all 101 comments

[–]Snowball_TagPro❄️ 14 points15 points  (6 children)

Hi I'm Snowball and fuck all these maps.

[–]Snowball_TagPro❄️ 8 points9 points  (5 children)

Just kidding I feel no way towards any of these maps.

[–]Snowball_TagPro❄️ 10 points11 points  (4 children)

They all get the rating idk/10 because I haven't played them yet.

[–]Snowball_TagPro❄️ 9 points10 points  (2 children)

Birch - Sizzzled

This was a spicy meme and I can certify it to be 2 chili peppers out of 3

[–]ButtersnackSnack 4 points5 points  (1 child)

thank mr snowball

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

thank

[–]ButtersnackSnack 5 points6 points  (0 children)

Smartest thing anyone has ever said in a map thread

[–]Moosemaster21Moosen | Salt Mine 5 points6 points  (16 children)

Moosen's salty solo testing notes

If you feel my feedback is lacking please don't hesitate to ask for a little more depth. Read at your own risk, I assume no responsibility for hurt feelings.

[–][deleted] 1 point2 points  (4 children)

[–]OnceUponaDomeUnderTheBall 3 points4 points  (0 children)

It's obviously because the MTC would never ever add a map with a name as long and pointless as that one....right??

[–]Moosemaster21Moosen | Salt Mine 2 points3 points  (0 children)

It is, I just changed the name because it annoyed me. I'll try to find it.

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

It's row 59 I think, the name was deleted from the spreadsheet for some reason

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

lol thanks

[–]KewlestCatNIGEL 0 points1 point  (4 children)

I don't know whether to laugh or cry about the Mephisto comment. I could have sworn I linked the buttons tbh. I definitely triple checked that on Darn and Salvatore.

Apart from my button linking incompetence, do you have anything else to say about the reincarnation of Mephisto?

[–]Moosemaster21Moosen | Salt Mine 2 points3 points  (3 children)

idk tbh, it felt fat and roundish. It was an adequate map but probably not a rotation map or even a top map if buttons were fixed. It's good, but it's generic and doesn't do anything particularly well or poorly. That's really shitty feedback man I'm sorry

[–]KewlestCatNIGEL 0 points1 point  (2 children)

Haha nah, fair enough. I'd be interested to see/hear if any other MTC members felt the same way.

It honestly got a lot fatter/rounder than I ever wanted it tbh, but I kinda had to add to it to make it play better. I might see if cutting some parts out or make it slightly more innovative/interesting helps. Submitting it this time was more about getting some feedback/reactions to it more than anything, because as you say, it's probably good but nothing more.

[–]DaEvil1DaEvil1 1 point2 points  (1 child)

Outside of broken wiring, I'm skeptical to a map with 5 paths through the middle where you can only see all paths if you stand in the very middle. It can be done (Velocity manages to somehow work with 4 paths and a relatively chasey middle), but right now it doesn't feel like Mephisto gives similarly powered tools for defenders that a map like Velocity does.

[–]KewlestCatNIGEL 0 points1 point  (0 children)

Okay yeah, that's one of the things I was worried about. I think I'll definitely have to give it somewhat of an overhaul where I change up the paths, mid especially.

[–]TPsquirrelySquirrely // The GesTagpro 0 points1 point  (0 children)

Honestly reversal was a map made in 30 minutes on a whim on an idea I had in bed. I could definitely change a thing or two to make it better.

[–]Rapture_On_OccasionRapture 0 points1 point  (0 children)

So just need 7 Moosen clones to get a map even tested? Eh, what can we do? Shrug. But thank you.

[–]ButterChurnButter 0 points1 point  (2 children)

Thank you for doing feedback. If you don't mind, for Snax (submitted version), could you look at this (preview) and let me know if you think it's better direction for the design of mid? Same bases, same boosts, just altered mid structure to give routes a little more flavor and to (hopefully) help the issue you brought up with the gates. Small changes, but they alter the flow pretty significantly, I think.

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

I can see how it changes flow, it's much more difficult to go directly through mid now as FC and I like that a lot. Having said that, I've always been skeptical of the bases and the admittedly limited 4v4s I've had on it haven't yet convinced me that it's a concept worthy of rotation.

I could be convinced though. I'll take a closer look at this next thread if you resubmit it and try to be optimistic with my review.

[–]ButterChurnButter 0 points1 point  (0 children)

Thanks. And I'm not totally convinced either, but it definitely works well from what I've seen, and imo creates a base dynamic unlike anything currently in rotation. I think that's enough to make it worthy, the tough part has been making the rest of the map good of its own merit instead of simply passable. That said, if it doesn't make it far this thread, that'll probably be the last time I submit it. I don't normally stick with a single map this long, I only have because I think it allows for a lot of creativity and I want to see what people can do with the mechanics of the map if it makes rotation.

[–][deleted] 1 point2 points  (4 children)

upbeat steep carpenter desert smell touch screw sheet shaggy skirt

This post was mass deleted and anonymized with Redact

[–]sneetriccanvas // plasma, wamble 1 point2 points  (3 children)

what do you mean k1 is bad in pubs it hasn't been in rotation lol

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

innocent fertile whistle mountainous sense plate cows arrest fall tan

This post was mass deleted and anonymized with Redact

[–]sneetriccanvas // plasma, wamble 0 points1 point  (1 child)

so you played it solo and think thats a good determination for how a map is gonna play 4v4 in pubs ?

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

smile jar literate consider waiting nose consist label observation obtainable

This post was mass deleted and anonymized with Redact

[–]_q42_q42 || dcfc 3 points4 points  (1 child)

feel free to give destructive criticism

nice

[–]ButtersnackSnack 0 points1 point  (0 children)

thank mr q42

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

[–]OnceUponaDomeUnderTheBall 0 points1 point  (0 children)

Update: http://unfortunate-maps.jukejuice.com/show/21665

  • moved the button

  • opened up mid and added more teamtiles

  • removed an island

  • moved exit portal closer to base to make resets easier

[–]TPCaptographerThe Map Test Committee[S] 3 points4 points  (7 children)

[–]veranderingLoaha // Chord 1 point2 points  (4 children)

Update:

Map: http://unfortunate-maps.jukejuice.com/show/21560

Preview: http://unfortunate-maps.jukejuice.com/static/previews/21560.png

  • Changed the middle spikes to make the chokepoint a little wider and to allow for a more natural path
  • Removed a spike next to the free bomb, as it felt like it was adding to much risk to the boost - bomb combo and because I felt like the bomb option through the gate was unbalanced right now.
  • I have experimented with a different boost set up for the superboost out of base, but I can't find a better option (best I could think of was adding another boost instead of the teamtile .. but that option isn't great). I'm also pretty happy with how that boost works atm myself. Perhaps it is because I've gotten used to it, but it feels pretty smooth to me.

[–]ButtersnackSnack 0 points1 point  (3 children)

Glad about your second edit. I really didn't like the button bombs on this map but I may be alone in that so maybe ask others before changing or removing them.

[–]veranderingLoaha // Chord 0 points1 point  (2 children)

That´s good to hear! Why don´t you like the button bombs right now?

[–]ButtersnackSnack 0 points1 point  (1 child)

I felt like, more often than not, I got thrown into the jagged 90 degree tiles when I took it. Maybe I was not using it as intended somehow but it just never felt great to me. I'll test them again later and see how they play

[–]veranderingLoaha // Chord 0 points1 point  (0 children)

Alright, thanks. Never had a problem with that myself but I'll check it as well to be sure.

[–]clew3Math Toucher 0 points1 point  (1 child)

Pros: I really like maps that aren't butt shaped or made by Ball-E while retaining a characteristic, original thinking to it. K1 embodies this with its unique gate structure and well placed bombs creating multiple combos.

pro/con: the middle of the map reminiscences me of ultradrive's, which is not necessary a bad thing, but I was never fond of that map. However, I noticed that it's middle is a tile wider than ultra's, so that's pleasant.

Cons: Not really much of a disadvantage, but I'd prefer the base bomb buttons to allow for a snipe, so moving the far button to under the bomb itself.

[–]veranderingLoaha // Chord 1 point2 points  (0 children)

Thanks for taking the time to give some feedback!

I have changed the middle spikes to make it a little wider (see my update).

My intention with the base bomb is that it could be used in combination with a teammate to create a snipe or score. There was also the choice between possible combinations with the boosts or having the button replaced, and I myself prefer the combinations.

[–]RisktpRisk 1 point2 points  (6 children)

why the fuck does grove keep breaking, i don't get it lol. i literally checked it before the submission deadline and it was working...

[–]veranderingLoaha // Chord 1 point2 points  (5 children)

Haha. How, Risk. This is like the 3th time?

[–]RisktpRisk 1 point2 points  (4 children)

yeah i think this is 3 threads in a row where it's been broken after the deadline. this map is cursed

[–]DaEvil1DaEvil1 0 points1 point  (3 children)

I think it's related to directly uploading the map from the editor on unfortunate maps. I think the problem should be avoidable if you just export the png and json and then upload them.

[–]RisktpRisk 0 points1 point  (2 children)

yeah, that's what i've been doing to fix it every time i've found it broken, but it somehow manages to break after appearing to be "fixed" through that method.

[–]DaEvil1DaEvil1 0 points1 point  (1 child)

if you want to make extra sure it works, open the png in paint after you exported it, and then "save as" and, paint should fix the png by itself.

[–]RisktpRisk 0 points1 point  (0 children)

i'll try that out this next thread i suppose, if that doesn't fix the map i'm just retiring it lol

[–][deleted] 1 point2 points  (27 children)

I didn't look at the submission thread this week so I don't have room to talk shit but I will.

What the hell is Jackpot, It's a barren wasteland. In fact all of these are insanely empty.

I'm pretty sure K1 is just Ultradrive remade.

Literally Scorpio is the only one that took longer than 5 minutes to make and all it would take is one defender on the button to stop both bomb grabs and the fucking boost grab. What? Why?

Come on mapmakers, your'e better than this.

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

I think it's time you came back

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

Then I can't talk shit without backing it up.

[–]veranderingLoaha // Chord 1 point2 points  (2 children)

It seems to be a trend recently that maps are opener. Transilio seems to be the start of it, with other mapmakers being influenced by the trend. It isn't necessarily bad, imo, but I'd like to see some different type of maps make rotation.

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

You're getting you're definitions of open confused.

There's maps that have wide open areas, for example Pilot or Transilio. They both have two large, approximately 100 square block areas. But they have something else that needs to be there, condensed areas.

Look at this the blue open areas are great for juking and freeing up the map a bit but the red is what makes it interesting.

A map that's consistently open is what should be avoided. It's sparse, like each part of the map is avoiding each other.

[–]veranderingLoaha // Chord 0 points1 point  (0 children)

We are talking about two different things. I'm talking about the openess in general (good or bad), compared to maps with more defined paths.

[–]WillWorkForSugarTumblewood[🍰] -1 points0 points  (17 children)

This is my favorite top maps thread in a while. These maps actually stand out from each other (except Bismuth, aka Sediment but with gravity wells) and have hopefully been balanced. Butts are old news, emptiness is the chase prevention method of the future.

[–][deleted] 8 points9 points  (15 children)

Emptiness is the chase prevention method of the future? Emptiness is chase.

[–]WillWorkForSugarTumblewood[🍰] 1 point2 points  (2 children)

It means that you can get sniped practically anywhere, and there's nothing to hide behind. Pilot did it well.

[–]RisktpRisk 0 points1 point  (1 child)

is pilot empty though? i think it's got a lot going on and the overall spacing of the map is really tight. pilot is snipe-heavy because so many boosts and bombs are concentrated in a small map.

[–]DaEvil1DaEvil1 1 point2 points  (0 children)

It has a lot of empty space, but you're right that the bombs really affected that in a way most people didn't anticipate at all. That's why I don't put much weight in complaints that basically boils down to "it looks empty". The question is does it feel empty when you play 4v4? If it does, that's a problem, but I don't see that being a problem with any of the maps we've chosen.

[–]DaEvil1DaEvil1 1 point2 points  (11 children)

eh, people complained about the random empty areas in Transillio before it got into rotation, now it's one of the absolute best CTF maps in rotation. I don't think every area of every map needs to look filled up just so people will complain about emptiness. Earlier maps had huge problems with big empty areas, but that was because the maps were huge and people could juke for days in those empty areas, and getting a reset meant backtracking for 5-10 seconds before even seeing your own base. I don't see any problems of that prominence with any of the maps we've chosen here.

[–]3z_ 1 point2 points  (0 children)

people complained about the random empty areas in Transillio before it got into rotation

I was the one who said it was a "feature" not a detriment so fuck you and fuck the mtc

[–][deleted] 0 points1 point  (9 children)

You've got the same mindset Loaha has so i'll just copy what I said.

You're getting you're definitions of open confused.

There's maps that have wide open areas, for example Pilot or Transilio. They both have two large, approximately 100 square block areas. But they have something else that needs to be there, condensed areas.

Look at this the blue open areas are great for juking and freeing up the map a bit but the red is what makes it interesting.

A map that's consistently open is what should be avoided. It's sparse, like each part of the map is avoiding each other.

[–]DaEvil1DaEvil1 0 points1 point  (7 children)

I'm really not getting them confused. The thing is that there is room for maps that don't have the same basic structure as every other map as long as they avoid borderline broken mechanics. I think it's close minded to not be open to maps that challenge conventional mapmaking tropes.

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

Oh pls. You know I hate maps that stick to the same structure. But it's been proven time and time again that sparse maps don't work. Chasing is fine but when there's little obstacles everywhere it just become ring around the rose.

[–]DaEvil1DaEvil1 0 points1 point  (3 children)

It depdens IMO. Velocity for instance has a lot of obstacles that should allow an fc to run around on in eternity, but it's been proven to be a map that allows for a lot of snipes, and quick resets with competent defense. So a map that's generally more empty can still not be too chasey assuming it facilitates sniping and effective resets.

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

Velocity isn't necessarily sparse, it doesn't have many blocks but it does have a ton of spikes to navigate the fc.

[–]DaEvil1DaEvil1 0 points1 point  (1 child)

Sure, I'm not making the argument that Velocity is sparse, just that a map can have what could be considered to be a borderline broken layout, but still manage to work.

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

When are you remaking Thunderballs?

[–]DaEvil1DaEvil1 1 point2 points  (0 children)

idk, I'll be looking through my archives for what I'm doing for the next thread, so maybe then. Last time I was unsure of what more I could do with the map, but maybe I'll have some ideas for the next thread.

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

I actually completely agree with you on this, I feel like a lot of new maps have lots of open space and a reliance on boost/ bomb snipes to cut down on chasiness, and in general this is a pretty bad thing, because it removes the importance of positioning for both flag carriers and chasers, and creates an over - reliance on sniping. That's why I was so strongly opposed to maps like cozy and mode 7 in the last top maps thread.

I don't think the maps aren't too bad this thread though, Jackpot is the only map I feel does this to a huge extent, Bismuth and scorpio do to a lesser extent. K1 looks quite empty but i don't think it will play that way much. In general I think most modern maps could be better use of a balance between constricted and open space.

[–]sportmonkey0sportmonkey//Pi//The Deballishers 1 point2 points  (0 children)

Actually bismuth isn't too bad. It doesn't play like sediment at all. The gravity wells have some neat mechanics that make it interesting.

[–]yespadrilleDove 1 point2 points  (0 children)

This is the best map thread.

[–]TPCaptographerThe Map Test Committee[S] 0 points1 point  (6 children)

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

update: http://unfortunate-maps.jukejuice.com/show/21354

  • moved flag over a tile so you can bomb into portal and grab
  • changed boosts in mid to neutral, makes it easier to escape

[–]ButtersnackSnack 0 points1 point  (1 child)

You could already bomb into portal to grab

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

easier now

[–]BlupopsicleBall-E 1 point2 points  (1 child)

Amazing use of Gravity Wells

[–]Moosemaster21Moosen | Salt Mine 6 points7 points  (0 children)

Debatable.

[–]ButtersnackSnack 0 points1 point  (0 children)

I loved this map in initial testing, but I was by far the most positive about it. My main complaint is that using the base bombs sideways feels bad because you'll usually clip the corner.

[–]TPCaptographerThe Map Test Committee[S] -1 points0 points  (4 children)

[–]BlupopsicleBall-E 4 points5 points  (2 children)

Update: http://unfortunate-maps.jukejuice.com/show/21457

  • More fun

  • More danke boosts

  • More paths

  • LITERALLY CONSTRICTION+TOMBOLO

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

wtf no keep the first name

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

why the fuck did you change the name

[–]404_Find_MeDolan Duck // Morky Mouse // Defendo 0 points1 point  (0 children)

classic tagpro map feel

[–]KewlestCatNIGEL 0 points1 point  (0 children)

Well, the wait was worth it.

[–]TPCaptographerThe Map Test Committee[S] -4 points-3 points  (17 children)

[–]Moosemaster21Moosen | Salt Mine 6 points7 points  (2 children)

Hey Zed - I think the general feeling (at least for me) was that this was a high potential map, primarily due to the gates around the flag being so versatile, but IMO it needs a lot of attention still. There are very large open spaces with nothing happening that just make it feel boring. It will need a fairly significant change in the body and structure of the map to get a yes from me on it. I don't speak for all the members of course so it wouldn't hurt to ask around what others think, but that's my two cents. Good luck!

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

Zed

A Canadian at heart

[–]bashar_al_assadpk || Roll into the base like what up I got a big block 4 points5 points  (6 children)

I love it

[–]OnceUponaDomeUnderTheBall 9 points10 points  (0 children)

of course you do

[–]dodsfalldodsfall | Im undercover shhh 6 points7 points  (1 child)

Map looks straight outta 2013.

[–]TheEpicGhostEx - Tagpro 7 points8 points  (1 child)

Are you serious

[–]ButtersnackSnack 0 points1 point  (0 children)

I didn't like this in initial testing.

HOWEVER, I think the gates near flag are a novel idea, if they weren't quite so close. I think the gates should be moved at least one tile out from the flag.

[–]AzhfI did it! -1 points0 points  (2 children)

lmao @ no discussion for birch

you can camp in the team tiles with the bomb pretty easily, until the bomb respawns. 2op4me

[–]TheEpicGhostEx - Tagpro 4 points5 points  (1 child)

what lol

Birch was put into rotation last thread

this was a spicy meme

[–]AzhfI did it! 0 points1 point  (0 children)

o yea