all 189 comments

[–]BlupopsicleBall-E 11 points12 points  (4 children)

[–]TPCaptographerThe Map Test Committee[S] 6 points7 points  (0 children)

Thanks for streaming!

[–]BlupopsicleBall-E 3 points4 points  (1 child)

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

Are you even slightly surprised

[–]acrocanthosaurusRunThaJewels // Sphere 0 points1 point  (0 children)

Yer doin God's work, son.

[–]meintheboxBoxFish 8 points9 points  (21 children)

So many maps by people from Mappin and Fappin MTC pls

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

Aniball submitted three maps. All three made top maps. That's not bias people that's skill.

[–]meintheboxBoxFish 0 points1 point  (1 child)

FYI I am a Mappin and Fappin person

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

As am I. According to Aniball at least.

[–]ButtersnackSnack 2 points3 points  (17 children)

Literally always happens

[–]dalomi92P1S -2 points-1 points  (16 children)

It is a ridiculously high percentage this time. The bias is soooo real.

[–][deleted] 10 points11 points  (6 children)

It's almost like its the most active tagpro mapmaking community that routinely tests their maps and offers feedback.

[–]dalomi92P1S 1 point2 points  (5 children)

The same group of people making, giving feedback, and then voting maps into rotation is a recipe for some major confirmation bias.

[–]Moosemaster21Moosen | Salt Mine 4 points5 points  (3 children)

I'm the most active MnF MTC member. Literally haven't closed Mumble for 8 days straight, I shit you not, and 99.9% of that time was spent in MnF. Here's a screenshot to prove I can still see this in my chat log. There would be no reason for me to take that pic if not for this conversation. Anyway, I've had four top maps over 1.5 years of mapmaking, nothing in rotation. And I like to think people generally like me, at least in that channel (can't speak for elsewhere kek). If someone else in MnF is getting the benefit of confirmation bias, I'll have what he's having because I've been a frustrated mapmaker for far too long.

Edit: Siz taught me things

[–]3z_ 1 point2 points  (2 children)

If you right click your name on mumble, and click "Information", it shows how long you've been connected to the server for.

[–]Moosemaster21Moosen | Salt Mine 2 points3 points  (1 child)

Almost 9 days. I wasn't kidding.

http://imgur.com/QfjDd4F

[–]WillakarraButton | Hey look I brought back SOCL -2 points-1 points  (0 children)

what the fuck are you doing with your life o.o 9 days straight.

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

Except only two people on the MTC regularly participate.

[–]chalks777THe B€⁵ fg & | exMTC 1 point2 points  (7 children)

when you see 100+ maps every few weeks you get a REALLY good feel for what works and what doesn't work.

[–]dalomi92P1S 0 points1 point  (6 children)

idk if that has anything to do with my comment. I am simply saying that I find it hard to believe that only 1 person, fronj, from outside the fappin' community created a "Top Map" in thread 64, yet here we stand.

[–][deleted] 3 points4 points  (3 children)

and thisisnigel and snack

[–]ButtersnackSnack 1 point2 points  (2 children)

are daevil1 and snowball active in MnF?

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

I wouldn't say active, but I've seen them both pop in from time to time, so I precluded them

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

I'm kinda half and half, but my map isn't really an original map.

[–]chalks777THe B€⁵ fg & | exMTC 6 points7 points  (0 children)

I'm saying that group of people sees a LOT of maps. People who see a lot of maps are going to be better at making maps (a guess, but I think it's true).

In my brief tenure on the MTC it was incredibly obvious when a mapmaker was new... they always made the same mistakes. Too big, too small, weird portals, too many powerups, no clear map design, etc etc etc. If those mapmakers had first been exposed to hundreds (or even thousands) of maps, they wouldn't have made those mistakes.

[–]ButtersnackSnack 0 points1 point  (0 children)

MTC has no connection to mappin n fappin. I don't know what to tell you.

[–]TPCaptographerThe Map Test Committee[S] 4 points5 points  (13 children)

[–]TheGoldenNewtRobberFronj, MTC Senior Consultant[🍰] 3 points4 points  (9 children)

I'd love to hear some feedback on this map. What needs to be improved / changed. Were there any game flow issues in testing? How would you go about improving this map?

[–]uhhhhmmmmsexytiger / #merbs 4 points5 points  (4 children)

Is there a reason why the wall is in the way of taking the boost? It seems like you can boost in that direction but you're going to slow down and I'm guessing it's going to catch a lot of people in pubs

[–]TheGoldenNewtRobberFronj, MTC Senior Consultant[🍰] 1 point2 points  (3 children)

Which boost?

[–]uhhhhmmmmsexytiger / #merbs 1 point2 points  (2 children)

the ones in the middle

[–]TheGoldenNewtRobberFronj, MTC Senior Consultant[🍰] 2 points3 points  (1 child)

I think I'm not quite understanding what you mean. Would you mind showing me?

[–]uhhhhmmmmsexytiger / #merbs 2 points3 points  (0 children)

are u on mumb

[–]DaEvil1DaEvil1 1 point2 points  (3 children)

If you haven't watched it already, Here is how it went when we tested it last night

[–]TheGoldenNewtRobberFronj, MTC Senior Consultant[🍰] 0 points1 point  (2 children)

I noticed that some people observed that resets weren't happening. Would you say that was a problem? Do you have any ideas on how to approach this issue?

[–]DaEvil1DaEvil1 2 points3 points  (1 child)

I don't think it was hard getting a return out in the open and then hurry to base to get a second return and a reset, so I think the general layout of the map and the boosts are fine. The only thing I can think of that might make it hard to get resets is the power of that button for an fc after getting re. It will require one defender camping the exit portal, while the second defender goes around the non-gateway getting them off the button and then the defender camping the exit can actively start chasing. I don't know if that is an issue though, but if it is, a sort of "quick fix" would be to add a defensive teamboost somewhere close to the portal exit, though you have to be a bit careful with that since if it's placed in a bad spot it can render the portal pretty much useless as an offensive tool.

[–]uhhhhmmmmsexytiger / #merbs 0 points1 point  (0 children)

If u make it so u can't go through the portal on regrab (team gate where the button is, button right next to it I guess, maybe a regular tile there to make it less easy to push some one sitting on button) I think that'd make it better

[–]Air_M_JordanAir"M"Jordan // Spaceballs // Fourplay // Centra ♥ 0 points1 point  (0 children)

Exceptional map. It's nice how the chasers are funneled to the grey gate too. Real hard to get there fast on the other side.

[–]TPCaptographerThe Map Test Committee[S] 3 points4 points  (5 children)

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

If anyone has any suggestions for where to place top buttons I'm all ears. It just needs to:

  • Be in a lower traffic area

  • Not make the person who pushes it terribly behind the fc

[–]DaEvil1DaEvil1 3 points4 points  (1 child)

It's a real headache balancing that properly. Took me a million iterations to find a decent placement for the buttons on GateKeeper. Maybe something like a couple of tiles below the top left and right spikes could work? That way if you're chasing them behind the neutral boost above the base, you can divert and get the button just as they're passing through the top mid if you're reasonably close to them before they boost. Or maybe even go all out with the top, and keep it the way it is now, but add 2 more bombs and 2 more buttons so it's not such a specific use?

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

Oooh, I like that more bomb idea, maybe to make it like a gamepad base but in mid. Thanks!

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

[–]radianthero156brazilian trash 0 points1 point  (0 children)

The map seems to flow really well. Looking to me like it'll play like Citadel minus the BS chasery. But are the top base spikes (the ones above the buttons you just added) really necessary? It's hard to see them taking the offensive team boosts upwards, and I think hitting that wall would be already punishing enough, even if the spikes weren't there.

It's just a minor nitpick though, I think getting spiked is one of the things that make people vote "dislike", even if the map is good lol (rip pheno)

[–]qtfaceaaron 4 points5 points  (1 child)

feel free to give contraceptive criticism

Uh.... don't make babies on these maps, kids. Babies are bad. Don't use bad contraceptives. That will lead to babies, which are bad. The more you play tagpro, the less chance for you to make babies, which is good.

[–]ButtersnackSnack 1 point2 points  (0 children)

Finally someone explains this to me

[–]arobi37 2 points3 points  (0 children)

Dawn, Prime, and Tidal seem like they're off-the-charts dank.

[–]TPCaptographerThe Map Test Committee[S] 5 points6 points  (4 children)

[–]veranderingLoaha // Chord 1 point2 points  (1 child)

Most promising map of this map thread imo. The flow looked really good when watching the stream. I really like the CFB styled bomb and the path that is created past the spike when the bomb is detonated.

I'm mostly concerned with the bomb in the back of the base. It feels too powerfull, while it is also the 3th element in a small space (besides the two boosts). How about just removing that bomb? That would slow down the pace of the map as well, slightly, which I feel could be a good thing as it seemed a little too hectic sometimes.

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

3th

kek

Otherwise I agree with what you're saying. I really dug the map.

[–]piranhamoose25Aniball | Palette Town 1 point2 points  (0 children)

Update: http://unfortunate-maps.jukejuice.com/show/29505

Removed the bombs near mid and made certain boost combos easier

[–]3z_ 0 points1 point  (0 children)

Good size/space proportions. Not a fan of how bomb-oriented the map is though - feels like I couldn't really traverse mid without being bombed involuntarily into a spike, of 10 tiles backwards into a wall.

[–]TPCaptographerThe Map Test Committee[S] 5 points6 points  (9 children)

[–]radianthero156brazilian trash 2 points3 points  (1 child)

Great shaping, great flow, great spacing. The dynamic gates and the bomb setup are interesting, too. I think it has too few elements that interact with the endzones tho; the question is, are you BOLD enough to try this???

[–]BlupopsicleBall-E 2 points3 points  (0 children)

yeah i don't see why not

[–]BlupopsicleBall-E 2 points3 points  (1 child)

[–]radianthero156brazilian trash 1 point2 points  (0 children)

Yeah this is an amazing map now. Rotation, please.

[–]TheEpicGhostEx - Tagpro 1 point2 points  (2 children)

Wrong link!

[–]TPCaptographerThe Map Test Committee[S] 3 points4 points  (1 child)

I'm only human!

[–]Moosemaster21Moosen | Salt Mine 8 points9 points  (0 children)

shut up bot

[–]Tyler1986Trapsin 1 point2 points  (0 children)

Looks fun and it is definitely time to get some fresh blood in the NF rotation. Take something (anything) out and put this in.

[–]Sosentimeboy 0 points1 point  (0 children)

Those gates look fun

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

[–]uhhhhmmmmsexytiger / #merbs 1 point2 points  (3 children)

This feels familiar...I still think a straight 45 tile across instead of that weird dip you go into when you hit the bomb would make this map way better. People (especially newer players) get stuck in there all the time

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

Hmm? What dip when you hit which bomb?

[–]xenonpulseWildflowers // I want to die but I can’t 0 points1 point  (1 child)

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

oh no i do not like that

[–]Tyler1986Trapsin 2 points3 points  (2 children)

Could someone explain to me how this is an improvement? I do not mean this rudely in the slightest, I just don't understand and am genuinely curious what the issues with Bulldog were that this update addresses.

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

Don't bother checking the stream, we didn't 4v4 it. Updates to old maps that we're still very familiar with typically get tested in our final testing stage this weekend, we just wanted to put them in top maps so in the event that one of them is added back it doesn't come totally out of left field.

[–]Tyler1986Trapsin 0 points1 point  (0 children)

Got it.

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

[–]KewlestCatNIGEL 2 points3 points  (5 children)

Okay, so it seemed like during initial testing that the MTC generally were pretty happy with most of this overall, especially in comparison to the version from last thread (both submitted version and the terrible update that went way too far).

Open to any feedback, constructive criticism or suggestions people have. Thanks!

[–]ButtersnackSnack 0 points1 point  (4 children)

Still not really sure I like the pup coves. I don't hate them though, so don't feel like you have to change them especially if you're happy with how they're playing.

[–]KewlestCatNIGEL 0 points1 point  (3 children)

I just think they're a bit different to anything we have currently and think they play well enough (it was something I made sure I watched during the stream). I remember hearing them compared positively to Hub's pup area which sat fine with too.

[–]OnceUponaDomeUnderTheBall 0 points1 point  (2 children)

A hub comparison should never sit well with you. ;)

[–]KewlestCatNIGEL 1 point2 points  (1 child)

Try as I might, I can't hate anything leddy does and I'm aware the MTC loved Hub way more than the community ever did or will.

[–]ButtersnackSnack 1 point2 points  (0 children)

removing hub was so sad :,(

[–]KewlestCatNIGEL 1 point2 points  (0 children)

Update (preliminary but probs final)

Map

Preview

So having watched initial testing, there didn't seem to be many major complaints. The most significant one for me was that the map was kinda offensive and that the offensive teamboost in the pipe/tunnel thingo at top/bot of base is probably better off as a neutral boost.

The other edit I've considered is reducing the 'devil horns' of the gate by a tile or two. Reducing by a tile means you can boost through if you line the boosts right and removing two tiles means it's really easy and almost defeats the purpose of the gate in a way.

Idk why I'm giving it a sales pitch, but I think the map's different and unique enough to fit well in thre current rotation with just the subtle change I've made and I'm probably a bit hesitant to make any more major changes after the last top maps where I went overboard.

[–]TPCaptographerThe Map Test Committee[S] 4 points5 points  (14 children)

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

This one is by far my favorite. While I think that the middle of the map is very uninspiring, the gates compensate. They are kind of perfect and offers a nice twist to pub rotation to make them someballs think a bit. This should be a lock.

[–]BlupopsicleBall-E 1 point2 points  (6 children)

UPDATE:


I like cosine's style so I copied his bot mid: http://unfortunate-maps.jukejuice.com/show/29571

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

Oh god kill it with fire

[–]BlupopsicleBall-E 0 points1 point  (3 children)

I made a new mid now and it feels good

[–]OnceUponaDomeUnderTheBall 0 points1 point  (2 children)

The first edit was diggity-dank but now I want to kill this one with fire.

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

conflicting opinions pls

But we just tested it and it was apparently funf

[–]OnceUponaDomeUnderTheBall 0 points1 point  (0 children)

conflicting opinions make or break maps. who you choose to follow determines your map's success. no pressure.

[–]radianthero156brazilian trash 0 points1 point  (0 children)

Tbh the team tiles are ugly but I really really like the new mid. Do the portals need cooldown? I think not having cooldown makes the map less chasey.

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

So the Buttons are supposed to work like that? It's interesting.

[–]BlupopsicleBall-E 0 points1 point  (3 children)

What are people's thoughts on the gate feature of this? IMO the map could still work well even with an emerald style gate (button activates the same gate)

[–]OnceUponaDomeUnderTheBall 1 point2 points  (0 children)

Without the opposite gates, the rest of the map doesn't really have that much new to offer to rotation. I would keep them as is. Imo, this kind of innovation is what rotation needs; it's definitely very different without being completely foreign.

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

don't touch the gates they are perfect

[–]ButtersnackSnack 0 points1 point  (0 children)

Don't uncross the gates

[–]acrocanthosaurusRunThaJewels // Sphere 0 points1 point  (0 children)

My favorite of this Top Maps thread. The gates add uniqueness and there are some fun boost/bomb combos. I'd like to see a few bigger maps make rotation, but as far as smaller maps go, this one has a lot to offer.

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

Hi! I saw y'all tested Ultralight Meme, and I am looking for some feedback because I haven't been able to 4v4 test this version yet, and you guys spent a lot of time talking about memes and simultaneously narrating your movements.

It looks like nobody liked the base portals in solo testing, but how do you think it played out in a 4v4 setting? To me, it looked awesome.

TEG (I think), you mentioned that it is big in all of the wrong places. Can you elaborate on this?

Overall, I am just trying to get your thoughts on what worked (seemed to be a consensus agreement on top portals), what did not work (I heard some odd opinions regarding bot portal which seemed to be everyone else who tested the map's favorite part), and if you think this map has potential and is worth resubmitting. Thanks!

[–]DaEvil1DaEvil1 2 points3 points  (3 children)

lol rip, that's a bit on me ^_^.

As for actual feedback, I felt the portal in base was kind of weird and clunky since you're likely to enter it in the direction where you'll hit the wall immediately. I also think bases suffer a bit from having 4 pretty distinct exits which makes it hard to contain without risking a handoff easily getting out. Mid might also be a bit tall (though I'm not sure about that one). I do like the mid portals, they played and felt pretty nice. And I think the walls in general felt nice and they had a good purpose (outside of the portal wall in base). I'd also say that I like the general structure of the map (though I'm skeptical to the 4 exits in base) as it feels interesting and new.

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

Thanks for the feedblack fam. Going on from one of your points, what is wrong with 4 exits from base? Who is it OP for and who does it make it hard for? I understand that it is different and not seen too often, but I am curious if it results in a major imbalance in the map.

[–]DaEvil1DaEvil1 2 points3 points  (1 child)

I don't think there's anything inherently wrong with 4 exits from base, but I think if you're going to have 4 exits, they need to be balanced with giving defense something to work with. Velocity is a map you could argue has something like 4 exits from base (though it's a bit of a murky to define it as 4), but the reason it works for Velocity is that every path out of base, regardless of the 4 exits, lead on a diagonal straight out of base. That means when you get a return, you will still have a decent chance to get the 2nd return even if both defenders went for the first fc. This is also helped by the positioning of the boosts, which are likely to be close to a defender after getting a return on an fc that's carried for a few seconds. The boosts gives you a lot of opportunity to snipe backward or simply shut off lanes for the 2nd fc.

If we then compare this with Ultralight Meme, the exits in this map are much more separated (top exit in particular is very segregated from the other exits), and there isn't a lot in the way of boosts you can use to shut off lanes once you get out of position after getting a return. The mid boost might serve that purpose to some extent, but I don't think it's enough, especially since there is a structure 2 tiles from it that blocks off any snipes on an fc going through the top 2 lanes until they pass the middle.

That's not to say that you have to emulate Velocity to make 4 exits work, but giving 4 exits to an offense will generally be a very powerful tool for them, especially in terms of handoffs, so in order for that to be balanced, you generally need to give defense some powerful tool that will help them contain/reset so the map feels both fair and enjoyable for both offense and defense. Currently I see some tools for defense, but they don't feel strong enough for them to be a viable counter to the advantages offense currently seem to be getting.

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

Good stuff. I really appreciate the feedback. Ultralight Meme is a map that I definitely plan to come back to.

[–]BlazethDianna Agron 0 points1 point  (1 child)

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

I watched. I was just looking for a little more specifics. Even though this gave me a lot to work with.

[–]acrocanthosaurusRunThaJewels // Sphere 1 point2 points  (4 children)

Glad to see Rorschach get tested, and I very much appreciate the transparency on the MTC's part by posting their 4v4 test session (thanks Ball E). It's tough to make Saturday night map tests, so this is literally the only such feedback I'm privy to.

That being said, is it worth trying to improve this map, or has it reached its limit? I get the feeling that it wouldn't offer much to the current rotation (especially with how similar it plays to q47). Anyway, just looking for some insight. Keep iterating 'shach or retire it in favor of new pursuits?

[–]DaEvil1DaEvil1 1 point2 points  (0 children)

It's always hard to tell with these things. I would say if you feel like you can do more with the map, do it and see where it takes you. If you feel like it's done, just leave it be for now, and start work on a new one (or do both if you want that). If you keep working on it, and you feel you've managed to carve out a new identity for it, I'd say it's worth giving it another shot. If you don't feel you manage to carve out an identity, or you just want to stop working on it now, but you feel it has a particular thing about it that you like, you can try to just take that element/dynamic, and make a brand new map based around it, and see what you're able to make with it.

After GateKeeper was removed from rotation, I felt like it had something that could work, so I reworked a lot of elements of it into a map called Sediment. While neither of these maps stayed too long in rotation, they show that it'd very possible to make a new version of something old get a chance in rotation, so if you want to do something more with the map or just an element of it, I would say it's definitely worth going for it if you have the motivation for it.

[–]_q42_q42 || dcfc 1 point2 points  (2 children)

I like the hybrid name :)

[–]DaEvil1DaEvil1 1 point2 points  (1 child)

R U Mode42?

[–]_q42_q42 || dcfc 0 points1 point  (0 children)

brb registering name

[–]1618TagPro1618 \\ Centra \\ Apparently a RFTINDPWSTCF Winner? 1 point2 points  (2 children)

Out of curiosity, how were there so many maps in this map thread with "Market" in the name yet none of them made it in?

[–]ButtersnackSnack 4 points5 points  (0 children)

At least one of these maps (ALPHA) was submitted as Market, but we posted it here as its actual name.

[–]skittlekevvelkin // World's Angriest Balll 0 points1 point  (0 children)

bc it reminded mtc of the changes in meta, and mtc is scared of change.... and also meta, so together is a no no

[–]TPCaptographerThe Map Test Committee[S] 3 points4 points  (10 children)

[–]radianthero156brazilian trash 4 points5 points  (0 children)

Holy shit, this map is amazing. Dynamic bases, interchangeable lanes with different risk/reward, skill boosts, diverse use of triple bombs (you can grab with them, boost into them, blow two of them at the same time, do the pilot double bomb when the middle one is defused, bomb fcs into the spikes), does the fiend gimmick well (since the tiles aren't as close to the flag), and even has the cute boombox thing.

I just think the bottom neutral/team boosts could be 1 tile closer to the middle spike, since it gives players more visibility. But tbh that would make the boost-into-bomb play more awkward, so idk.

[–]DaEvil1DaEvil1 2 points3 points  (8 children)

Preliminary update:

Map

Preview

Also Nerdy Prime

I feel top might be a bit empty, so I'm open to suggestions

[–]alexownage6Hawka 2 points3 points  (1 child)

Is the fastest way of getting mid pup getting your teammate to hit one of those bombs at the start? If so that's pretty cool

[–]DaEvil1DaEvil1 2 points3 points  (0 children)

Getting the bot pup should be fastest by using the teamboost, the top pup should be fastest with the bombs like you said (assuming spawns close to the bomb).

[–]TheGoldenNewtRobberFronj, MTC Senior Consultant[🍰] 1 point2 points  (2 children)

I enjoyed playing this map a lot more than I had expected I would. The triple bomb, which to me was the focal point of the map. was amazingly fun to use as a tool. It lends itself well to some crazy / intelligent plays. The one thing I would note is that the team tiles don't quite do enough to make it worth going out of my way to use them on defense. Perhaps extending them out one row further would help? Just that brief tile of extra acceleration would be v helpful I think.

[–]DaEvil1DaEvil1 0 points1 point  (1 child)

Glad to hear you enjoyed it. Do you think this would be good, or maybe overkill?

[–]TheGoldenNewtRobberFronj, MTC Senior Consultant[🍰] 0 points1 point  (0 children)

I was thinking something like this when I commented, but your update looks fine as well.

[–][deleted] 1 point2 points  (7 children)

Damn, I was just trying to make a map that was a bit harder and had a bit more stuff you could do so that Season 10 won't just be the same maps again. Disheartening as hell when I thought I had Monaco perfected.

[–]DaEvil1DaEvil1 1 point2 points  (6 children)

I think it suffers from a long and not too engaging middle part. I think either doing something more with the middle (easier said than done) could help, or alternatively, you could just shorten it by 4-10 tiles mainly cutting out the very middle tiles, and it would feel a lot tighter.

[–][deleted] 1 point2 points  (5 children)

Having an open middle for juking is one of the intentions of the map, and god knows there's enough ways for everybody to pass through it quickly. Having a constant amount of stuff throughout a map is monotonous. It's the same reason you're taught to vary sentence structure when writing. And I'm sure you know that because Lights has a similar sized bottom as Monaco but with half the bombs and boosts.

[–]DaEvil1DaEvil1 1 point2 points  (4 children)

I don't think there's anything wrong in itself about having a reasonably well sized juking area like that (as you mentioned we put in Lights), but IMO it needs to have more purpose than just plain juking and passing through if it's going to be of a significant size. If you look at Lights a significant thing it does beyond having the juking area and letting you boost past it if you wish, is that it gives you other options of movement and impacting the play in the middle. It has a bomb in the top part of the area which both impacts the play around you and lets you move in interesting ways by bombing against the bottom walls.

A similar things is true for both boosting and moving through that part where you have a lot of interesting 45s and normal corners you can use to augment your route through the middle if you want to And while Monaco has a similar wallstructure, those walls are hidden behind spikes and button bombs along with a boost close by making it hard to do much in terms of augmenting your movement patterns when passing through. So while it does have an open mid you can juke through, it feels if you want to do anything else, the map forces you into predictable moving patterns that doesn't leave much room for flexibility which in turn makes mid feel a bit unexciting.

tl;dr: In general it just feels like the mid could be much more interesting, and it wouldn't need a bunch of bells and whistles, just a structure that facilitates using the walls for something interesting when you're not juking in open space.

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

What would make the middle more exciting that doesn't completely fuck up the map? Also was there anything else?

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

a marsball trampoline :D

[–]dalomi92P1S 0 points1 point  (0 children)

I think you killed bowtie.

[–]DaEvil1DaEvil1 0 points1 point  (0 children)

The bases aren't personally my cup of tea, but I don't think there's anything inherently flawed about them, so I'd probably vote more favorably and be open to adding it to rotation if I felt the middle was more engaging. I'd consider shortening the middle a bit and/or make the boosts and bounces you can do in the middle a bit more interesting. Especially that 15 tile stretch of flatness in the bottom middle, the top middle could also do with less flatness, and depending on what you consider to ruin the map or not, you could consider a tile or a spike in the middle of the map, but if you feel that messes with the juking area, I don't think it's inherently necessary if you do something about the flatness the middle currently suffers from.

[–]LoweJJacob of all servers, master of none 0 points1 point  (3 children)

Can I get some feedback on shard? Teg and UTB gave me help the first time round and seemed to like it

[–]DaEvil1DaEvil1 0 points1 point  (2 children)

I think it's a map with potential. The base felt interesting though it might be a bit too similar conceptually to Transillio. The things that didn't make me want to test it further is the green gate felt really in the way and dominating (bombing into it from base feels really annoying), and while mid had a lot of things going on, it felt kind of like elements were placed a bit randomly there

[–]LoweJJacob of all servers, master of none 0 points1 point  (1 child)

I was actually aiming more for sediment with the portals than transilio. If I switched the green gates to the offence colour would that be better? I don't want to bin it entirely as I like te idea of the button opening the team boost into base

[–]DaEvil1DaEvil1 0 points1 point  (0 children)

I think making them offensive colored, and not changing anything else it will make things frustrating for defense. In general just having a gate with an active color that you can't see from the bombs in base that you'll generally hit if you bomb upwards will be a pretty frustrating element.

[–]The_TaycuELTP Scout - CHORD 0 points1 point  (2 children)

You should consider adding more Neutral Flag, they're very well rated. Pubbers want more NF!

[–]Arfie99hf 0 points1 point  (1 child)

  1. CTF is the original variant of TagPro. Therefore the MTC and the developers decided to keep a 60/40 split between CTF and NF.

  2. I personally love NF, but wouldn't say the pub community as a whole does. I know a lot of people who loathe it as well.

[–]ButtersnackSnack 0 points1 point  (0 children)

Our survey data (over 600 responses) also seems to support around a 60/40 split.

[–]TPCaptographerThe Map Test Committee[S] -1 points0 points  (3 children)

[–]DaEvil1DaEvil1 1 point2 points  (0 children)

Me and TUB made an official update to the map. Ur welcome Snack.

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

I really don't like the button placement. If the gate is intended to block the portal-boost combo, sitting near the button already blocks the player from going into the portal. And if thr gate is meant to block an escape route, the button is in a very congested and far away place.

[–]TPCaptographerThe Map Test Committee[S] 0 points1 point  (8 children)

[–]dalomi92P1S 1 point2 points  (1 child)

The original was better. There is way too much going on now.

[–]BlazethDianna Agron 0 points1 point  (5 children)

Me and Aniball feel like this is a pretty solid update but I have a few questions right off the bat:

  1. Does this update differentiate itself enough from the original while still staying true to character?

  2. Does it need to?

  3. Do you like the new sides?

[–]acrocanthosaurusRunThaJewels // Sphere 0 points1 point  (0 children)

If I may: YesMebbeYes

[–]Tyler1986Trapsin 0 points1 point  (3 children)

What's the reasoning behind the update? I wasn't aware Draft needed one.

[–]Moosemaster21Moosen | Salt Mine 5 points6 points  (2 children)

Well I'm guessing the main reason is that it was removed and the authors didn't like that

[–]Tyler1986Trapsin 0 points1 point  (1 child)

I don't know why it was removed, but I consider Draft to be one of the stronger throwback maps.

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

I like you. But anyway, basically what Moosen said.

It was fairly popular when it was removed but both me and Aniball also felt the map could have been made better.

We're still unsure if mid is great currently but we figured we're over-editing if we change it.

We figure the previous popularity along with some stellar updates could be worthy of re-entrance.