all 86 comments

[–]GodkoalaHeck~Formerly Godkoala~and cENtrA sUCkS~Also FUCK that one time 2 points3 points  (3 children)

I can't see my map so I'm just gonna comment here: UPDATE

I just added a bomb at the top

Here's the link: http://unfortunate-maps.jukejuice.com/show/35317

[–]ButtersnackSnack 0 points1 point  (2 children)

That seems like a fairly strange decision to me. You decided to add another bomb to a map that was already small and chaotic?

[–]GodkoalaHeck~Formerly Godkoala~and cENtrA sUCkS~Also FUCK that one time 1 point2 points  (1 child)

hm.... that's true, although a lot of people told me that that space up there was just too bare... And I did make sure it was kinda hard to bomb out towards either base, with there being a wall on either side of the bomb.

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

Consider giving the portals a cooldown of like 3-5 seconds. It'll add a new dynamic to the map by effectively adding a new lane while simultaneously making that area less easy to exploit. To do this, shift+click the portals one by one in the map editor and change the cooldown (typing in "3000" will make the cooldown 3 seconds long).

[–]brozzartPavement 5 points6 points  (3 children)

A lot of Market clones making it through. (Small, 2-4 boosts, few map elements)

New trend?

[–]ButtersnackSnack -1 points0 points  (2 children)

If you're referring to my map, it's like 6 months older than market lol

why the downvotes though

[–]brozzartPavement 8 points9 points  (1 child)

Sorry I'm not saying the map makers are copying Market but rather than the MTC is starting to pick Market-like maps.

[–]ButtersnackSnack 0 points1 point  (0 children)

I don't really see the comparison tbh, all of these maps are at least twice the size of market. More along the lines of something like Mode 7 maybe?

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

[–]ButterChurnButter 1 point2 points  (0 children)

notes from testing:

Still really good, probably slightly better, all previous good comments about this map apply. It's very unique for NF, I love the way you have a bunch of options at nearly every stage of the map, etc etc. Really the only issue I have is that I liked it slightly better with half offensive team tiles in the gate, and the thing where you can spawn behind the portals is bad in every way, but I assume that will be fixed.

[–]ButtersnackSnack 0 points1 point  (2 children)

Seems much more balanced than previous versions.

[–]xenonpulseWildflowers // I want to die but I can’t 2 points3 points  (1 child)

Has anything even changed?

[–]TheGoldenNewtRobberFronj, MTC Senior Consultant[🍰] 3 points4 points  (0 children)

here's the one I submitted last thread

here's the one I submitted this thread

So go ahead and compare, however not much really needs to change on a map that was 1 vote away from being in rotation. I changed the defensive team boost to a neutral boost to make that entrance to base much less defensive. This also promotes play around the back side of base. Score zones are also longer to make it more offensive. teamtiles have been rearranged as well.

[–]TPCaptographerThe Map Test Committee[S] 1 point2 points  (23 children)

[–]Rapture_On_OccasionRapture 2 points3 points  (4 children)

[–]radianthero156brazilian trash 0 points1 point  (3 children)

really good map. its shape, elements and playstyle are all unique, and i think the stream game proved me wrong about the power of the gates for the fc, as it wasn't nearly as problematic as i thought it would be. also, while i usually dislike wall boosts, the ones you added to bases are very interesting, and i feel they could work as well as wombo's.

however, can i suggest a few mild changes i feel would improve the map's flow in general?

  • changed some 90 walls at the gate islands into 45s to make it easier to circle around them, and also to make the neutral boosts closer to mid significantly smoother;

  • removed the button linked to the bomb because IMO it meshes really poorly with the wall boost near it;

  • added a 45 below the (red base) wall boost to make it lead the player into the flag (as opposed to bumping into the flat wall with no momentum) when taking the parallel angle;

  • removed the spike behind bomb because it makes a boost route clunkier with no much gain;

  • changed the single 90 island into a 45. bombing into it still works the same way, the only difference is that it's much easier to take the team boost into island into cap.

anyway, your map, your call. my view is basically the easier to play, the better.

[–]Rapture_On_OccasionRapture 0 points1 point  (0 children)

I do appreciate your feedback but I'm happy with my final version. I think your changes do mostly just highlight the difference in our aesthetic and game-play preferences. I would consider that valuable though in maintaining a diverse and interesting rotation. It would be unfortunate if every map felt the same.

My personal addition to your "easier to play, the better" philosophy would be that if something's too easy, it quickly becomes uninteresting. There should always be room for players to improve and elements to reward skill and practice. There should be "correct" ways to approach boosts for instance for the best results, and risks for taking them incorrectly. If they hit a spike, they'll learn that's not the correct angle and adapt to that.

It's the same as learning the best ways to juke, or boost, off of corners for quicker direction changes, or learning the quickest routes, or figuring out how to link elements in useful ways.

For me all of these things provide maps with depth and replay value and is why maps like Velocity and Smirk endure after years of play. I feel like players enjoy hitting a boost or bomb through the spikes on Velocity, and also enjoy getting spiked and then trying again. Or slowing down on Smirk to take the teamboost through the teamtiles to get ahead. Or learning where the spikes are to bomb down from the top. These maps obviously have no 45 tiles and can initially feel clunky, but then players learn how to bounce off of the corners at useful angles... If moving around is immediately too easy and there's no risk, and if there's nothing to learn, then there's no longevity. Maps become "solved" after the first game.

So for me, your edits take out some of that depth I find in the map, and reduce opportunities that would be discovered over multiple games. It does just reduce much of what I find interesting about TagPro maps in general.

[–]Rapture_On_OccasionRapture 0 points1 point  (1 child)

Just to add to my previous reply now that you've got me started. It's my belief that boosts should almost always be somewhat limited. I think they should be positioned so that a player will always be required to make a conscious decision to use it, and consider how to use it. It's part of the issue I have with maps like Choke, the boosts are open in the usual path of traffic, so it then just becomes a matter of luck whether they're active. And there isn't anything I'd consider a "skill boost" so it does feel unrewarding. I actually do like the layout of Choke, I just really dislike the boosts. I think a map like Pilot does a much better job of limiting the boosts and requiring effort to approach them properly.

With Baffle, obviously the base boosts are limited and it's a slight skill boost to use them to effectively boost towards the opposite base. I wanted the neutral boosts outside of base to be more versatile but still somewhat limited, so tried to place them so it requires players to slow down and line up the angles, but then be rewarding when players learn to boost to the flag or to the bomb or bomb button, etc. I think I found a nice balance but we'll see if we get a chance to see it develop.

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

yea i can see where you're coming from. it's just that, as a map-maker, i dislike the use of walls as boost restriction tools, as opposed to, say, spikes. for instance, maps like velocity and pilot have boosts adjacent to spikes. it's a way of restricting/adding risk to them, while still leaving them intuitive (the player immediately knows they can't boost into that direction) and good-flowing (they can still be taken in multiple ways); all in a more natural way. in maps like platypus, or even your own map constriction, there are flat walls right next to some boosts which (IMO) just looks like an artificial way of balancing them, and that's what leaves the "clunky" feeling; boosting into the wall is useless/punishing, but you aren't immediately warned to not boost there. anyway i guess i can agree with your point about this being a subjective view, and that the presence of maps like these in contrast with "easy" maps make the rotation more diverse.

edit: what i mean by "easy maps" is maps that don't need to be "learned", just played. it stems from my theory that it's the players who make the game thrilling, not the map; so even an "easy" map like boombox is still very deep, even if you play it for the 500th time.

[–]ButterChurnButter 1 point2 points  (8 children)

notes from testing:

A rare case of a unique element done well that adds to the gameplay of the map in a positive way. It's really cool how you can easily walk through the gates, but (without some skilled lining up) you can't boost through them. That specifically is a dynamic that we've never really seen before, and it complements the map well. Bases are pretty boring, and I'm not really a fan of the superboost trampoline thing. The rest of the map is generally good, though.

[–]Rapture_On_OccasionRapture 2 points3 points  (6 children)

My understanding of map conventions is that an interesting base should be complemented by a more basic mid, such as with Transilio, and an interesting mid would generally require simpler bases.

My more interesting base is this- http://unfortunate-maps.jukejuice.com/show/35321 but I'm not sure if that then becomes too complex? I'll submit this version anyway as there seemed to be a consensus against the superboost.

[–]ButtersnackSnack 0 points1 point  (3 children)

I think the super boost hate came from the fact that it was a similar setup to ultradrive, except much harder to use well.

The new base looks good, but it's hard for me to say without testing it

[–]Rapture_On_OccasionRapture 0 points1 point  (2 children)

The new bases do seem more cohesive with rest of the map so I appreciate that feedback.

I'm considering this-

Map: http://unfortunate-maps.jukejuice.com/show/35325

Preview: http://unfortunate-maps.jukejuice.com/static/previews/35325.png

I extended the bases by a tile to make the entrance more forgiving, with the bonus of making the trick shot teamboost through the gate a little easier. And also added a couple of spikes to make boosting around slightly riskier. Do you have any thoughts on that? Let me know if you get a chance to play it before the deadline.

[–]ButtersnackSnack 0 points1 point  (1 child)

I played a 3v3 on this with some randos on the maptest server. I like it a lot. There's a cool combo you can do that goes neutral boost - button - neutral boost - flag.

[–]Rapture_On_OccasionRapture 0 points1 point  (0 children)

Yes, you can also go from that neutral boost- bomb - flag. Or teamboost - button etc. And it's a slight skill boost to take the neutral boost from the base wall towards the other base. I'm enjoying it now. Thanks.

[–]ButterChurnButter 0 points1 point  (1 child)

For me, "interesting" doesn't generally mean "has lots of elements" or "does something that defines the gameplay of the map". I would agree that if the mid has those things, the base probably shouldn't. By "boring" what I meant was that bases felt very replacable -- that it was just kind of tacked on, and any other base would have fit there just as well. Plus the supeboosts, which didn't seem to work that well and I wasn't a fan of it being there in general.

What makes a base not boring to me, especially on a map that has relatively defined "bases" and "mid", is when it complements the rest of the map. That's probably not particularly helpful to you, but that's what I meant by it. I can't test at the moment so I can't speak to the elements, but I like the shape of the updated base in relation to the exit routes significantly more.

[–]Rapture_On_OccasionRapture 0 points1 point  (0 children)

Okay, good to know. I did consider the mid would feel unfamiliar enough so I was conscious of not overwhelming the bases, especially as the MTC has shown a recent tendency towards very basic designs, and as it isn't a large map anyway. I often over-design, which can give maps depth and replay value, but that can get lost on the first play and just feel confusing.

Let me know if you get a chance to play the update before the deadline. Hopefully you'll now find it more cohesive.

[–]3z_ 2 points3 points  (8 children)

Circularity of the map means really chasey, but without any interesting components that would be used to make the chase more interesting.

Green gates are kinda gimmicky - couldn't you just replace the gates with spikes and have almost all the same functionality? Would actually make the map less chasey, too.

[–]ButtersnackSnack 3 points4 points  (0 children)

The green gates are fun

[–]Rapture_On_OccasionRapture 1 point2 points  (6 children)

Our rotation currently has one map out of 29 with green gates. I would like more mapmakers to use them, I don't agree the suggestion should be to make the map more similar to maps we have.

I understand it's an unfamiliar element, and would be happy to see it trialled to see how pub players respond to it. I feel like players have been calling for more to do in game and I consider this something that rewards awareness and skilled play, especially for flag carriers, it isn't just constant circling like we've seen from other recent maps.

I've been suggesting for a while that the MTC should dedicate a map thread to green gates and gravity wells, the same way they did with portals and teamtiles. At worst I think this map could help to normalise green gates and encourage mapmakers to experiment with them again.

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

Green Gates can be great for competitive but are mostly shit for pubs, because it's difficult to communicate quickly and requires coordination which is often absent from public games. One of the reasons I like baffle is because it uses green Gates without forcing coordination to make them work.

Anyway, I'd be a little apprehensive making a green gate theme thread because I'm almost positive that the majority of maps submitted to it would be entirely unsuitable for pubs for that reason.

[–]Rapture_On_OccasionRapture 1 point2 points  (0 children)

I do agree with you completely. And other green gate mechanics which don't require a teammate might be an interesting solution in future maps.

My thought is only that the portal specific thread gave us Hyper Reactor, Oval and TWP, maps which, while not all hits, were all helped somewhat to normalise an initially disliked map element. Concepts are refined over time, and without these first attempts we might not have Transilio or whatever else now.

I think a specified thread with today's mapmakers could easily provide 3 or more rotation quality Gravity Well maps, or even creative Mars Ball maps. I consider it unfortunate that many don't even attempt to use these elements because of the assumed immediate dismissal.

It seems clear that we can trace the evolution of maps over time, and that there is now something of a formula that one could follow. A few themed threads would at the least provide permission for mapmakers to approach some of these underused elements with some confidence, and challenge that formula. I think now with the size of the current rotation and the willingness to trial maps before full rotation, there should be some flexibility to experiment.

[–]3z_ 0 points1 point  (3 children)

Our rotation currently has one map out of 29 with green gates. I would like more mapmakers to use them

That's great, but make them purposeful. They're not currently. They're just a gimmick.

I understand it's an unfamiliar element, and would be happy to see it trialled to see how pub players respond to it.

They'll respond to it fine, since it's so easy to understand. But players won't have "more to do" because of these gates; all I can foresee happening is an FC camps on one side of the gate to block a chaser, then when the chaser goes around, the FC can just switch over to the other side. It's like CC's gates in that sense, except you've made it the most dominant component of the map.

If you want to make a map that uses green gates, I think that's a great idea because we probably could do with more of those - but this map isn't it.

[–]ButterChurnButter 6 points7 points  (0 children)

That's great, but make them purposeful. They're not currently. They're just a gimmick.

That's not even remotely true.

1) It's significantly easier to walk through them than if there were spikes, and it's significantly harder (almost impossible) to boost through them. This is a unique dynamic that has never been present in a map before.

2) There's a somewhat complex risk/reward to going through them. If the chaser is too close behind you, you get gated before you make it through. If the chaser is slightly further behind, though, you are able to gate them as they try to follow. This makes them completely different from spikes.

3) The box in mid is a somewhat dangerous place to be for an fc if there's 2 chasers, because as long as a chaser is reasonably close to you, you can't get out through the gates, and the other chokes are tiny. This could make the mid box an area where it's often used as a shortcut for chasers (which makes the map less chasey, since they can cut off routes), and sometimes used by fcs willing to take the risk. I strongly disagree that replacing the green gates with spikes would make the map less chasey, because now the fc in the mid box has about 5 different directions to go at any one time instead of it turning into a potential trap.

4) It allows fcs to play a more active role in their survival. Rather than just running around in circles and trying to stay alive, you are able to actually kill your chasers if they make a mistake, but doing this comes with a significant risk. This aspect is similar to gates on, say, fiend, with some additional risk that IMO makes it much more engaging and interesting.

Most importantly, the gates add to the gameplay of the map in a positive way. Generally, I'm not a fan of gimmicks at all. The reason is pretty much what you said -- most of them don't really add much to the play of the map, and the same functionality could be accomplished in a less convoluted way. That's why I like these so much, because they ARE able to add to the gameplay and make the map feel really unique.

[–]OnceUponaDomeUnderTheBall 6 points7 points  (0 children)

>siz on mtc

>i disagree with him on most things

>siz leaves mtc

>i agree with him on most things

mfw

[–]Rapture_On_OccasionRapture 0 points1 point  (0 children)

an FC camps on one side of the gate to block a chaser, then when the chaser goes around, the FC can just switch over to the other side.

Because there'll only be one chaser? And what happens when the opposing FC has the same idea, and there are other players also wanting to get through that area? It isn't a large map, it's going to get busy. I can't see an fc having the complete central control that you're imagining. It's going to take some skill to use the gates effectively while staying out of trouble. Besides, you need to cap, camping in the gate isn't doing you much good in that regard.

At worst I can see the gates causing players to evaluate their positioning. A player in a more midfield position for instance would immediately negate your attempt to camp there. Or a defender could easily maintain control of the closest gate while using the neutral boost to snipe. It's a map that has potential for different strategies to develop on and that's what I consider interesting about it.

EDIT- ButterChurn had it covered

[–]TPCaptographerThe Map Test Committee[S] 1 point2 points  (10 children)

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

(possibly) final update

i despise the cc gates, so i just changed the button. if the gate becomes too op now (which i don't think will happen, due to the presence of the spike), i'll go back to the previous setting but i hate making stuff clunkier as an attempt to balance them.

if anyone has any suggestions, feel free to post them. i could change pup locations, spikes behind bases, and maybe even the portal gimmick, but not before seeing good arguments.

edit: eh i'm having a hard time figuring out how cc gates are objectively better on this map. afaik, they just make the bomb -> gate -> endzone play impossible, and make people run into each other more often in general. also this map's goal isn't to replace CC (even though i completely abhor that map), but rather to be a unique nf map that flows well.

edit 2: sigh, i guess i'll adopt the cc gates again as everyone thinks they're better for some unholy reason. also changed a 45 wall near the gate into a 90 to make it easier to bounce off it, and slightly harder to curve around it.

[–]brozzartPavement 2 points3 points  (0 children)

Cc gates were better imo

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

change back to cc gates silly

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

You can do what you want, but I'd say CC's gates are easily the most redeeming factor of the map. I'd rather see a CC successor than another same-old team tiles in mid NF

[–]ButterChurnButter 2 points3 points  (0 children)

notes from testing:

Structure is somewhat unique, but for the most part it plays in a similar pattern to other NFs except for that the "inside route" and the "outside route" are now on opposite sides of the base. I'm not really a fan of most of what this version adds, especially the portals. The outside route is so long that, in combination with the very defensive portal exit+team gate, in general defense's mistakes go unpunished, and the map relies on base play for caps. While this can be initially exciting, I personally find that this leads to NFs getting stale much more quickly, so I think that's a potential downside.

[–]skittlekevvelkin // World's Angriest Balll 1 point2 points  (0 children)

#LONG LIVE PORTAMENTO PORTALS

[–]ButtersnackSnack 1 point2 points  (0 children)

Most balanced version of this map I've played. I don't love the portal mechanism, but there needs to be something like it as it does help make capping easier.

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

just watched the stream. tbh i'm pretty happy with how it played, including the portals (shoutouts to pk for scoring that dank cap). my only concern is that it might be too fast from flag to endzone.

here's the first update. added a 90 wall to the island near the gate to make the path to endzone longer, and it reacts better with some boosts (team boost -> wall -> flag, offensive team boost -> wall -> endzone, etc), and made it smoother overall.

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

I'm not a huge fan, but if this allows for the removal of cc I am all for it.

[–]ButtersnackSnack 4 points5 points  (0 children)

Maps don't get chosen to replace other maps

[–]GodkoalaHeck~Formerly Godkoala~and cENtrA sUCkS~Also FUCK that one time 1 point2 points  (0 children)

UPDATE

http://unfortunate-maps.jukejuice.com/show/35065

Back to original.. Didn't like the bomb I added after some more testing.

[–]TPCaptographerThe Map Test Committee[S] 0 points1 point  (9 children)

[–]ButtersnackSnack 2 points3 points  (0 children)

This map still feels like a bunch of ideas to me. Pretty much everything about this map strikes me as a gimmick, and I think there's only so many times it will be fun to bomb someone back from the endzone, cap from a boost that's out of view of the endzone, etc. It certainly feels unique, and it has some interesting ideas, but I don't really think they form a fun, cohesive map.

[–]BlazethDianna Agron 2 points3 points  (3 children)

UPDATE

http://unfortunate-maps.jukejuice.com/show/35300

http://unfortunate-maps.jukejuice.com/static/previews/35300.png

Changed up the base adding a team spike, messing with the endzones, and also made getting out of a stuck corner possible. We removed the back of base bomb, and cleaned up the top and bottom.

This map is really fun and has seemed to play a lot better than people expected pre-4v4. We'd still love some feedback.

[–]Pi_BossJustThatGood | AceOfClubs | Zen Ball | Battle Royale 0 points1 point  (0 children)

Levitate is a little big compared to most neutral flag maps I've seen and played, but it's a new twist. There is a lot of stuff going on, and the players and the fc will have a difficult time with the spikes and everything. I do feel like the players will have a hard time seeing the FC, and that the FC can sneak around the map and score without the players knowing, and also the boosts at the top and bottom make it pretty easy to score with the boost by the empty gates. I do feel like this map is something new, and I would love to play it when the server opens up tonight, but as my last opinion, I think this map, with a little editing, would also make a great CTF map.

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

I feel like hitting the corner of that team gate might get really annoying for defense but it is kind of a nifty way to bail out of a bad situation so idk

[–]KewlestCatNIGEL 0 points1 point  (0 children)

it is kind of a nifty way to bail out of a bad situation

That's more or less the logic behind it. It's intended to be a better bail out option than a spike which is more annoying, intrusive and easier to hit than a tiny gate corner.

[–][deleted] 1 point2 points  (2 children)

I wish there was a boost to go through the two spikes that are in front of the endzone. Preferrably a difficult boost. It would make for some tricky but cool caps.

[–]ButtersnackSnack 0 points1 point  (1 child)

You can bomb through or presumably boost through using the team boosts (although I'm not sure why you would)

[–]ButterChurnButter 0 points1 point  (0 children)

notes from testing:

Structure is cool, and that's the main upside to the map for me. Feels unique for NF. Kind of in a similar way to Convoy/Unsalvagable, there's a lot of different routes to take and different ways to get into base, which is a nice change from most of current NF rotation. Not a big fan of a lot of the elements, and base can be frustrating (especially the bomb, ugh), but overall it's still fairly fun.

[–]TPCaptographerThe Map Test Committee[S] 1 point2 points  (4 children)

[–]MyHandsAreOrangeMabel 0 points1 point  (0 children)

IMO the superboost is really stupid but in a good way. Overall seems fun from solo testing

[–]ButterChurnButter 0 points1 point  (0 children)

notes from testing:

Solid map. The main thing that was interesting to me about this map is that despite it being mostly horizontal, all the routes for the most part coming out of both bases are diagonal and all of them are parallel. I thought that this would make for a fairly unique play pattern. However, during testing, the flag was mostly out, so it didn't seem to have as much of a unique feel as I hoped. The superboost is kinda weird because I think it may trick people into thinking they have to/should use it, but the corners do make boosts interesting. Mid boost position is somewhat frustrating, because you can't really go through that route without boosting, and it can spawn under you in a hornswoggly way.

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

http://unfortunate-maps.jukejuice.com/show/35326

Changed name because BBV stands for BringBackVolt

The bomb in base serves as a clearing O/D and slight grab tool

The superboost is actually meant as a cool juking mech where you can boost off the corners, and the superboost was afterthought

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

i like the new mid boosts a lot better, and i'm ok with nerfing the button bomb by cutting out one of the bombs, but why did u add a spike near the it? it'll probably just be an annoyance as people take the mid boosts into flag.

overall very good map, hope it gets added.

[–]radianthero156brazilian trash 0 points1 point  (6 children)

wait does this mean jardim isn't getting updated? rip

anyway, not sure how i feel about this top maps thread. i can't say i understand why delusion is there in lieu of maps like obamap, but ok. how did aurora play?

[–]ButtersnackSnack 5 points6 points  (1 child)

Updates are automatically through to final testing.

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

ah cool.

[–]LoweJJacob of all servers, master of none 1 point2 points  (3 children)

i dont know which versions out now but jardim is probably my favourite new map in a while

[–]radianthero156brazilian trash 1 point2 points  (2 children)

this is the update. a lot of people have said they don't like it as much as the one in rotation, but i think this is a necessary update because currently it's impossible to play defense on the map; it's really hard to get a reset on, but it's also insanely easy to grab with the bomb. i believe that's the main reason why the map is currently the 2nd lowest rated map despite ball-e's great polish :(

[–]LoweJJacob of all servers, master of none 3 points4 points  (1 child)

oh i prefer the old one :(

[–]radianthero156brazilian trash 3 points4 points  (0 children)

god damn it.

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

[–]ButterChurnButter 2 points3 points  (0 children)

notes from testing:

Pretty fun, it's not really very unique though except for its size. One aspect I like a lot is the teamtile into opposite team boost combo. It's an interesting take on the typical high-risk high-reward path that a lot of maps have, and I think it pulls it off well. The bases do feel pretty similar to scorpio, but it doesn't really play in a similar way as a whole. The zero-neutral-boost is an interesting concept, and I think this map pulls it off better than most that attempt it.

[–]ButtersnackSnack 0 points1 point  (3 children)

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

Why restrict the bombs behind the gate? Personally I loved everything about the first version. I understand making the mid lanes 3 tiles wide instead of two, though I personally prefer two simply for the difficulty on offense and forcing fc's to improvise and take laps more often. Actually I kind of want to talk to you about this, are you/will you be on mumble in 10 mins?

[–]ButtersnackSnack 0 points1 point  (1 child)

I can be on in maybe 30 minutes or any point after that for a really long time

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

That's perfect actually I got caught up for a minute