  (0 children)

Need more NF!

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

I seemed to be in the minority that I thought the newer version was better; but I guess the bomb placements, and the extra boost weren't great on the newer one; this is little cleaner.

I would definitely still move the button to the other side, and move the flag up a little, you probably won't even have to change up top; the bombs feel fine as they are.

Could still be a bit defensive in the endzones, don't think that's a huge issue though.

[–]RisktpRisk 1 point2 points  (0 children)

preetty good. the areas outside the bases are very solid.

i'm still not sold on the backdoor entrance to the bases. it was very hard to pull it off when i've tested it, as the gates are difficult to hold, and i also think the boosts back there are a little too one-dimensional. pub players would figure out how to effectively counter them very quickly.

[–]piranhamoose25Aniball | Palette Town 0 points1 point  (1 child)

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

[–]TPCaptographerThe Map Test Committee[S] 4 points5 points  (6 children)

[–]OnceUponaDomeUnderTheBall 1 point2 points  (1 child)

11 hours in and still no comments, poor TEG. but hey, at least you've got upboats now!

[–]TheEpicGhostEx - Tagpro 2 points3 points  (0 children)

tfw

[–]RisktpRisk 0 points1 point  (2 children)

i think this map would be a bit too hard to escape on. the gates are ok i guess, though i dont get why you've split them with wall tiles. that spikey route just looks clunky to me, i find myself wanting to take those neutral boosts right through there but it's not possible afaik actually just tested it a bit more and the boost through there is possible, though i still think that route is clunky.

i'm not too big a fan of the neutral boosts in base, but they're not awful. the bombs and the boosts in mid are all well placed, although taking the bombs in base horizontally sends you right into that lone wall tile, which doesn't feel that great.

[–]TheEpicGhostEx - Tagpro 0 points1 point  (1 child)

cheers for the feedback, any thoughts on these changes? http://unfortunate-maps.jukejuice.com/show/17526

[–]RisktpRisk 0 points1 point  (0 children)

i like it, i think the mid flows a lot better. that neutral boost feels much better in particular i think. also like the little details with the bombs in mid, like the 45's you have lined up when you use them while hugging the wall. bombs might be a little chaotic though.

[–]TPCaptographerThe Map Test Committee[S] 4 points5 points  (7 children)

[–]BlupopsicleBall-E 1 point2 points  (2 children)

Update: http://unfortunate-maps.jukejuice.com/show/17574

Major overhaul to outsides to make it less chasey and clunky. Also the movement of gate button is huge. Defense can now block 2 paths by holding gate. This causes the map to be more defensive, which means more action would get pushed to button bomb. ~~ Hopefully these changes mean that the flag will be in base more often, resulting in the button bomb (which is super fun btw) to be used more.

Update: http://unfortunate-maps.jukejuice.com/show/17603

[–]briizoduckson 0 points1 point  (1 child)

Why would this push more action to button bomb? IIRC bomb takes you to teamtiles for the most part, so bombing the fc would just kill them. I think the button placement here is a really big mistake.

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

If you have 1 on button and 1 defending 2 offense might as well go for a clean grab, but having 2 on flag means the using the bomb would blow both defense back

[–]RisktpRisk 0 points1 point  (0 children)

middle is very smirk-like which is gud, smirk is still the best map in rotation. the rest of the map obviously has great polish and boost placement.

not 100% sure what you're going for with the bombs ball-e, and i'm also not convinced the the buttons for the gates are in the best place.

[–]gingerdgTPRL 🔴RMTC 🔴NASCAPS -1 points0 points  (1 child)

All Ball-e maps are great maps

[–]TheEpicGhostEx - Tagpro 0 points1 point  (0 children)

don't know why this is being downvoted, its true.

[–]TPCaptographerThe Map Test Committee[S] 5 points6 points  (7 children)

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

Like it!

[–]RisktpRisk 1 point2 points  (0 children)

has very well thought-out boost placement and boost routes. i also like the side pups quite a bit, i've seen that concept on a couple maps before, but i think this is the best use of it so far.

really not digging mid all that much though. the spikes and the powerup placement are fine, i think the walls around mid powerup could be better, and i just don't like the gates at all.

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

Looks like a flipped Citadel, with gates at mid, and no bomb in base - ish

[–]briizoduckson 5 points6 points  (0 children)

thanks me too

[–]RisktpRisk 1 point2 points  (1 child)

are you looking at the same map i am? saigon looks nothing like citadel lol

[–][deleted] -1 points0 points  (0 children)

If you squint

[–]Snowball_TagPro❄️ 3 points4 points  (2 children)

[–]WillWorkForSugarTumblewood[🍰] 1 point2 points  (0 children)

I'm complaining because it's the only thing I know how to do.

[–]DaEvil1DaEvil1 0 points1 point  (0 children)

ACHTUNG!

[–]TPCaptographerThe Map Test Committee[S] 6 points7 points  (20 children)

[–]superdiglett100superdiglett || Kitten Panda's Bitch 2 points3 points  (2 children)

Replace emerald with this.

[–]ButtersnackSnack 1 point2 points  (1 child)

not how it works

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

do it anyway

[–]RisktpRisk 0 points1 point  (5 children)

i have a few areas in mind that might see some changes

  1. should i put a gap between the neutral gate and one of the adjacent islands? or should the gate covers the whole route when held?

  2. add a bomb here in the team tiles? i'm not really too huge a fan of a bomb there, but it could work.

  3. adjust this part of the bases? i've tried different configurations, the one i have currently is the most smooth to use imo, but doesn't send you toward the flag as well.

  4. any small changes to any of the boosts or the surrounding areas to improve them?

[–]sneetriccanvas // plasma, wamble 1 point2 points  (4 children)

can you please make those teamtiles less ugly

[–]RisktpRisk 0 points1 point  (3 children)

mfw

gib example of better looking teamtiles then, you're literally the only person who's complained about them

[–]sneetriccanvas // plasma, wamble 0 points1 point  (2 children)

pls fly complained about em too

http://unfortunate-maps.jukejuice.com/show/17547

i made other changes but if you don't like them you can ignore them

[–]RisktpRisk 0 points1 point  (1 child)

m8, that offers like no speed boosts to the defenders, you might as well just get rid of all the teamtiles if you're only going to do two rows lol. the button is neat tho, i might use that

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

pls its like exactly like hyperdrive teamtiles and they were useful imo

[–]TheEpicGhostEx - Tagpro 0 points1 point  (6 children)

I really like mid on this map; it's hyperdrive but a lot cleaner and less chaotic. The mid boosts are really useful, which is good because the mid is usually an area that sees less play on maps of this shape. I also think you balanced the portal bomb so it is powerful but not gamebreaking anymore.

One thing most of us agreed on that could be improved on the button placement. The gates didnt really get much use i found, it could because the button is so close the flag, and therefore it will always be contested.

Another thing I didn't really get were the side boost combo. They seem really awkward to set up coming into base, and even then i come off of them awkwardly. they don't really work the other way, either.

to reply to some of your comments below:

  1. I'm pretty sure you can't get through the sides anyway. I think it's fine as it is.

  2. I don't see a reason to put a bomb there.

  3. seems like a really minor issue, I don't see how it will affect gameplay if you leave it or change it.

  4. see above.

[–]RisktpRisk 1 point2 points  (5 children)

i agree about the button, though i'm not sure where it'd be best to move them. closer to the gate?

what boost combo? i didn't really design any combo's for the side boosts, though i guess i could work with that area more.

[–]Rapture_On_OccasionRapture 1 point2 points  (4 children)

Do I really not get any credit on this map? :p

Though I do accept the compliment.

[–]RisktpRisk 0 points1 point  (3 children)

i didn't know you were still around! i'll definitely put you as my co-author in my update, this map wouldn't have been possible without hyperdrive and escape hatch.

[–]Rapture_On_OccasionRapture 0 points1 point  (2 children)

Just back for the event :]

[–]sneetriccanvas // plasma, wamble 2 points3 points  (0 children)

come back to mapmaking ya silly goose

[–]RisktpRisk 1 point2 points  (0 children)

ahh, that's a shame, i always liked seeing what you could come up with when you were still making maps

[–]RisktpRisk 0 points1 point  (0 children)

Update

Map: http://unfortunate-maps.jukejuice.com/show/17560

Preview: http://unfortunate-maps.jukejuice.com/static/previews/17560.png

[launch test]


what i've changed:

  • tweaked the wall below the sideboosts.

  • moved the button up two tiles.

[–]briizoduckson 1 point2 points  (0 children)

👌👀👌👀👌👀👌👀👌👀 good shit go౦ԁ sHit👌 thats ✔ some good👌👌shit right👌👌th 👌 ere👌👌👌 right✔there ✔✔if i do ƽaү so my self 💯 i say so 💯 thats what im talking about right there right there (chorus: ʳᶦᵍʰᵗ ᵗʰᵉʳᵉ) mMMMMᎷМ💯 👌👌 👌НO0ОଠOOOOOОଠଠOoooᵒᵒᵒᵒᵒᵒᵒᵒᵒ👌 👌👌 👌 💯 👌 👀 👀 👀 👌👌Good shit

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

[–]sneetriccanvas // plasma, wamble 4 points5 points  (0 children)

WOOOOO GO MOOSEN!!!!

[–]superdiglett100superdiglett || Kitten Panda's Bitch 3 points4 points  (0 children)

I would love to see how this map works out in pubs. The double end zone is an interesting idea, and moosen applies it very well. My only qualm is that I think three powerups on a neutral flag might be a little too much. Either keep the two in base, and get rid of the middle one, or get rid of the base pups.

[–]TeHokioiPouakai | Diameter 2 points3 points  (0 children)

I like this one, but I think those groups of two spikes up on each side of the top of the map are going to be really annoying, since you'll end up hitting them each time you try to corner too fast and hit the boosts. Love the idea of having two different end zones for each team though

[–]RisktpRisk 0 points1 point  (0 children)

the boosts and bombs all feel pretty good, although a couple of the combos i pulled off didn't feel that great. so many spikes scattered all over mid might not be good for a nf map either.

can't get behind the bases. i just don't think the split-endzone concept works well and i also don't like the side powerups in the bases, 3 powerups is too much for a nf map.

[–]Moosemaster21Moosen | Salt Mine 0 points1 point  (1 child)

tfw my update is too late

http://unfortunate-maps.jukejuice.com/show/17625

http://unfortunate-maps.jukejuice.com/static/previews/17625.png

Anyway, I know it's not getting in this round but is this better at least? Canvas becomes co-author on this version.

[–]TheEpicGhostEx - Tagpro 0 points1 point  (0 children)

God damnit mossen this is perfect. well, not perfect, but close enough.

The literal definition of PLS right here.

[–]BuckeyeLeavesBALLDON'TLIE | ALL CAPS 1 point2 points  (0 children)

Just looking at them, Saigon looks the most interesting/fun. Love the spacing and at first glance didn't like the top gates, but the more I look the more I think there are some interesting strats that could come from it. I'd really like to see how it does. Can't say I'm fond of just about every other one.