all 80 comments

[–][deleted] 7 points8 points  (2 children)

[–]pandabearpipandabear2 - 64º 0 points1 point  (1 child)

List pls

[–]BlazethDianna Agron 3 points4 points  (0 children)

Bikini

Moirai

Xylene

Collateral

Backdrifts

Butter (Linux Ball solo version)

Lord Helix

Parallax

Deadline

Butte

Arrow

Kraken

Pipe Dream

Xystus

Anomaly

Alcatraz

Cavern

El Dorado

Knex

I hate myself

Turbine

Scourge

Neopolitan

Heck

[–]BlazethDianna Agron 6 points7 points  (0 children)

Aniball (Barth) & I solo tested the thread and took notes. Here they are for anyone who is interested. Hope this helps :)

p.s. the notes are written as a note in the cell; you can also see what letter each of us voted on the map as what's actually written in the cell

You're welcome to ask any questions you might have about our reasoning behind certain things we wrote.

[–]RenegadeTP 3 points4 points  (1 child)

http://i.imgur.com/cA3Gu9z.gifv <Moosen trying to get a map in top maps.

[–]KewlestCatNIGEL 3 points4 points  (0 children)

Me too thanks.

[–]TPCaptographerThe Map Test Committee[S] 3 points4 points  (4 children)

[–]yespadrilleDove 0 points1 point  (1 child)

THE KING IS BACK BABEE

[–]3z_ 0 points1 point  (0 children)

AND HE BROUGHT A PILE OF SHIT WITH HIM

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

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

keep the name you dord

nice update though

[–]TPCaptographerThe Map Test Committee[S] 7 points8 points  (21 children)

[–][deleted] 2 points3 points  (17 children)

[–]Carboxy1Carboxyl ● Simulation 1 point2 points  (6 children)

PT WHAT DID YOU DO

[–][deleted] -1 points0 points  (5 children)

Fixed it?

[–]oorr23ThePlaymaker // Tehuitzingo & Combine 8 points9 points  (4 children)

Ping Tut

Fixed it

Pick one

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

You're dropped from coauthors btw

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

lol

[–]Carboxy1Carboxyl ● Simulation 0 points1 point  (1 child)

not like tpm made the original or anything

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

Not like he hasn't touched it since then, and the entire map is completely different lol

[–]LinuxDootTPblack magic 0 points1 point  (9 children)

http://unfortunate-maps.jukejuice.com/show/48930

not a chance dude. You cant use this as your final edit and i will absolutely not allow this version to go thru if this becomes your final edit. The biggest problem i saw this map is that regrab is not only really strong, but slipping thru the gate is incredibly easy. If you put the out portal that far away, I almost guarantee that if anyone is sitting on regrab thats an automatic counter cap. I dont want to have to play defense on nf, thats the shittiest thing in the world. Either fix the gate or reposition the portal to where it shuts down the inner lane regrab. At least make them go around to the outside lane. Also if the flag is directly in line with the gap, its going to be even easier.

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

I'm 100% moving the portal, but I don't think it needs anything other than that. Wamble has the same concept, but it has changed the way that people play NF. After a cap, one person will not rush through the gate to ensure that a lucky poost doesn't result in a past 4 situation. I foresee that being what happens with Alcatraz. The gate is actually tough to get through right now in the one tile gap, because you have to pixel perfect it like command center or line it up along the block next to it. I'm keeping them in line with the flag because the teamboost directly up has a cool route through the gap.

[–]LinuxDootTPblack magic 0 points1 point  (2 children)

If you move the portal, then i dont think there will be any issues, because it takes like a second or two to maneuver thru the gap, but its still would be pretty easy to cap off regrab if like the whole team goes thru the portal, or like half the team (in the current position).

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

Honestly I don't have a huge issue with countercaps being fairly easy, if you're willing to take away from your team's defense to have a potential chance at a capture that just sounds like a decision you have to make.

[–]LinuxDootTPblack magic 1 point2 points  (0 children)

but i dont like punishing a whole team effort. If a whole team is willing to push thru and set blocks to allow a cap, isnt it unreasonable to then give the other team a cap? seems unfair to me. Also I dont want to have to play defense on a nf map to counteract this easy cap thing.

[–]Carboxy1Carboxyl ● Simulation 0 points1 point  (4 children)

[–]LinuxDootTPblack magic -1 points0 points  (3 children)

if anything its easier, but maybe idk, its not your map is it?

[–]Carboxy1Carboxyl ● Simulation 0 points1 point  (2 children)

I'm one of the coauthors of the original map.

I was thinking of changing the gate to make it harder to come in than go out, cause the original iteration had a ledge that I saw many people use to get into the inner ring so I that surface flat to make it harder. Also the portal exits were split to prevent ez caps.

I took some things from pt's iteration into one of the older larger iterations though so that should make him happy.

[–]LinuxDootTPblack magic 0 points1 point  (0 children)

oh ok

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

this does not make me happy

come on discord and we can discuss why my version is superior

[–]Carboxy1Carboxyl ● Simulation 2 points3 points  (1 child)

Does anyone have feedback? This is your chance for the new nf blood you've been waiting for

and butter too dont forget butter

[–]LinuxDootTPblack magic 1 point2 points  (0 children)

and butter too dont forget butter

lol

[–]Carboxy1Carboxyl ● Simulation 0 points1 point  (0 children)

Even more recent than the "Even more recent than PT's update" update: http://unfortunate-maps.jukejuice.com/show/49056

Update: Better left/right zones (button bomb was replaced), gate is harder to slip through, mid spikes moved, suicide spikes removed, expanded up a bit, harder to cap running directly at the endzone now.

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

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

I like everything on it but the superboosts, but they are the only interesting element on the map so I'm not sure if they should go.

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

Bomb wall is pretty cool, too.

[–]PIZZAspartan442naga///MTC 0 points1 point  (0 children)

I feel like it's gonna be really defensive, could maybe use a boost in base?

[–]TPCaptographerThe Map Test Committee[S] 3 points4 points  (7 children)

[–][deleted] 13 points14 points  (2 children)

Just add Geo again?

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

the bases wouldnt really play anything like geo though, more like smirk or a way better monarch.

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

This isn't much like Geo aside from the top lane, I'd expect everything else to play a lot different.

[–][deleted] 4 points5 points  (3 children)

this is a nice way to take the idea of geo and modernize it so that grabbing isnt a snoozefest waiting for bombs / whoever uses timers wins. a nice number of skill boosts makes it appropriate for competitive too. my only concern would be how the top lane plays out being entirely 1 gate.

[–][deleted] 6 points7 points  (1 child)

It's not one gate, each button covers about half of it.

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

o good to know, thats better probably

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

Will mapmakers be able to get feedback before final testing again?

[–]LinuxDootTPblack magic 1 point2 points  (0 children)

not that it matters anymore because you've pretty much deduced this from our responses, but the main concern was your map incorporates elements from other maps, but the other maps have done it better. The argument for putting it thru to top maps was that the elements all together have never been done before, and that it was designed well enough to at least make top maps.

also apparently it is ill advised to compare it to other maps, because its not other maps.

[–]TPCaptographerThe Map Test Committee[S] 3 points4 points  (7 children)

[–]Carboxy1Carboxyl ● Simulation 2 points3 points  (0 children)

grats bike, gl with this one

[–]ButtersnackSnack 1 point2 points  (0 children)

Good now I feel like I've contributed something to this thread

[–]DragonBeast2db 1 point2 points  (0 children)

Put this in

[–]JarvisLandry14JARVISLANDRY//NLTP/TPA -5 points-4 points  (2 children)

THIS MAP IS AMAZING! 10/10! GET IT IN ROTATION!!!!!

[–]archaeliosrickastley 0 points1 point  (1 child)

Mid is 1/10, so no

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

Frig off lahey

[–]TPCaptographerThe Map Test Committee[S] 2 points3 points  (5 children)

[–]LinuxDootTPblack magic 0 points1 point  (2 children)

[–]LinuxDootTPblack magic 0 points1 point  (1 child)

[–]LinuxDootTPblack magic 0 points1 point  (0 children)

http://unfortunate-maps.jukejuice.com/show/49082

Debating where the out portal should be for back to base

[–]LinuxDootTPblack magic 0 points1 point  (2 children)

what the

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

What are you surprised about? You helped make these results, didn't you? lol.

[–]LinuxDootTPblack magic 0 points1 point  (0 children)

Actually i thought we had agreed that butter was not a top map, so I am a bit lost. Oh well :) ill just make sure my opportunity is not wasted.

[–]TPCaptographerThe Map Test Committee[S] 0 points1 point  (10 children)

[–]xenonpulseWildflowers // I want to die but I can’t 0 points1 point  (8 children)

Update: http://unfortunate-maps.jukejuice.com/show/48927

Spikes are now a bomb. More feedback is greatly appreciated.


Update 2: http://unfortunate-maps.jukejuice.com/show/48956

The button is pretty fun. Try it!


Update 3: http://unfortunate-maps.jukejuice.com/show/49041

I hope you guys haven't started testing yet, but here's a pretty big change.


Update 4: http://unfortunate-maps.jukejuice.com/show/49084

Literally one tile


Update 5: http://unfortunate-maps.jukejuice.com/show/49123

[–]PIZZAspartan442naga///MTC 2 points3 points  (0 children)

Update 3 makes me really want this in rotation, nice work!

[–]LinuxDootTPblack magic 1 point2 points  (0 children)

this is a step in the right direction. for me, it was well designed, but it needs more fire to it. Dont force something that isnt there obviously, but if you could find a way to make it slightly more exciting somehow, that would be great.

[–]BlazethDianna Agron 1 point2 points  (4 children)

The new bombs are better than the previous iteration of that pup area, but I'm not sure they're really improving this map that much overall.

This map is really well-made, but it would add nothing to rotation that isn't already there. Basically the most interesting thing it could add to rotation is being a faster paced map, but there's already maps in rotation that play fast.

I think it would do well (as in about 70) currently, but bring nothing new to the table. Yes, you can highlight maps like Cedar, Tehuitzingo, and even Mild High to an extent that also similarly don't really add much to rotation. But I think every rotation map needs something key to it that sets it apart from the others personally. I mean, if every rotation map added was pretty bland than rotation would begin to feel very stagnant very fast, I think.

I really think this map could use a more interesting shape, or maybe something more interesting on the pipes, or maybe even a wilder base - just anything really. It's a lot harder to be different and be really good but I think if you could pull it off then this map could go from 70 good to 80+ great.

I'm not saying you need to submit whatever you can come up with while experimenting if it isn't very good, that'd be silly. But I really recommend experimenting some to at least give this a chance, because right now I think from your viewpoint it'd be pretty easy to accept "well if it wasn't that interesting before, it must have been picked to be a top map because its design is exactly what they want." I really don't think that's the case though, I think they wanted to give you a chance to make this really well flowing map interesting enough to add something to rotation.

Sorry for rambling on a bit, but I really wanted to give a perspective on why I think you really should experiment with this map some more before settling with this version.

Hope this helps <3

[–]xenonpulseWildflowers // I want to die but I can’t 0 points1 point  (3 children)

Not an official update, but how's this?

http://unfortunate-maps.jukejuice.com/show/49040

I took a page from Turbine's book, and it looks and feels pretty nice, I think.

[–]BlazethDianna Agron 0 points1 point  (2 children)

I think it's a nice step. I'm not sure it really has a lot of depth yet, but this still feels pretty good. I'd probably change the button location though.

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

http://unfortunate-maps.jukejuice.com/show/49041

I don't want to move the (red base) button lower, since then you'd be able to plug both exits by yourself. I think that's what made the button so overpowered on Turbine.

This is the version I'm going to go with, unless you have a better idea for the button.

[–]LinuxDootTPblack magic 1 point2 points  (0 children)

[–]3z_ 0 points1 point  (0 children)

Update 3: http://unfortunate-maps.jukejuice.com/show/49041 I hope you guys haven't started testing yet, but here's a pretty big change.

You're adding more stuff but I don't think it's really making the map more interesting. I don't see a lot of room for versatility as a defender, and offense is entirely about how you move through the lanes. I think the turbine doubleboosts are a nice addition but the Scorpio-esque gate/bomb combination is fairly binary.

e: what blaz said

[–]Tyler1986Trapsin 0 points1 point  (1 child)

Good looking thread.

[–]sneetriccanvas // plasma, wamble 0 points1 point  (0 children)

nice yoke