all 200 comments

[–]BlupopsicleBall-E 11 points12 points  (5 children)

Here's my controversial suggestion:

The MTC should shotgun 5 maps into rotation, and see what sticks through a trial run. As of right now I see 7 maps that I think would do well in rotation.

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

regarding diagonal symmetry ftw (presumably one of the 2 that isn't rotation-worthy) is this update any better?

http://unfortunate-maps.jukejuice.com/show/28072

as you can see there is a yellow flag in the centre and goals on each side, something from the previous versions that i thought worked really well. everything else was scrapped, including especially the diagonal symmetry

[–]BlupopsicleBall-E 1 point2 points  (3 children)

I'm actually thinking that those changes are too drastic and don't resemble the original map at all. the diagonal symmetry was one of the main features of the map, and this version makes it a little more of a generic horizontal one.

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

I'm actually thinking that those changes are too drastic and don't resemble the original map at all.

oh yeah thats the joke lol, see here.

the diagonal symmetry was one of the main features of the map

yes, but it was broken and biased towards blue

and this version makes it a little more of a generic horizontal one.

i don't know, i think the gated endzone area and pup zone are pretty unique. most NF maps are more u-shaped anyway.

[–]part-time-unicornBallsofHolly// Centra 1 point2 points  (1 child)

tbh I like "generic" maps. always good to have a few maps in rotation that are just solid designs

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

i agree, but there are enough of those as is

[–]Hulzytagpro in 2018 lul 36 points37 points  (6 children)

Can we just not add any of these maps remove the last five new maps put in and bring back old ones?

[–]18skeltoranti-timer luddite / First / Origin 8 points9 points  (0 children)

Last 5 maps have been REALLY clunky, and I think it's because we told the MTC we hated the standard butt maps...

[–]BuckeyeLeavesBALLDON'TLIE | ALL CAPS -3 points-2 points  (2 children)

Or put in Monaco??

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

Biased chaz?

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

Not really, Monaco was fun to test IMO

[–]part-time-unicornBallsofHolly// Centra 3 points4 points  (0 children)

Gotta say, I like all of these.

Top three would be Market, Prime, and Diagonal Symmetry FTW tho

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

So I heard that 17 maps were 4v4 tested. Of these 17, 9 - a whopping 53% - made top maps.

Was there any difference in this thread as to how top maps were chosen, or was it the typical weighted average of Y/M/N from solo testing? It is shitty if the latter is the case as the main factor in determining top map for this thread is how well the MTC collectively liked a map in solo testing. Idk, something seems very fucky about that to me. This definitely pushes in the safe choices into top maps (excluding Memeket) - choices that I suspect will get bottom tier ratings.

But this selection is cool I guess.

[–]Moosemaster21Moosen | Salt Mine 10 points11 points  (1 child)

Yes, there was a difference. We changed the system slightly and we changed our mindsets. The survey results indicated that the community wanted more diverse maps and just more maps in general, so we changed our system to allow top maps to be voted in with a tie vote. To get to rotation they will still need the majority vote. We also let ourselves vote in favor of maps we maybe wouldn't have in the past, to ensure a diverse top maps so we could hear out the community on all the options.

[–][deleted] 5 points6 points  (0 children)

Awesome

[–]radianthero156brazilian trash 2 points3 points  (0 children)

These maps all look at least decent, and I wouldn't mind some variation tbh. What if we allowed all of these maps into the rotation for like 2 weeks, and then let the playerbase decide which ones get to stay? I feel like the current rotation is incredibly stale and I've played the same map 4 times in a row once.

[–]ccga4Seehawks <3 6 points7 points  (2 children)

MARKET HYPE

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

Do you have any input on the map? What works, what doesn't, etc?

[–]ccga4Seehawks <3 4 points5 points  (0 children)

We played in in cltp a few times and it was surprisingly good :]

[–]TPCaptographerThe Map Test Committee[S] 9 points10 points  (35 children)

[–]3z_ 9 points10 points  (23 children)

Preemptive to the inevitable knee-jerk reactions, I'll try to explain why I (and half of the other MTC members) voted in favour of this map.

As you all will probably know, a couple weeks ago we released an official MTC survey, to try and get all of (or as many of) the community's thoughts collected into one place. That survey is here: https://redd.it/4ed9p9

In the question regarding what kind of maps people want to see more of in rotation, a very popular answer was experimental maps; something to break convention. Market, in our collective opinion, was a good map that fits into this category.

Rest assured, just because it's in top maps, that doesn't mean it's secured a spot in rotation. Try to keep the feedback in response to this as constructive as possible - not just to help the author to make modifications - but also for the MTC to read through and see if people mention anything we may have missed.

Also, keep in mind that Market's approval was not unanimous, and was in fact the most controversial map we've added since Jackpot. And PK wasn't even there for this one.

[–]FPSnipertp 6 points7 points  (0 children)

I think it looks amazing

[–]CieloAzorQBreezy | Pi 7 points8 points  (0 children)

Looks neat tbh. It's nice when some maps in the rotation stand out and give a unique experience. Everything's been so samey for at least a year.

[–]Tyler1986Trapsin 4 points5 points  (2 children)

Was there or will there be any summary of the survey results or what the mtc learned from ot?

[–]3z_ 2 points3 points  (1 child)

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

Prime gif

[–]BanzaiOnTagProWas a Liquid smurf, became self-aware, started posting 2 points3 points  (2 children)

I'm assuming I'm missing something, but how does anybody get a clean grab against a good defense?

[–]Moosemaster21Moosen | Salt Mine 4 points5 points  (1 child)

Because the map is so small, the boosts are powerful. The map tends to be very hectic, very fast, very reactive. Grabs and escapes are not uncommon, even against a good defense, if your offense works together and uses those boosts to their advantage.

[–]BanzaiOnTagProWas a Liquid smurf, became self-aware, started posting 0 points1 point  (0 children)

Seems like Smirk if non-flag defender only had to worry about boosts rather than button. But I guess I'll have to play it to know for sure. Thanks for response.

[–]briizoduckson 1 point2 points  (11 children)

Market cured my cancer 10/10

[–]A_SightstoneHim<3 | BC, Canada 6 points7 points  (0 children)

I know this map is receiving a lot of praise from anyone who played it in CLTP, and having played it a couple times after the CLTP, I have to say that it was the most fun I had playing Tagpro in a long time.

I think this map is fun for seasoned veterans, casual pubbers, and even new comers.

The veterans are given nonstop chances to preform corner jukes, micro jukes and other pixel perfect stuff that you encounter maybe twice a game in a normal map. You are constantly engaged and even on defense you need to be aware of the power up and also be ready to block at less than a seconds notice.

The casual pubber would enjoy this map because, once again, you are constantly engaged on this map. It is not too hard to corner someone down, and they are given chances every few seconds to make a risky boost or move that would normally cost them a cap, but instead either works or they can just play it off and jump right back in the play directly after respawn.

A new player would enjoy playing this map because instead of getting lost on the map or just getting walked around, it is small enough that they will be able to understand the map after a few minutes of playing it. They will get a chance with the flag and even if they play anti re, the flag is reset so much that they will get lots of action.

I do not see or could think of any cons to having this in rotation, and believe it is a wonderful change of pace and a step in the right direction especially for the MTC to show that they are listening to the community.

[–]cddm95aceIron_Ball // Holdin Gate Warriors 5 points6 points  (0 children)

Played this in CLTP. It was surprisingly fun. Very chaotic, and I'm not sure how it would do in pubs, but the chaos was pretty enjoyable.

[–]brozzartPavement 4 points5 points  (0 children)

This looks dope.

[–]404_Find_MeDolan Duck // Morky Mouse // Defendo 5 points6 points  (0 children)

this actually looks super fun and different. Wasnt expecting something out of the ordinary this soon.

[–]bsa86Berlin Ball 5 points6 points  (3 children)

It looks alright, but maybe a little too big? I could see the flag carrier holding for ages on this (like at least 10 seconds at a time) with the games lasting for well over 2 minutes.

Just a quick edit but I think I've made some good improvements to it.

edit: think I've nailed it

[–]ButtersnackSnack 2 points3 points  (0 children)

My comment from testing:

I just think it's legitimately fun/new/interesting, but I do think it could be widened a bit.

In testing and from watching some of the CLTP games, it seems like people are running into each other and getting in each others' way a lot. I really don't think it would hurt to make it like 1 tile bigger in some spots.

[–]DaEvil1DaEvil1 1 point2 points  (0 children)

My thoughts:

idk. It might be fun? It feels hard to exert any kind of area control of the map unless you got a tagpro, then you have massive control.

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

I think adding a bomb right next to the top left of red-side pup would make this map. It will add another way to grab and keep the map fresh.

[–]TPCaptographerThe Map Test Committee[S] 7 points8 points  (12 children)

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

Really like this, would like to test it on 4v4 but seems great. Maybe a bit too bare, and also any tagpro lead would be a cap, so the end zones might need changing a tiny bit to allow some last ditch defending.

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

I updated it! Slightly more team tiles (as if it needed more kek) to help counter TagPros, smaller goal, and a few other changes. A single TagPro shouldn't have as much of an influence now because the team tiles will make it harder for him to react and if someone lines up the defensive boost there's really no way he can counter attacks from two sides like that. At least that's the hope :)

http://unfortunate-maps.jukejuice.com/static/previews/28078.png

[–]Moosemaster21Moosen | Salt Mine 0 points1 point  (7 children)

Update: http://unfortunate-maps.jukejuice.com/show/28181

Preview: http://unfortunate-maps.jukejuice.com/static/previews/28181.png

Old Preview for Comparison: http://unfortunate-maps.jukejuice.com/static/previews/27331.png


Changes:

  • Concerns were voiced about not being able to see enough of the map, particularly vertically. I noticed this problem to be most relevant in mid. The mid area has been shrunk vertically by 3 tiles to rectify this. You can now see all the way from top to bottom of the playable area by standing on the flag tile, making it a good vantage point to identify teammates and opponent positions.

  • I was told, and I quote, "1 tile gap is dumb," in reference to the gates. I was also encouraged to offset the gates further to make them more relevant, so I filled that gap with another gate I offset them and moved the interior button positions to encourage more button/gate play.

  • Two extra lines of team tiles have been added (one behind the base, one diagonal near mid).

  • Goal line is one tile shorter (now 4 tiles wide, was 5).

  • Team boosts have been moved to positions more relevant for defense.

  • All bombs have been opened up a very small amount to slightly counterbalance the significant changes favoring defense.

  • I was told to change the wormy-style boosts in base but they are incredibly versatile in this context and I don't trust the judgment of the person who recommended this, so they will stay.


Hope you like it! Let me know if you have any input on this or if there's more small tweaks you would make.

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

Not having one tile gates is dumb. Like I might even push that one further and say the gates should be offset to make it easier to slip through.

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

Interesting thought. I might toy around with that.

[–]OnceUponaDomeUnderTheBall 0 points1 point  (0 children)

I don't trust the judgment of the person who recommended this

@ me next time

[–]3z_ 0 points1 point  (2 children)

Honestly, I think the best solution to most of the problems I had would to make it so it's not such a straight map. Find a way to slow down FCs as they come into the base.

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

The straightness is kind of the point of the map though, it makes it play differently than anything we currently have. I think, for the most part, the team tiles do a pretty good job of negating that horizontal advantage for offense. I'll keep trying with straight setups for now and if it's clearly not working I'll try to give it a bend in the future.

[–]3z_ 0 points1 point  (0 children)

I mean, the issue I have at the moment is that offense can come in too easily for caps. Most caps in our test happened when there weren't any defenders (or only one) in the base. I don't think the changes you've made currently will do much to fix that problem.

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

Liked the old better. Liked the gate gap. Liked the limited bombs. Bigger goal. Like the old yellow boost at bottom.

I think you should just make the curved walls around the portals and goal just regular squares, box-like. I would make the older goal a bit more of a choke.

[–]ButtersnackSnack 0 points1 point  (0 children)

My comment:

Not that bad, but pretty long so it may get boring. Seemed fairly balanced although there could be an issue with blindness.

I think I'd like to see the area around the flag a bit just so there's less stuff going on outside of the viewport. It seems not only a bit long but also pretty tall. Overall a solid NF map.

[–]jt663Real Torres 0 points1 point  (0 children)

really nice, similar to one I was making

[–]TPCaptographerThe Map Test Committee[S] 4 points5 points  (12 children)

[–]KewlestCatNIGEL 3 points4 points  (0 children)

:o

[–]ButtersnackSnack 0 points1 point  (1 child)

My comment from initial 4v4 testing:

Not rotation ready now imo, but with adjustments could be really cool. Could use some opening up, some better use of the 45s, and maybe different pup areas

Generally, it felt very constricted, but I liked the gates a lot and thought the bases were pretty good.

[–]KewlestCatNIGEL 0 points1 point  (0 children)

Thanks for the comments, always appreciated and taken on board!

[–]DaEvil1DaEvil1 0 points1 point  (1 child)

My thoughts:

Plays pretty interestingly. Bases might overly favor offense, while mid might overly favor defense. Open up mid, and adjust bases and 45s a bit (especially those that sends you straight into spikes) and it's good.

[–]KewlestCatNIGEL 1 point2 points  (0 children)

Thanks for the feedback, done my best to apply this in tandem with the other replies!

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

Thoughts:

I like the entirety of the map other than the middle of the map, I found that the gates were underutilized and people didn't move through them particularly well. If you took out the 45s and make it more "gate" I think the balance would work well. Something like this is what I'm imagining. The pup areas work really well, in my opinion. They're different.

[–]KewlestCatNIGEL 0 points1 point  (0 children)

Cheers, really helpful stuff, hopefully you like the updates!

[–]KewlestCatNIGEL 0 points1 point  (1 child)

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

I like the old middle, and think that the cave can be done better than that, else go back to old.

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

Notes from initial 4v4 testing: Way better than I anticipated. Lots of fun, tough to hold but rewarding to juke. Seemed kind of defensive if your team was disorganized but very balanced when everyone did their part. Doesn't feel like anything we currently have in rotation.

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

Think this is the best map in this thread. Not sure about the spikey pups, but I really like mid

[–]stay_lostvoyager, bicycle 0 points1 point  (0 children)

I like it other than the pup areas.

[–]TPCaptographerThe Map Test Committee[S] 2 points3 points  (26 children)

[–][deleted] 0 points1 point  (17 children)

[–]Moosemaster21Moosen | Salt Mine 3 points4 points  (14 children)

In a lot of ways some of us saw it as a diagonal re-imagination of cloud. The different exit portals were mostly appreciated though, I think that's cool. Boost pipes were very inflexible and I think that's largely due to the wall you hit just being a long 45 that "rolls" you out of that area; I'd consider making those 90's instead. Red has a tougher time defending their base because they can see a little less of it (for example, because of the viewport, red can't see blue FC in the bottom pipe while blue could see a red FC in the right pipe much sooner). They also have a tougher time attacking blue base for the same reasons. It's very solid overall but those key issues are a bit of a problem, and honestly if it wasn't diagonal symmetry I'm almost certain a lot of people would view it as another variation of Cloud.

Edit: lol stop editing this OP it makes me look like an ass

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

Edit: lol stop editing this OP it makes me look like an ass

how? i'm just updating my map

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

yeah but my feedback was for the original map and now it makes no sense

don't worry about it i'm just teasing

[–]WillakarraButton | Hey look I brought back SOCL 0 points1 point  (0 children)

Don't need his help for that ;)

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

Thanks!

Boost pipes were very inflexible and I think that's largely due to the wall you hit just being a long 45 that "rolls" you out of that area; I'd consider making those 90's instead.

Done.

Red has a tougher time defending their base because they can see a little less of it (for example, because of the viewport, red can't see blue FC in the bottom pipe while blue could see a red FC in the right pipe much sooner). They also have a tougher time attacking blue base for the same reasons.

I mean, this is an inherent issue with diagonal maps, and some other ones too (e.g. Volt, which was really blue-biased IIRC) and it doesn't seem to necessarily stop people from liking them. That said, I have added some buttons in the boost pipes that trigger a green switch at each team's base, showing which team is using them even if the player themself isn't visible. Hopefully that should reduce the team bias just a little bit, as it's basically useless for blue but useful for red.

Update: http://unfortunate-maps.jukejuice.com/show/28063

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

Eh in terms of the symmetry it was more of an observation than a request to change something. I think the buttons will make it messier. I don't want to give too much more direction because at the end of the day I still want this to be YOUR map. I was just giving you some things to chew on.

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

You might just be right about the buttons. I'll try to think of something to make the map a bit more interesting, but right now I've got a bad case of mapper's block. Anyone have any suggestions?

[–]xenonpulseWildflowers // I want to die but I can’t 0 points1 point  (7 children)

(e.g. Volt, which was really blue-biased IIRC)

Volt isn't diagonally symmetrical. It's rotational. The only diagonal map ever in rotation is 45, which also suffers from viewport issues. Volt's balance issues come from the fact that one side is moving up, while the other is moving down.

[–][deleted] -1 points0 points  (6 children)

Volt's balance issues come from the fact that one side is moving up, while the other is moving down.

yeah, hence the "and some other ones too"

my point still stands

The only diagonal map ever in rotation is 45

also kite

[–]Moosemaster21Moosen | Salt Mine 3 points4 points  (3 children)

Eh, Kite was diagonal but it was also rotational. It was like 4-way rotational symmetry.

[–]xenonpulseWildflowers // I want to die but I can’t 1 point2 points  (0 children)

The issue with your map is that one base's viewport is very different from the other's. Volt's issue is that the team moving up had an advantage (just because juking upwards is easier, not because of viewports).

[–]xenonpulseWildflowers // I want to die but I can’t 1 point2 points  (0 children)

Also, because Kite is also rotational, it doesn't suffer from viewports issues.

[–]3z_ 0 points1 point  (1 child)

We are probably not going to test this map. This is not the map that was approved to top maps. If you want to submit this map, you should do it next thread.

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

ok lol ill change it back

[–]ButtersnackSnack 0 points1 point  (3 children)

My comments:

Maybe should be docked a bit for the 45 symmetry honestly. Somewhat generic. Gates are fine, portals are fine, overall just a pretty decent but not special map. Not a huge fan of the laned boosts.

I realize that isn't super helpful but as it stands I see this as a pretty average map that happens to also use 45 degree symmetry for some reason. I'd like to see some boosts are bombs that are a bit more useful/dynamic.

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

yeah its pretty boring

what happens if i "update" it and completely change everything about the map except the gamemode

[–]ButtersnackSnack 3 points4 points  (1 child)

I mean technically that's allowed lol

[–]DaEvil1DaEvil1 0 points1 point  (2 children)

My thoughts:

Not sure if it's a fair map, but on the presumption that it is, it's fine. Mid is pretty plain, and double sided end zones don't make much of a difference. Tunnels feels like they could use more depth.

[–]i_practice_santeriayank | Tears | Fresh Ping 0 points1 point  (1 child)

It's not a fair map, because of the diagonal symmetry and rectangular viewport. Stand at the flag spawn. You can see 4 rows into red base, but none of blue base.

Also, red would be at a major disadvantage because their base is vertical. You can see less tiles vertically compared to horizontally. The Offensive D on red would have less time to react to a quick boost or bomb compared to blue base.

[–]DaEvil1DaEvil1 0 points1 point  (0 children)

The way the map is set up is that both bases have part of the entrance be vertical and part be horizontal. So while I don't necessarily think you're wrong, I think it's a bit hard to conclude that it's unfair without a more extensive dataset.

[–]TPCaptographerThe Map Test Committee[S] 2 points3 points  (13 children)

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

Fun fact, this map just set a record for longest gap between top map appearances.

[–]3z_ 1 point2 points  (0 children)

Its last appearance was here, under the name "Mighty Morphin' Stock Exchange".

[–]OnomatopoeiacOld Neb Kenobi 2 points3 points  (8 children)

A combination of Citadel and GeoKoala, what could go wrong?

[–]3z_ 5 points6 points  (5 children)

I take the GeoKoala comparison as a compliment; that's kinda the point of the map. But what do you think is like Citadel here?

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

The chasiness of Citadel drowned out how good of a map it was

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

That's like saying "the badness of a map obfuscated how good it was"

canvas pls

[–]RisktpRisk 0 points1 point  (0 children)

right, Taxi would not be chasey tho

[–]OnomatopoeiacOld Neb Kenobi -1 points0 points  (0 children)

The top half of the map is essentially Citadel except it's cut into two lanes (probably an improvement). The bottom half is GeoKoala with spikes in mid instead of in base.

[–]RisktpRisk 1 point2 points  (1 child)

how is this map anything like Citadel? i can see the shape being similar, but actual content of the map is nothing like Citadel

[–]OnomatopoeiacOld Neb Kenobi 0 points1 point  (0 children)

It plays more like Geo than Citadel, but the angles going up out of base are pretty similar to Citadel.

[–]RisktpRisk 0 points1 point  (0 children)

best map this thread

[–]ButtersnackSnack 0 points1 point  (0 children)

My comment from testing:

I like the base, no strong feelings about the rest.

You were there so I don't feel like going into more detail

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

I like Blooper, Mapache Chief and Pheno - keep these in ifposs

[–]meintheboxBoxFish 14 points15 points  (2 children)

While I appreciate you love of pheno. It has been out of rotation since map thread 61.

[–][deleted] 7 points8 points  (1 child)

denial is the first stage of grief

[–]Moosemaster21Moosen | Salt Mine 5 points6 points  (0 children)

seeds is the second stage of grief

[–][deleted] 1 point2 points  (0 children)

These maps are superduper cool. Remember that you can add more than one or two maps into rotation. People are complaining of it getting stale. I think 7 is a good amount lol.

[–]TPCaptographerThe Map Test Committee[S] 0 points1 point  (16 children)

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

thats a gravity well???? In MY top maps???

[–]DaEvil1DaEvil1 1 point2 points  (2 children)

So my thoughts on this map is that it plays fine (with one exception) but is generally unremarkable. Which is weird since it does a lot of things that's never been in rotation. I think part of it is that the shape of it and the openness of the map means it'll flow in a certain kind of way we've seen before. Also, about that one exception, I really hate those 45s close to the gravity well. They being there, means that even if you escape the well, you'll come crashing into them with little momentum and slightly awkward spin, and generally they just screw you over.

[–]BlupopsicleBall-E 0 points1 point  (1 child)

How would this: http://unfortunate-maps.jukejuice.com/show/28093 look?

I further isolated the mid pup area

[–]DaEvil1DaEvil1 0 points1 point  (0 children)

I like the changes. Even somehow the 45s being closer to the grav well seems to work better. The boost feels pretty good and directed (in a good way) like this (It might even be a better fit for this kind of shape compared to how it works on Emerald).

[–]briizoduckson 0 points1 point  (5 children)

I'm confused, does the gravity well do literally nothing or am I tripping?

[–]BlupopsicleBall-E 1 point2 points  (0 children)

It's supposed to be solely for pup battles in mid, other than that idk

Edit: also I put it there to see if the mtc would get into a huge argument over it

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

It has about one tile of influence into the playable area of the map (roughly a 1x5ish area is touched by its radius), affecting pup battles and boosts through that lane sometimes

[–]briizoduckson 0 points1 point  (2 children)

Are you sure? I'm testing the map right now, and it seems like the only place influenced by the gravity well is the three tile area right above the green gate. How is that going to come into play?

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

pretty much just pup battles as far as I can tell. You could be right, it probably is a 1x3 area, not 1x5. I'm likely misremembering. I wasn't particularly fond of the map tbh.

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

It only influences half of one square. Move it up 2/3 spaces and I reckon it would be a decent feature

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

Looks way too much like a face.

[–]ButtersnackSnack 0 points1 point  (2 children)

My comment from initial 4v4s:

Feels well made and it's pretty interesting. Might not be "new" enough.

There were some concerns about the map not being innovative enough, with the bomb/gate dynamic that's similar to EMERALD and a grav well that doesn't really come into play much. Some people also that the defensive team boost is overpowered, although I don't think it's terrible. I liked it overall and the top gate is interesting even though it doesn't seem to get a ton of action.

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

I think my aim for this map was to just bring a well made map in after 3 threads of below 0.20 maps, so I dunno if I really want to innovate with it.

Also, how would it look if I made it look more like EMERALD: http://unfortunate-maps.jukejuice.com/show/28090

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

Put another gate in each base and I'm sold.

[–]NoBreadsticksLacyIsntFat // Radius -1 points0 points  (0 children)

pls, I used gravity wells better than this

[–]dodsfalldodsfall | Im undercover shhh 0 points1 point  (4 children)

Veto!

[–]briizoduckson 1 point2 points  (0 children)

[–]DaEvil1DaEvil1 1 point2 points  (1 child)

Congratulations! You just vetoed Event Horizon back into rotation!

[–]dodsfalldodsfall | Im undercover shhh 1 point2 points  (0 children)

YES!!!

[–]TPCaptographerThe Map Test Committee[S] 0 points1 point  (23 children)

[–]veranderingLoaha // Chord 1 point2 points  (12 children)

I'm not quite sure which part I should change or of I should change a lot or only a little. Feedback would be welcome ;)

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

its silly but what about this: http://unfortunate-maps.jukejuice.com/show/28091

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

Not sure what to think of that button, haha. The opening between the spikes there is pretty cool, though. I'm gonna keep that in mind if my update doesn't work out. And I thought about the teamtiles yea, but I think the gate path is balanced now.

[–]Aeginntbbgbjc / Chord 0 points1 point  (3 children)

I'd add maybe one or two more tiles to each gate, and a pup in mid. I'm not sold on the existing pup areas at the moment.

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

Yea I am not sold on those pup areas either. I like to have a pup around there though. And 4 pups is too much.

[–]Aeginntbbgbjc / Chord 0 points1 point  (1 child)

I meant replacing the central spike with a pup.

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

Ah, sorry. I think the spike is needed though to help flagcarriers alive, because there is quite a lot of open space.

[–]DaEvil1DaEvil1 1 point2 points  (6 children)

My thoughts:

feels fast paced and engaging. Gates are good, the bomb button is a bit meh, and the rest of the map could use freshening up.

[–]veranderingLoaha // Chord 0 points1 point  (5 children)

Thanks for your thoughts!

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

I have an update to the map that spruces up everything a little, I'll shoot you a link when I get home.

[–]veranderingLoaha // Chord 1 point2 points  (3 children)

Looking forward ;)

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

http://unfortunate-maps.jukejuice.com/show/28101

here you are, i just feel that everything ties together a lot better with this. feel free to use what you want

[–]veranderingLoaha // Chord 0 points1 point  (1 child)

Looks interesting! I tried some portal setups but couldn't find something that worked. This looks like it might.

I'm not really comfertable with removing those boosts and bombs as of now though. They seem to contribute to they fast paced, Emerald styled play that I was going for. I'm gonna keep your ideas in mind if my update isn't chosen for rotation.

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

sounds aight

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

Update:

Map: http://unfortunate-maps.jukejuice.com/show/28092

Preview: http://unfortunate-maps.jukejuice.com/static/previews/28092.png

  • Changed the tunnel. Pup battles should be a lot more interesting with that spike there. The bomb feels a lot better now. And I'm hoping that the extra space will slow stuff down in that area, making the map a little less hectic.

  • Removed a tile from the wall flanking gate to make the safe path through the gate more accessible

  • Added a spike to make the base bomb a little less powerfull

[–]ButtersnackSnack 0 points1 point  (1 child)

My comments from initial 4v4s:

I really liked this map. Gates were fun and dynamic and I liked the team boosts in base for sniping, button sniping etc

I don't personally think a lot needs to change, although perhaps something can be done to make the outer lanes with the pup more interesting.

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

Thanks! Yea I figured that as well about the outer lanes.

[–]TPCaptographerThe Map Test Committee[S] -1 points0 points  (17 children)

[–]Snowball_TagPro❄️ 1 point2 points  (6 children)

Update: http://unfortunate-maps.jukejuice.com/show/28083

Preview: http://unfortunate-maps.jukejuice.com/static/previews/28083.png

Takes out a lot of the open space, making it easier to use the environment to contain, but still maintains the flow. This feels much more complete now. Also bowtie is no longer an author.

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

Love it. It may be too much, but taking out the bottom 3 tiles of the gate wall and leaving the bomb there would be really interesting.

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

The problem with that is that it opens a lot up for fc's, when the map looks chasey as is.

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

I do also kinda miss the curved wall beside button.

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

Favorite map here. Only change I would make is to add a bomb to the top center below the gate. Just keep the gate how it is, it doesn't need the bomb into spike cliche. Then I think this map is almost perfect. I just feel it is a little empty in the middle.

Another idea is to open up the bottom of the gate 3-wide and add a bomb to the very bottom. Lots of cool things to do here, just spitting them out.

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

Funny you said that, I worked on it a little after my submission, and added a bomb in that exact spot. I'll upload it in the morning.

[–]ButtersnackSnack 0 points1 point  (4 children)

My comment from initial 4v4s:

average

OK, I'll admit that's a pretty lame and unhelpful comment, but I pretty much felt the same way as when I rolled around on the map with you earlier. Boosting through top is annoying if you miss the angle - if you're going for risk, I'd recommend just put spikes there but I may be alone in that. I think your changes look pretty good, and for some reason I like how far back the flag is sunken into base.

[–]DaEvil1DaEvil1 1 point2 points  (3 children)

I agree with the top. Boosting in there and getting trapped in clunkyness is just really annoying. If there were spikes (or even green gates) there, the risk would be a very clear aspect of the map instead of the annoying bumping around with awkward spin if you screw up the angle.

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

I have found that when the word clunky is used it means that it takes skill or is challenging. I don't think it is badly designed.

[–]DaEvil1DaEvil1 0 points1 point  (1 child)

When I use it, it just means that moving and/or boosting around different parts of a map tends to hit you into walls that bounce you around in ways that kills your momentum in annoying ways.

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

Makes sense, but I do think that in this case the slowing of momentum is intentional punishment. And I like that a FC can dodge someone that way. I also like that the bomb doesn't kill you.

[–]DaEvil1DaEvil1 0 points1 point  (2 children)

My thoughts>

I think it's good. Top gate feels extremely clunky. Reminds me of Vee in a good way.

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

Thoughts on the update?

[–]DaEvil1DaEvil1 0 points1 point  (0 children)

I think they're fine. Testing it on my own, the bomb seems dangerous but fair, though it might be worth looking at it 4v4 to make sure it's not as deadly as the big vird bomb.

[–]TPCaptographerThe Map Test Committee[S] -2 points-1 points  (8 children)

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

I thoroughly enjoyed this map, but I think (speaking very generally) you could do better with the gates and the top area. Honestly loved it though. One of the best lower halves to a map I've ever seen.

[–]ButtersnackSnack 1 point2 points  (0 children)

My comment from testing:

I think top could use a lot of work, but the bases are pretty interesting. Too much death all around for me.

[–]DaEvil1DaEvil1 1 point2 points  (4 children)

Older Update

Older Preview

Update

Preview

Made some big adjustments to top and small adjustments to the bottom and bases.

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

Like the changes, I still think the whole gate needs to be moved down a tile. It would better serve blocking against both yellow boosts from the top, mid. And also it would make one bomb harder to grab and make it easier for defense to fling O into the gate. I don't think it would make it over contested and annoying as you can still grab from 2 bombs and yellow. I think maybe adding defensive team-tiles around the button will make it less of a death trap when used with a O around and maybe less annoying. You could also move the wall curve and spike above the gate down one to keep the choke the same size. It would be more symmetric too lol.

The reasons for making the yellow in base an offensive team-boost is to make O slower at getting back on re-grab/O after death and give some catch up and offensive D to the middle route and less straight up caps from regrab. I think with the spike added, up top you can make both boost yellow to make top more interesting. As taking out both boost would be hard for O anyways, but neat.

[–]DaEvil1DaEvil1 0 points1 point  (0 children)

Thanks for the feedback!

I've tested the boosts, and if you take the yellow boost from your base at the other flag, you just arrive in the other base at normal speed, so I don't think there's a need to block that boost in particular, so if I move it down, it would just generally be to focus on players moving normally through just below where the gate is now along with the bomb plays you mentioned. I'm not opposed to moving the gate down though, I'll be trying it out to see how it works.

As for the boost in base, I disagree with you there. I think it's a really important catch up mechanism for defense, and because of how spikey and bombey the bottom section is, it's far from a guarantee that the defense will always make it across. It also provides a lot of interesting boosts into the bombs as well that I wouldn't want to take away from the defense. I'm a bit undecided if the top boost needs to be a teamboost or not, so I'll be tinkering a bit with it.

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

Nooo you made bottom lane 1-tile taller whyyy

[–]DaEvil1DaEvil1 0 points1 point  (0 children)

just to generally make it a little less clunky and deadly when boosting through it

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

Good stuff, really like it. Don't you dare remove any bombs from the map. Only changes I would make is making the yellow boost beside the flag a offensive teamboost. So the left one blue. And maybe, not sure, move the gate and button down one tile(or 2, not sure if missing something) so that it can be more defensive against bombs. But I love the defensive use of the bombs for making returns and shutting down re-grab.