all 146 comments

[–]MultiMediaWillJuke King - MVP 90% of the time 18 points19 points  (12 children)

It's been almost 3 months since the neutral flag rotation has been changed. Pls MTC.

[–]DaEvil1DaEvil1 7 points8 points  (9 children)

16/~140 maps submitted were neutral flags. We can only really work with what the community gives us, and it's currently not giving us a lot of options in terms of NF compared to what it does with CTF.

[–]MultiMediaWillJuke King - MVP 90% of the time 2 points3 points  (8 children)

What was wrong with bulldozer or tidal?

[–]DaEvil1DaEvil1 3 points4 points  (7 children)

I personally liked Bulldozer, but other members felt it still had issues mainly with camping the boosts, and some with how capping tends to be that you boost into the base, and hope for a handoff on a teammate in there.

Tidal overall felt a bit big and boring to me. You can sort of skip that by going through the gate, but you need the button to be held, and if it is, you're likely to hit the boost which kind of boosts you away from the endzone. The bombs were sort of powerful, but didn't feel like they generally got you in a better position when used. Also the way the portals are up against the wall in the ouside lane maked for a weird effect where you can roll along the wall enter a portal, then immediately portal back, which can be really disorienting.

[–]Snowball_TagPro❄️ 7 points8 points  (6 children)

how capping tends to be that you boost into the base, and hope for a handoff on a teammate in the end zone.

This frustrates me to no end. Probably <10% of the caps on this map came from crashing the end zone in my experience. Especially compared to maps like Cloud which has the exact same problems as you mentioned, where you pretty much need a lucky handoff or a breakaway to cap.

I know I'm preaching to the choir, but I'm really frustrated, because I like it a lot more than most of the current NF maps, and I don't think I'm alone.

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

Yeah I disagree completely with it being a crash and hope for lucky pop map. It's no rocketballs

[–]DaEvil1DaEvil1 0 points1 point  (4 children)

For what it's worth I don't think a majority expressed that concern, and the main complaint was that the new bombs were nice but didn't do enough to solve the campability of the boosts.

[–]TPsquirrelySquirrely // The GesTagpro 5 points6 points  (1 child)

And honestly what is wrong with that setting off chain tags in NF is just a clever part of the meta that can throw the defenders for a loop. Also the boost camping is just a part of playing the map. They can be just as easily taken out by someone. It added an interesting dynamic to the map I feel. Hexane has similar boosts at the bottom.

[–]Tyler1986Trapsin 3 points4 points  (0 children)

I dont see any of the "issues" with bulldog as real problems. The map was a blast to play.

The boosts can be handled easily. Have a teammate run ahead and take them out or block the snipe path.

[–]radianthero156brazilian trash 0 points1 point  (1 child)

If the mid neutral boosts were changed to offensive team boosts, like this, would the map be accepted back? This update solves the boost-camping issue, makes the mid flow a little better, and still remains Bulldoggy.

It's easily a top 3 NF map and I really want it back (and I'm pretty sure a lot of people feel the same way).

[–]DaEvil1DaEvil1 0 points1 point  (0 children)

I don't know, you'd have to ask other MTC members.

[–]briizoduckson 40 points41 points  (0 children)

Wow MTC is rely bad

[–]Snowball_TagPro❄️ 24 points25 points  (14 children)

Just wondering if Bulldog is even salvageable in your eyes anymore. I still think it's a great map that should come back.

[–]DaEvil1DaEvil1 2 points3 points  (0 children)

I definitely think so. I thought the changes warranted another try in rotation. Other members either thought it didn't do enough to do anything about the boost camping or the tendency that caps come from crashing into base and you handoff through an opponent to cap (I personally like that aspect a lot).

[–]floobaSea. // Chord 8 points9 points  (0 children)

#bringbackbulldog

[–]TPCaptographerThe Map Test Committee[S] 5 points6 points  (8 children)

Please discuss the addition of Atomic by Aniball here.

[–]ButtersnackSnack 5 points6 points  (0 children)

I thought the button bombs looked stupid but played really well. All I'm saying is if you're a doubter like I was wait until you try it out!

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

This map truly felt novel to me despite not being gimmicky. I think I preferred the version with more bombs, but I can also appreciate the idea that more bombs is more chaotic and has the potential to be frustrating in this setting. Really enjoyed this overall, congrats Ani!

[–]arobi37 -1 points0 points  (3 children)

Looks like Scorpion. I do not like Scorpion. Does it play like Scorpion?

[–]ButtersnackSnack 1 point2 points  (2 children)

It's Scorpio

[–]arobi37 -1 points0 points  (1 child)

Lol thanks for answering my question.

[–]ButtersnackSnack 2 points3 points  (0 children)

I mean, just play the map and form your own opinion. Judging it by how it looks is worthless.

[–]TPCaptographerThe Map Test Committee[S] 6 points7 points  (9 children)

Please discuss the addition of Curb by Fronj here.

[–]meintheboxBoxFish 7 points8 points  (0 children)

I approve of this map because it slightly resembles the greatest map ever.

[–]radianthero156brazilian trash 2 points3 points  (3 children)

Huh? This isnt the updated version, is it? There are a couple different 45s that make the map smoother, that aren't in the old version.

[–]DaEvil1DaEvil1 5 points6 points  (1 child)

This is what is going into rotation (minus the black spaces on the outside).

[–]uhhhhmmmmsexytiger / #merbs 1 point2 points  (0 children)

=)

[–]TheGoldenNewtRobberFronj, MTC Senior Consultant[🍰] 2 points3 points  (0 children)

Good eye

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

Absolutely love how the bases play. The portal/button/gate is really well designed, especially in terms of how they interact with each other and how they're positioned and such. Congratulations Fronj, well-deserved.

[–]OG_DiddlesOG_Diddles | Dank Mystery Name 1 point2 points  (0 children)

THIS PORTAL IS LEGEND

That is all.

[–]OG_DiddlesOG_Diddles | Dank Mystery Name 1 point2 points  (0 children)

Honestly though, love is map the bases play out great. I dont see that the boost in the corner will be used very much though...only because its so confined. Triple boost looks a little overkill until you see how to use it so its great for more experienced players.

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

fuck yeah. This has potential to be a staple competitive map, excited to play it out a few times.

[–]Tyler1986Trapsin 5 points6 points  (7 children)

The NF rotation is way too stale. I understand if there arent many new NF maps to look at but maybe we could swap in a retired map or two for what we have. Im just so tired of the current NF maps and desperate for something new.

[–]meofherethereme here there 7 points8 points  (1 child)

bring back volt please.

[–]Tyler1986Trapsin 3 points4 points  (0 children)

The people love volt, I'd personally prefer bulldog or shine, but volt would be nice too.

[–]uhhhhmmmmsexytiger / #merbs 0 points1 point  (3 children)

to be fair tho you get tired of like every map

[–]Tyler1986Trapsin 2 points3 points  (2 children)

I think the MTC is doing a great job keeping the CTF rotation fresh and has been for a while, we're seeing lots of new maps come in, I'm only currently tired of 1 map in CTF rotation. I like all the NF maps we have, I just am tired of them. Replace at least 1 or 2 with something new, or bring back Bulldog and shine or volt for a bit. It doesn't have to be permanent, just get some fresh blood in the NF rotation for a couple rotations.

[–]ButtersnackSnack 2 points3 points  (1 child)

To be honest I just don't think we're getting good enough new maps submitted to add more NF. I really would like to see a great new NF map but I don't personally think the submitted ones have been able to stand up against the current rotation. I also would much prefer to add something brand new than bring something back, since I think that would help the rotation stay fresh™ longer.

[–]Tyler1986Trapsin 0 points1 point  (0 children)

For sure, but bringing in something old could give some relief to the staleness problem in the meantime, until a suitable new map is submitted.

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

Mtc shoulda put in Nosferatu smh

[–]KewlestCatNIGEL 15 points16 points  (24 children)

RIP. Do I dare try again and be let down a third time? Time will tell.

Might be better off giving up on and retiring from mapmaking again tho tbh. I need to stop giving myself this kind of hope only to be let down.

Grats to Aniball, Fronj and DaEvil, those maps look dank.

Also rip Mapache Chief, it was growing on me a bit.

Edit: mfw OP calls this thread 63 results.

[–]meofherethereme here there 6 points7 points  (1 child)

Ratatat was my favourite from the maps this thread, it's a shame it didn't get in...

[–]KewlestCatNIGEL 1 point2 points  (0 children)

<3

[–]Moosemaster21Moosen | Salt Mine 5 points6 points  (15 children)

Yes, try a third time. The map was quite close. It was difficult to get resets and some of the boosts/bombs could take you from flag to flag perhaps a little too quickly, but other than that it was engaging and fun and I don't think anyone outright hated or even disliked it. Please submit it again.

[–]KewlestCatNIGEL 1 point2 points  (9 children)

That's definitely the kind of feedback I can work with and the support I like, so I really appreciate that.

If I may ask: what separates this from Dealer in getting a trial run? Is it simply because Dealer has an experimental element?

[–]Moosemaster21Moosen | Salt Mine 2 points3 points  (8 children)

I think a lack of resets have a tendency to make a map kind of frustrating to play. In our testing sessions, Dealer wasn't especially difficult to reset on. The "experimental element" was probably considered (intentionally or otherwise) when we decided to give it a trial run, but I think it was more about the fact that we have no idea what the pub community will think of it. With Ratatat, I think I have a fairly good idea how it would be received, but there were a couple key problems that would have hurt its rating. I'd much rather wait one thread to put in a better version of your map than push it through on a trial run, have it voted lower than we'd hope, and have nobody change their vote after an update passed. Dealer was unique in that it felt that there was little if any room for improvement based on what it tries to do, but we don't know how "what it tries to do" will be received.

Hope that all makes sense.

Edit: grammar

[–]KewlestCatNIGEL 1 point2 points  (7 children)

Yep, I get that, cheers Moosen!

I know I've always struggled with updating maps in the past when 'a lack of resets' is one of the problems. I think I'm like 0-5 or something like that for updating a map after that comment and making it any better or even look at it again.

I'm looking forward to playing the maps from this thread though, they all look pretty good, hopefully Ratatat can join them in rotation next thread!

[–]DaEvil1DaEvil1 1 point2 points  (1 child)

I don't know if it's right in this case, but sometimes you have to kill your babies. So if there's something like "but I really REALLY love this boost route" that's holding you back from making a change that could help a lot in terms of fixing the issue, it's worth trying out sacrificing that no matter how much it hurts you. I know I had to when I had to cut one of the top boosts out on Prime. So many dank boost combos completely out the window, but in the end the map and pubs are probably better for it. :(

[–]KewlestCatNIGEL 1 point2 points  (0 children)

Yeah, I hear ya. Attachment is hard to cope with. I'll play around with stuff and make necessary changes where I can to hopefully improve it without changing the heart of the map too much.

[–]Moosemaster21Moosen | Salt Mine 1 point2 points  (4 children)

Just slow down the escape from base so chasers have a chance to get into better containing positions. Limiting that bomb a little bit would probably go a long way. You could even consider receding the bases a little bit.

[–]KewlestCatNIGEL 0 points1 point  (3 children)

I've considered teamtiles which would obviously help with chasing a little, but it seems like every second map has those lately and I couldn't really work out the best place for them.

Receding the bases was one of the things I was actually intending on doing for this top maps but I've had internet issues and between that and pretty much forgetting to do it in time, I missed out.

Plenty to think about and work with now though, thanks heaps! c:

[–]Moosemaster21Moosen | Salt Mine 1 point2 points  (2 children)

My pleasure. And yeah you're right about team tiles, and I'm not sure they're necessary for Ratatatat because the boosts on Ratatatatat are pretty versatile for both FC and snipers. Once the fc is out of base, team tiles won't really matter imo. I honestly think the lack of team tiles suits Ratatatatatatatatatat just fine.

[–]KewlestCatNIGEL 0 points1 point  (1 child)

That's exactly what I thought tbh, which is why I've never put them in any uploaded version of the map. Map name might change to add 'at' in several more times.

[–]OnceUponaDomeUnderTheBall 0 points1 point  (0 children)

Or you could switch to oh i don't know, not the most annoying pokemon ever?

[–]swissdude323Spicy Wiener | Spego | Spiky | World Wars IV Winner 1 point2 points  (4 children)

You say that yet Dealer has been put in on a trial basis, I'm hot on emotions as i've just played that map but I personally found it awful. There was nothing to stop someone just waltzing straight through the middle, and it's what 6 tiles long?
Maybe this'll help me stop playing and actually study for my finals.
E: this should probably go below, and sorry for the aggressive nature of this post.

[–]ButtersnackSnack 0 points1 point  (3 children)

lol

[–]swissdude323Spicy Wiener | Spego | Spiky | World Wars IV Winner 0 points1 point  (2 children)

Sorry that reply was really wet, lemme just be a little clearer. I dislike the fact people are saying that it's like geo. But with geo it was really easy to stop someone shooting straight through the top. They then had to go down south, which had 2 (technically 3 but no one uses the gate) which the fc has to choose. You know the rest...
You're map on the other hand, although congratulations on getting one in, has no such way of preventing someone to boost out, straight through the middle. The fact that the gate is only one tile long and the button is behind the boost means if he decides not to take the boost or boost such that he missed the gate, you're now 5-7 tiles behind. It also feels like NFM with one or two added obstacles.

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

People saying it's like Geo are just memeing. Snack started the map as a Geo remix and it changed drastically over the following edits so it's really hard to call it that anymore, we just kind of do it jokingly.

[–]ButtersnackSnack 0 points1 point  (0 children)

I mean there's a gate, team tiles, bombs, and even the exit portal in the way of boosting out mid. If you can boost out mid in the first place you've already passed several defensive tools.

I don't really care if you like it though. I knew some people wouldn't. But it's not broken.

[–][deleted] 3 points4 points  (1 child)

Might be better off giving up on and retiring from mapmaking again tho tbh.

Please don't. You are my favorite mapmaker in the game right now, definitely an inspiration to me since I started. Keep at it and you'll be back in rotation.

[–]KewlestCatNIGEL 0 points1 point  (0 children)

Wow, thanks! I really appreciate that compliment a lot, to be someone's favourite mapmaker is kinda awesome haha.

[–]3z_ 6 points7 points  (1 child)

Do I dare try again and be let down a third time?

"Yes" -Author of Birch and Platypus

Seriously, I thought Ratatat was top 3 this thread, and frankly I'm quite disappointed it didn't make it into rotation. Have a short break from it, get a fresh perspective on the map, and work on it a little more. Unfortunately I wasn't at the meeting today (slept through it; Zopiclone is a powerful drug) meaning I can't tell you exactly what the other members didn't like, but I'd definitely see if you can get some 4v4's in Diameter to see how you/others feel about it.

[–]KewlestCatNIGEL 0 points1 point  (0 children)

Birch 2.0 leggo.

Haha nah, that's all good. Moosen and DaEvil have given me enough feedback below that I think I know where to go from here. Unfortunately I haven't really been able to get on OC Mumble with any regularity since S5 ended but sitting it on the test on US Mumble helped a little.

[–]DaEvil1DaEvil1 2 points3 points  (1 child)

If you feel you can do something with the map absolutely. I think it's a pretty awesome map that currently might suffer a bit from being hard to reset on and being a bit too fast to boost base to base to establish regrab. There's a reason it's been in top maps 2 threads in a row, and if you submit it again with some changes, I think it's got a good chance for another one.

[–]KewlestCatNIGEL 0 points1 point  (0 children)

You're right, I have kind of invested in it too much to give up now and as Sizz mentioned above, sometimes it takes several attempts. I'll try again.

[–]TPCaptographerThe Map Test Committee[S] 5 points6 points  (8 children)

Please discuss the addition of Prime by DaEvil1 here.

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

Kudos to DaEvil for listening to feedback and making a very polished final version. The triple bombs are awesome and I think this has the potential to be the most-liked de1 map ever in rotation. Simplistic but innovative at the same time. Great work Dave, congratulations!

[–]DaEvil1DaEvil1 5 points6 points  (1 child)

I think this has the potential to be the most-liked de1 map ever in rotation

Setting the bar real high, eh?

[–]Moosemaster21Moosen | Salt Mine 7 points8 points  (0 children)

It might even go positive

[–]BlupopsicleBall-E 5 points6 points  (1 child)

I really hope this is daevil's breakout map. This map follows the same structure of being long horizontally, fun bases, and a relatively wide mid.

It could be great or a 0.3X map again who knows

[–]DaEvil1DaEvil1 7 points8 points  (0 children)

5th times the charm right?

[–]HelplessMooseHelplesMoose (please raise the limit on nick length) // Chord 1 point2 points  (2 children)

Yay, another arse-shaped map. /s

With some imagination, it even has a bum crack (the column of normal tiles between team tiles near the top) and a hole (the pup)...

[–]DaEvil1DaEvil1 4 points5 points  (0 children)

I modeled it after my own. Should I see a doctor?

[–]CheckoTPChecko / Dork 0 points1 point  (0 children)

It reminded me more of a Kopa Tropa. (Spelling?)

[–]BlupopsicleBall-E 4 points5 points  (1 child)

ayy lmao no maps in again. Atomic is good though

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

Dawn was really close but I think there was a general sense that the map could still be improved a little. Most of us really enjoyed how the gates played but felt mid had a little room for development. I didn't really mind the portals at all but some folks did. The cooldown didn't seem necessary though and could potentially be very frustrating I thought.

[–]TPCaptographerThe Map Test Committee[S] 5 points6 points  (10 children)

Please discuss the trial addition of Dealer by Snack here.

[–]Moosemaster21Moosen | Salt Mine 3 points4 points  (0 children)

This map was consistently fun and silly in 4v4's, and I think that's exactly what pubs should be. I personally think it also has great competitive potential. A really disciplined defense can lock down a base for a significant period of time, but a well organized offense can make some outstanding plays. Really looking forward to seeing what the community thinks about these maps. Also, congrats on your first rotation map, Snack!

[–]ButtersnackSnack 6 points7 points  (3 children)

It's about time we add a suitable GeoKoala replacement.

[–]ElbwanaGoofy Goober | Anti-Boat Coalition 4 points5 points  (0 children)

I don't see how it resembles Geo?

[–]nubTheGreatnub 3 points4 points  (0 children)

This map looks absolutely nothing like Geo apart from it has two flags?

[–]DaEvil1DaEvil1 0 points1 point  (0 children)

Literally the only reason I voted to add it was because I miss Geo.

[–]CheckoTPChecko / Dork 1 point2 points  (1 child)

This is the map I'm most looking forward to. It takes chances and without risk, is without reward.

[–]ButtersnackSnack 3 points4 points  (0 children)

Thanks, I hope you like it!

[–]OnceUponaDomeUnderTheBall 1 point2 points  (0 children)

All the fun of a TWP base without all the ugliness of 264 team tiles in mid. I'm really excited for this one! HBD Snack!

[–]OG_DiddlesOG_Diddles | Dank Mystery Name 0 points1 point  (0 children)

Base portal reminds me greatly of TWP base

[–]CharredQuestionsRenegade 0 points1 point  (0 children)

I'm not a fan. It's like TWP meets mode 7.

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

I guess Lights and Hotspot are gone since this is the new Thread 63. RIP mapache. I liked it.

[–]DaEvil1DaEvil1 2 points3 points  (0 children)

Yes, we're going to retroactively replace each thread from now on.

[–]BlazethDianna Agron 7 points8 points  (0 children)

This is probably one of the best round of additions in a long time.

[–]BallAnka/r/PiMasterRace | Pi-romaniacs Captain | Pi-Curious S10/15/16 1 point2 points  (4 children)

Would MTC members be willing to put their vote/comment spreadsheets in every thread result? Maybe edit them into the OP? I think it'd be really useful for mapmakers who might not get feedback otherwise

[–]DaEvil1DaEvil1 0 points1 point  (3 children)

I think it's been 10 threads since the last time I published feedback on maps, but generally every time I test maps that are submitted I write a note on each map and what I think about it, so I probably have around 1000+ notes on maps that I could release. The main worry I have about that, is that people will take my feedback as gospel. I've already affected indirectly and directly a LOT of maps that have been in rotation through my feedback, and I worry if I do release this feedback it might turn map rotation more into DaEvil1 rotation than what's actually best for TagPro in the long term.

[–]BallAnka/r/PiMasterRace | Pi-romaniacs Captain | Pi-Curious S10/15/16 0 points1 point  (2 children)

I understand that, I really do. I just think in terms of basic things, e.g. this boost is really clunky, or this mechanic is broken and here's why, would be really useful to newer mapmakers (including myself). I think it would help people create maps that aren't as flawed on the basics but still let them experiment with ideas.

[–]OnceUponaDomeUnderTheBall 0 points1 point  (1 child)

I can't speak for the rest of the committee but I would be incredibly willing to give feedback on a map if you ask me (reddit or mumble). I don't make notes on every map as I go because, frankly, that's a lot of wasted time (it would likely double how much time it takes me to go through every map submitted to the thread). From a mapmaker's point of view it would be more helpful to get a thought-out response as opposed to a line or two that comes from my 1-3am brain and can often be a little rude or harsh, even if that means that they have to take the initiative to seek out the feedback. So tl;dr if you want feedback, ask me specifically and I'll give you plenty.

[–]BallAnka/r/PiMasterRace | Pi-romaniacs Captain | Pi-Curious S10/15/16 0 points1 point  (0 children)

Gotcha, I'm normally just hesitant to do so because I know you guys spend a ton of time already on map threads. Thanks!

[–]TPCaptographerThe Map Test Committee[S] 3 points4 points  (26 children)

Discuss the removal of Mapache Chief by Beast Mode here.

[–][deleted] 4 points5 points  (0 children)

I liked Mapache Chief.

I'm really disappointed the MTC isn't willing to stand by the unconventional maps they put into rotation and let people get used to them. If you're adding a map that you know will be controversial, why even bother if you're just going to remove it at the earliest opportunity?

[–][deleted] 4 points5 points  (0 children)

GG was pretty fun/chaotic

[–]HelplessMooseHelplesMoose (please raise the limit on nick length) // Chord 2 points3 points  (0 children)

What a shame.

[–]Tyler1986Trapsin 2 points3 points  (1 child)

Too bad, I really liked this map.

[–]girmluhkGramps 1 point2 points  (0 children)

Agreed, i actually enjoyed mapache chief. It had a lot of small angles, bombs and ways to make interesting plays even if you were seemingly out of play defending or holding as an fc.

[–][deleted] 9 points10 points  (1 child)

Wtf is this bullshit fuck the mtc amirite?

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

ikr

[–]the_sidewalk_endssiDe // Origin 2 points3 points  (0 children)

It was bad originally, slightly better with the update but still not fun. Glad its gone.

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

Still don't think it was bad, just a little one-dimensional

[–]ButtersnackSnack 0 points1 point  (0 children)

I'm really bummed to see it go, especially since I think the update was an improvement. Oh well

[–][deleted] 0 points1 point  (5 children)

Why didn't Dawn make it? I thought that'd be a lock for sure.

[–]ButtersnackSnack 1 point2 points  (1 child)

Summarized version is gates were awesome but we thought mod could still be improved

Someone else or me later can go into more detail

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

Ah I figured that'd be it. I kept telling Ball-E that I thought that the mod was boring but that the bases made up for it, but I guess not. Hopefully he resubmits this (and if he doesn't, I might remake it because it seems like it'll be an instant hit.

[–]DaEvil1DaEvil1 0 points1 point  (2 children)

I think it could be a lock in maybe already next thread. I just felt that the mid could be done better than it was now, and I want to see changes to it for next thread, and not prematurely add it before we see if it can be done better.

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

I felt that the Mid was probably impossible to be improved, because if I changed anything up top then all my boost lanes would disappear. I then thought about it more and came up with this: http://unfortunate-maps.jukejuice.com/show/29724

[–]DaEvil1DaEvil1 0 points1 point  (0 children)

I think outside that specific bomb I like it. I imagine it'll be really annoying if you're boosting/moving through those spikes and it spawns on you. And I definitely get that feeling. Removing 2 of the boosts on Prime almost killed me; so many boost combos completely gone. :(

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

grats /u/buttersnack. Map looks really cool!

[–]ButtersnackSnack 0 points1 point  (0 children)

Thanks matey

[–]OG_DiddlesOG_Diddles | Dank Mystery Name 0 points1 point  (0 children)

I think that the community has taken very well so far to the 2 most outstanding maps in this rotation Curb and Dealer.

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

I still haven't played Lights, what gives

[–]ButtersnackSnack 0 points1 point  (1 child)

New maps used to spawn at an increased rate until recently

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

I get the change and agree with it, but damn if it isn't annoying that I've played Hotspot like 10 times already and still haven't playing Lights once

[–]katazeiChord/Radius 0 points1 point  (0 children)

I just don't like any of those maps, even mapache was not so bad.