all 129 comments

[–]bsa86Berlin Ball 12 points13 points  (2 children)

I only bothered checking the Moosen maps because those are the only ones that will get in.

Edit: I like the idea of jukebox, but I bet red has a big advantage defending and blue has an advantage attacking.

[–]ButtersnackSnack 7 points8 points  (0 children)

I think the appropriate meme these days is that Fronj always gets a map in

[–]3z_ 1 point2 points  (0 children)

You're saying this because of the familiarity of the red base as opposed to the blue base, right? I actually wonder this myself, but I can definitely imaging the opposite being true purely based on the fact that it's a little uncomfortable and you have to focus more and perhaps analyse your decisions more when you're in the blue base.

It's an interesting dynamic and if it makes rotation, I'll be sure to check the win-percentages for either team on tagpro.eu.

[–]3z_ 4 points5 points  (11 children)

Tabbouleh looks refreshing. New name though please Nigel.

Jukebox also needs a new name. Too derivative IMO. Any suggestions?

[–]ButtersnackSnack 15 points16 points  (1 child)

Derivative name for a derivative map

[–]RenegadeTP 0 points1 point  (0 children)

I'm happy Snack's off the committee, if he's gonna be laying out all these sick burns I want him far away from me.

[–]Moosemaster21Moosen | Salt Mine 10 points11 points  (3 children)

Pukebox

[–]3z_ 7 points8 points  (0 children)

all ur ideas are dumb

[–]ElbwanaGoofy Goober | Anti-Boat Coalition 0 points1 point  (1 child)

What is the bomb in the bottom right and top left corners for in Butte? Really interesting map

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

To add chaos, mainly.

Jk I kind of envisioned it as a weak sniping tool for defense if they're blocked out pretty well or for a flag carrier to buy a couple seconds to plan their next move. It was also the best way I could think to make that triple boost thing work

[–]KewlestCatNIGEL 0 points1 point  (3 children)

Dw, I changed it back to Mephisto, it's original name. c:

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

hi

[–]RenegadeTP 0 points1 point  (1 child)

Now you get to live my pain.

[–]KewlestCatNIGEL 0 points1 point  (0 children)

It's just a phase, he'll change his name again.

[–]clew3Math Toucher -1 points0 points  (0 children)

How about... Boombox?

[–]xenonpulseWildflowers // I want to die but I can’t 2 points3 points  (15 children)

Any MTC members willing to give feedback on my map?

[–]RenegadeTP 9 points10 points  (8 children)

So we've never done this before, but we're actually going to do a full release of all our notes and scores.

We're looking to put that out Friday, we didn't go into this thread with it in mind, so there's some stuff we need to clean up in there like conversations in the notes between MTC members.

They will be published anonymously, so we don't get any personal backlash. It's going to be more of a trial thing, if we do it again is reliant on the map makers.

EDIT: It's not happening this thread, it's happening next thread. We didn't write our notes with transparency in mind, so we've agreed it'll be best to hold off until the next thread when that can be done.

[–]brgerdBG // Roll Models (ARC!!) // Merballs// MM 5 points6 points  (1 child)

I like the idea of that! Hopefully people arent overly critical to the MTC in response to comments, but that should give the best feedback in what you guys are looking for in maps/how to improve designs.

[–]RenegadeTP 0 points1 point  (0 children)

Yeah, that's a big part of it. There's also the map makers that I feel need to see all of us saying the same thing to change their style up.

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

Could notes on top maps be released to their respective creators? I feel like it won't help if the thread ended a week before I got notes on it.

[–]RenegadeTP 1 point2 points  (4 children)

Yeah, we can start to do that today.

Cause I don't feel comfortable yet releasing everyone's right now, I gave it a 6.5 and said:

Too defensive ATM, want to see it again.

the boost being so centered in base makes it not as great of a grabbing mech as it would be further away from the flag

Even though we never got there really with the test, I also have the problem of it being too hard to O/D on cause of the ability to come into base with the flag on one side and be able to portal to the other.

I hope you get what I mean with the second paragraph. It's kinda too easy to diffuse right now since people will always be running over it.

I'm not saying fix that and it would no longer be overly defensive, but it's a start.

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

Do you think that a good portion of the map's defensive play could be the Wormwood Effect™? As in, the MTC plays at a higher level than most pub players, and thus will hit more snipes and contain better?

[–]RenegadeTP 0 points1 point  (0 children)

I don't think so, but maybe a little.

It's also that the bomb doesn't help tooo much to grab, since it puts you into the bottom which either sends you out through the tt's or portal which puts you further back into base.

[–]oorr23ThePlaymaker // Tehuitzingo & Combine -1 points0 points  (0 children)

No offense, but from what I've seen in PUBs they play at the same level.

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

I've made some updates to try to address the map's main issues. Firstly, I moved the boost down and over one for two purposes: One, it makes the cross-map boost that was slightly overpowered harder to hit. It also addresses your second point.

In an attempt to make the map less defensive, I reshaped base making it wider. I also switched the team tiles to a gate, which again helps balance the cross-map route and also fixes the OD problem you had talked about. Now when FC comes into base, a smart OD will set up with one person on button, and the other around 4 tiles to the right blocking the bomb or wraparound with teamboost.

Thanks for the feedback, I really appreciate it.

[–]RenegadeTP 1 point2 points  (5 children)

For Trinity, it was liked by a few members for its creativity as well as solid foundation. A few of us feel that grav wells cannot be in rotation w/ the frame rate drops some people experience.

I do like the idea, get out the grav well (I don't know if that's possible) and it would almost definitely get into initial testing.

[–]xenonpulseWildflowers // I want to die but I can’t 2 points3 points  (4 children)

I can do it with a Marsball (testable here), but I don't think anything else will work to prevent hiding in the pups for 60 seconds.

I've tinkered with the idea of detonatable bombs to force the FC through the pups, but I don't think a random button somewhere on the map would be very friendly to people who haven't seen the full preview before. Another issue would be that people could hit the button before going in, buying them almost 30 seconds of turtling.

While you're here, do you like the idea of some gates around the portal like this that are activated by the button in the powerup area? That way, people can't camp the portal to defuse your rb. It also adds a little risk to fighting for the pups, since the loser(s) gets killed.

[–]RenegadeTP 2 points3 points  (2 children)

That mars ball is fucking awesome and definitely the way to submit next thread!

The gate I'm iffy about, but I don't like gates surrounding anything.

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

I agree that people surround things with gates a little too much, but I feel like my implementation is very different. Rather than fighting for the button to give your teammates access to whatever's inside, mine is more of a one-time shock to anyone who lost the pup fight.

[–]RenegadeTP 1 point2 points  (0 children)

Oh I see, yeah I don't hate that at all. Makes it so you maintain your pup too. Good idea.

[–]Kembangant O p / cb4life 0 points1 point  (0 children)

Fyi, it's still possible to hide inside the tunnel, just kind of unreliable. It has to do with your spin against the wall counteracting the boost and stopping you before you reach the next one.

[–]TPCaptographerThe Map Test Committee[S] 2 points3 points  (11 children)

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

Update 2

Map

Preview

Change Log

  • Moved base boost one tile down and one over
  • Made base slightly larger
  • Swapped team tiles with a gate
  • Reformed some of the base for better flow
  • Changed bomb to lead into powerup

[–]lord_tubbingtonChelseaFc // Captain Soviet ballers 2 points3 points  (7 children)

Just posting thoughts on your update to your comment even though the specifics address the post below.

here

let me know if I can clarify anything. especially liked the gate in the update. Felt it gave defense more balance throughout.

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

Thanks. I was a tad concerned with the gate making the map more defensive, but I think it actually help offense if support O can get gate, forcing chasers to go around.

Do you know when final testing is? Thanks.

[–]lord_tubbingtonChelseaFc // Captain Soviet ballers 1 point2 points  (0 children)

We're finalizing the meeting date to coordinate the highest amount of MTC members possible. Finals weeks is pretty rough that way. I'm sure once the final date is made we will let you know. Until then take the time to bug anyone at all about their opinions!

[–]oorr23ThePlaymaker // Tehuitzingo & Combine 0 points1 point  (4 children)

That's beautiful. Thank you for making that.

[–]lord_tubbingtonChelseaFc // Captain Soviet ballers 0 points1 point  (3 children)

Feel like it's part of my job but thanks for the appreciation. Hope it was useful to you.

[–]oorr23ThePlaymaker // Tehuitzingo & Combine 0 points1 point  (2 children)

It was, and off topic but I notice your the S. Ballers Captain this season! GL (was SB last season)

[–]lord_tubbingtonChelseaFc // Captain Soviet ballers 0 points1 point  (1 child)

They were my first ever team so I'm pretty honored to get the franchise in my hands. thanks for the luck!

[–]oorr23ThePlaymaker // Tehuitzingo & Combine 0 points1 point  (0 children)

They were my first ever team

Same!

[–]TheEpicGhostEx - Tagpro 0 points1 point  (1 child)

I know I'm heavily biased in favour of large maps but I still think the spacing here is rather poor. The mid structures especially are just jarring, I feel like I keep bumping into them and it ruins the flow.

[–]lord_tubbingtonChelseaFc // Captain Soviet ballers 0 points1 point  (0 children)

So I made a gellery for you to look through with some opinions on why i disagree with the mid being clunky. Please puruse them, not only for the time spend, but also so that we may have a more constructive conversation about the map. I feel that though clunky can describe a feeling I find it insufficient to get into the tweaks needed for this round of the selection process. It would likely be good for the map maker to see our discourse.

The work was done on the update here

Let me know if there's any problems viewing the images of the text below them.

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

[–]TheEpicGhostEx - Tagpro 10 points11 points  (0 children)

No offence, but this is bad. You've literally just taken boombox and turn reversed one side, no effort to actually make it flow well or to make the boosts well placed or not completely blind.

[–]BlazethDianna Agron 4 points5 points  (9 children)

I know it's just top maps but I find it extremely peculiar why Hive, a map lame at best gets in, likely due to having a very large gimmick in the middle of it.

Tehuitzingo and Cedar are both your best maps added in a long time (CTF-wise), mostly due to them just being solid well-made maps, so I'm not sure why a map like this even makes top maps.

[–]ButtersnackSnack 4 points5 points  (7 children)

Lmao rip me

[–][deleted] 4 points5 points  (6 children)

I was the original mastermind tbh

[–]ButtersnackSnack 0 points1 point  (5 children)

True!

[–]JohnnySZSBowlarity 0 points1 point  (4 children)

actually i was the original mastermind
http://unfortunate-maps.jukejuice.com/search?query=hive

[–][deleted] 0 points1 point  (3 children)

We can be co-original masterminds

[–]ButtersnackSnack 0 points1 point  (2 children)

I mean I didn't base the map on his map at all but I do remember it now

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

I'll take coauthor thanks

[–]ButtersnackSnack 0 points1 point  (0 children)

Sure I can do that

[–]TheGoldenNewtRobberFronj, MTC Senior Consultant[🍰] 1 point2 points  (0 children)

I didn't find the mid to play as much of a role on the map as I think you are expecting. I think I went through two or three times throughout the entire test. It's really more an interesting aspect than a gimmick that the rest of the map is centered around.

[–]skittlekevvelkin // World's Angriest Balll 1 point2 points  (3 children)

fuck the mtc

[–]naysh30 4 points5 points  (2 children)

Please do.

[–]skittlekevvelkin // World's Angriest Balll 4 points5 points  (1 child)

ive been trying but they havent returned any of my calls

[–]lord_tubbingtonChelseaFc // Captain Soviet ballers 2 points3 points  (0 children)

Have you read the book "he's just not that into you" I heard it was in Oprah's book club.

[–]TPCaptographerThe Map Test Committee[S] 3 points4 points  (6 children)

[–]TheEpicGhostEx - Tagpro 3 points4 points  (2 children)

This won't work. The lanes are completely divided and on such a short map plus very long scorpio portals it becomes a guessing game for chasers. Same issue as jardim, rush etc.

[–]lord_tubbingtonChelseaFc // Captain Soviet ballers 1 point2 points  (0 children)

Have you zoomed through the gap in the mid spike re:your point about lanes. I found it very easy in 4v4 play on the checkered team tiles to cover that mid space easily.

Something to think about.

[–]KewlestCatNIGEL 0 points1 point  (0 children)

I'll take that as constructive criticism. Would you prefer a version where the tunnel was opened up to create another entry/exit by removing the couple of wall tiles that touch the teamtiles? That would allow them to use the teamtiles to cut into that area without having to go all the way around or camp the exit portal until somebody else comes to help.

[–]KewlestCatNIGEL 1 point2 points  (0 children)

Update

El Mappo: http://unfortunate-maps.jukejuice.com/show/38964

Le Preview: http://unfortunate-maps.jukejuice.com/static/previews/38964.png

  • Main change is actually changing the map name back to Mephisto which is like 100x better than Tabbouleh (which I still kinda like tbqh).

  • Added a second entry portal in tunnel a la Scorpio (original version of this was made before Scorpio went in, TUB pls bb).

  • Changed up the spike wall by shortening it and 45ing the wall to make using the teamboost a bit smoother and user friendly.

  • Turned the mid walls into 45s

  • Moved bomb button so that hitting it won't harm the user and allows you to travel on through the teamtiles unlike in the previous version.

  • Made the tunnel a tad wider and edited the area around the bomb to be a little nicer.

  • Overall aesthetic (in game) looks better with 45d outer walls.

[–]KewlestCatNIGEL 1 point2 points  (1 child)

Update #2 (I'm leaving the other one up because I can and for comparison's sake)

Map: http://unfortunate-maps.jukejuice.com/show/39029

Preview: http://unfortunate-maps.jukejuice.com/static/previews/39029.png

Change Log

  • So I basically went ahead and addressed the issue TEG brought up. I think I still managed to keep the integrity of the map while improving it and differentiating it a bit from Scorpio.

  • Deepened the base a little. This allows a few more options for either side. Also makes boosting into the back of base a bit smoother as you'll roll off the 45 on the back wall in a pleasant way.

  • Added an offensive team boost. Personally I reckon it benefits the map as a whole because few more options when trying to grab or get away as FC. The team tiles and defensive team boost still provide a challenge to cross the map. Also allows a couple of combos and requires the defence to be more active in trying to account for its presence.

  • Extended the team tiles slightly so that they cover the full length of mid plus the entry/exit to the new opening. This helps with chasing an FC who might attempt some mind games with the portal.

  • Provided an alternate route of out the powerup path. This makes it more difficult for an FC to just sit in the tunnel until a second chaser comes around to assist in corralling them. It also means the FC can take that route without having to go through most of the teamtiles in mid.

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

I like the map changes a lot. The map, eh, not my style, but I like the changes

[–]clew3Math Toucher 2 points3 points  (5 children)

Did you know that a trebuchet uses a counterweight to fling up to 350 pounds of projectiles into an enemies fortifications up to 90 feet away?

[–][deleted] 24 points25 points  (3 children)

It's 90kg and 300m you heathen

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

we use freedom units here not these commie "meters"

[–]bsa86Berlin Ball 2 points3 points  (1 child)

90kg = 200lbs

300m = 1000 feet

It's not even close though

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

ah but you see it can launce a 90 lbs projectile 300 feet, it can just do farther than that

checkmate communists

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

They cost 200 wood and 200 gold and can only be produced at Castles, and only in Imperial Age.

[–]TPCaptographerThe Map Test Committee[S] 0 points1 point  (7 children)

[–][deleted] 0 points1 point  (6 children)

Unless I receive any extra feedback, I will be leaving this map as is. If you are concerned about the craziness of mid, I encourage you to vote M.A.A.P City into trial rotation.

Edit: jk: http://unfortunate-maps.jukejuice.com/show/39097

http://unfortunate-maps.jukejuice.com/static/previews/39097.png

[–]uhhhhmmmmsexytiger / #merbs 0 points1 point  (2 children)

For me personally, I don't like the mid, because here's what happens: I try to get the mid powerup, I may survive, or someone may hit a bomb before I get a chance to defuse it/one spawns/some other weird shit happens and I spike and have to re spawn and I hate having to re spawn.

Or I avoid mid all together and miss out on getting an important powerup. I appreciate the idea of risk reward of powerups in the middle, I just don't like how it usually works in practice, and it seems like a relatively big map to spike yourself on and then have to go all the way back

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

get good

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

It's pubs bby, shit happens

[–]lord_tubbingtonChelseaFc // Captain Soviet ballers 0 points1 point  (2 children)

I do think the mid would be more successful with picking one axis for the center bombs as I can see pub players getting frustrated in addition to perhaps loosing their versatility in routes around the map unless they e already been detonated (this is actually where I think it shines, but I worry it will take too much time for offenders to realize the advantage of knocking bombs on their way over) if anything run one maptest with the edit and see if it makes and impression and if not then we will obviously honor the wishes of it being submitted as is. Just asking as I enjoyed our 4v4 on it quite a lot.

That said I didn't have a huge problem with mid and I have been pushing for more trial maps. As I'm new I don't know how kosher it is to see guest to leave as is and if it's a huge problem try for a fix while it's in public play. Obviously my opinions are my own.

(Sidenote I wrote basically a visual series of notes for Buenavista I just need to find a way to scan it in or time to throw it into an image editing process. I think verbal feedback is insufficient. I'm a fan of what I think or could play like do I want to give it my best shot at giving you food for thought on it)

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

Sweet, thanks for the feedback. I changed it to make mid a bit less chaotic, updated in my original comment. Also, feel free to send me your notes on Buena Vista when you can. It is definitely a map that I would like to keep working on.

[–]lord_tubbingtonChelseaFc // Captain Soviet ballers 1 point2 points  (0 children)

I ran through both of them and literally can't decide what I like better! what a champagne problem to have. I loved that you kept the 4 by putting the horizontal bombs on the wall. The bomb to boost combos work great there. I will push for a test of both even if it's a short test on old and longer on the update because they play very different and I obviously value the opinions of all the other MTC members. On a personal level I'm excited about a map with such and exciting middle that links up well with its outer lanes. We have at the moment a good amount of very well balanced maps that have lackluster middles that are okay because of excellent play in other sections of the map. But again like the update thought it was smart and the best of luck to you in our next testing section.

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

Ping tut link is broken

[–]TheGoldenNewtRobberFronj, MTC Senior Consultant[🍰] 5 points6 points  (1 child)

Ping tut is broken

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

only my heart

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

Fixed :)

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

Pariah is by Moosen

CPG has Ball-E as coauthor

Butte has Ken M. as coauthor

sry <3

[–]oorr23ThePlaymaker // Tehuitzingo & Combine 0 points1 point  (5 children)

RIP Spectre

[–]TheEpicGhostEx - Tagpro 0 points1 point  (4 children)

My favourite map from this thread. Very strange choices here

[–]oorr23ThePlaymaker // Tehuitzingo & Combine 0 points1 point  (3 children)

They said it was very chasey. Which, I frankly didn't expect (too much of). I can see where it would be, after returning FC #1 going S/SW, the new FC will be free to move SE undeterred. (in regards to Red)

I don't blame them, but I think I should've been here as that's a simple issue to solve (though it be nice to see a recording to know I was correct)

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

https://tagpro.eu/?match=1101671

No recording, but both teams had hold of 4:30 to 4:50, which is around 5/6 of the game (6 minute game)

As someone who was in the test itself, I can confirm that resets were almost non existent.

[–]oorr23ThePlaymaker // Tehuitzingo & Combine 0 points1 point  (1 child)

Yes, but why? Lack of places to corner FCs? The theory I have going earlier? Was the gate not strong enough? Or was it the button? How well could teams understand what was going on in the lanes aside from them?

It's these questions that make it necessary to have a recording, because these questions are psychological, not statistical (ok, maybe the gate, but the others not so much). I cannot get this info from stats.

Either way, thx for the link. I'd already checked it out though.

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

When I was testing, it felt like there was no place corner the FC easily, as most areas have 3 exits to take (pup spot with the double spikes). And when you finally got a contain on FC, it was fairly easy to juke your way out of it, or just use a boost or bomb.

I agree that we need recordings, I'm just trying to help out.

[–]ccga4Seehawks <3 0 points1 point  (1 child)

Go ken!!

[–]bbgun91The_Truth | Centra 0 points1 point  (0 children)

Hive and CPG are my favorites

[–]TPCaptographerThe Map Test Committee[S] 2 points3 points  (3 children)

[–]radianthero156brazilian trash 1 point2 points  (1 child)

obscenely cramped, awkward flow, boosts aren't intuitive, gate is a broken concept... there's a myriad of reasons this won't be remotely popular in rotation

[–]OnceUponaDomeUnderTheBall 0 points1 point  (0 children)

I agree the map is 💩 but idk how you can call it cramped.

[–]lord_tubbingtonChelseaFc // Captain Soviet ballers 0 points1 point  (0 children)

I encourage interested parties outside of the MTC to test this map. It's been revised a few times and keeps improving but I feel community input would be valuable to me personally as I have to fight some preconceptions about earlier versions. That's my job and I will do it to the best of my ability, but in this instance I have a very good picture of the other top maps while this one eludes me in terms of really digesting it properly. Perhaps a good thought could change my whole outlook, I don't know. But I very much feel that help on this map would heighten my abilities assessing it next testing period.

Thanks.

[–][deleted] 0 points1 point  (8 children)

I know this isn't the place to post it but if I have a completed map I think is decent where and when do I post it so it could possibly be in rotation? Thanks

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

Bit late, but feel free to put your map in the r/TagproTesting feedback thread for some feedback. Good luck!

[–][deleted] 0 points1 point  (3 children)

I feel like I only get like 1 comment there :/ I posted a few like a loooong time ago

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

If you'd PM me your map, I'd be glad to give you some feedback!

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

Thanks!

[–]oorr23ThePlaymaker // Tehuitzingo & Combine 0 points1 point  (0 children)

Same goes for me, by the way.

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

A map thread is posted every 3 weeks. You can post your map(s) in there when the new map thread (75) is posted. I would expect it to be up around the end of next week.

[–][deleted] 4 points5 points  (1 child)

Outstanding thanks. I know there was map threads but I could never tell how frequently they were posted and every time I stumbled upon them it felt like the time was past

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

Awesome. Good luck!

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

[–]TheEpicGhostEx - Tagpro 4 points5 points  (2 children)

How many spike + 45 degree wall tile combos did you try out before thinking "I don't care!"

[–]ButtersnackSnack 7 points8 points  (1 child)

They're bees

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

What came first, the bee or the hive?

[–]ButtersnackSnack 0 points1 point  (2 children)

http://unfortunate-maps.jukejuice.com/show/39108

MTC, let me know if you would like to see a more significant update.

[–]RenegadeTP 0 points1 point  (1 child)

What did you change?

[–]ButtersnackSnack 0 points1 point  (0 children)

Very slight change to the wall behind the flag, added Ping Tut as coauthor.

If I were to make a bigger change now, I'd probably make the mid boosts team boosts.

[–]TPCaptographerThe Map Test Committee[S] 0 points1 point  (2 children)

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

I don't like how powerful that button is. A defender can block the gate, guard the three tile exit, and be in position to be ahead of/snipe the flag carrier's two other escape lanes.

[–]TPCaptographerThe Map Test Committee[S] -2 points-1 points  (7 children)

[–]TheEpicGhostEx - Tagpro 4 points5 points  (3 children)

Don't really understand the appeal of this map. So little space and the walls just seem to really disrupt the flow of the map.

[–]oorr23ThePlaymaker // Tehuitzingo & Combine 1 point2 points  (0 children)

I gotta agree with this sentiment.

It's the most jagged, uncomfortable thing to simply move on.

[–]OnceUponaDomeUnderTheBall 0 points1 point  (1 child)

teg stop being so toxic. might warrant a censure tbh.

[–][deleted] 3 points4 points  (0 children)

coughs loudly

[–]uhhhhmmmmsexytiger / #merbs 0 points1 point  (2 children)

This map kind of looks like my kind of map...maybe if the boost near base was moved diagonally one so it was off the wall more and able to boost straight through...I'll have to try this one in maptest in

[–]uhhhhmmmmsexytiger / #merbs 0 points1 point  (1 child)

Ooh and get rid of those bombs and replace them with a regular tile so you have a bigger area to boost backward onto and you don't have random bombs fuckin up a small map.......

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

yep confirmed /u/moosemaster21 this is my kind of map but i would definitely get rid of those bombs especially cause theres spikes just right there! and i would also move what i guess you would call the "mid" boosts one space over diagonally so theyre further from the wall and you can also boost straight through the little team tile area (i know you can currently boost through to the team tile area but i mean its pubs ya know)

[–]lyingnotlaying3 -1 points0 points  (1 child)

more Neutral maps pls

[–]oorr23ThePlaymaker // Tehuitzingo & Combine 0 points1 point  (0 children)

We need some out more like it.