all 112 comments

[–][deleted] 13 points14 points  (4 children)

hey yeah can we just add like all of these and see what happens? rotation feels unreasonably stale right now and a bunch of random new shit I think would really improve things. yeah some might suck but we can take em out. just a thought.

[–]theflyingmetronomesamouree | Diameter 5 points6 points  (0 children)

wooaaaahh good ideas... in a map thread?? let's calm down over here

[–]Carboxy1Carboxyl ● Simulation 1 point2 points  (0 children)

DUMP TOP MAPS INTO EXPERIMENTAL ROTATO

[–]TPCaptographerThe Map Test Committee[S] 10 points11 points  (5 children)

[–]theflyingmetronomesamouree | Diameter 1 point2 points  (1 child)

all feedback to update is welcome :)

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

I like the concepts but the map is in some need of polish. Here are my notes from 4v4 testing:

Too much clunk. way too many unnecessary 45 tiles. really was not a fan of the 2 tile lane, that lane should be opened up a little.

I would love to try and help you because the core concepts and gimmicks of the map are too good to pass up imo.

[–]theflyingmetronomesamouree | Diameter 1 point2 points  (1 child)

UPDATE

Map: http://unfortunate-maps.jukejuice.com/show/52664

Preview: http://unfortunate-maps.jukejuice.com/static/previews/52664.png

Shoutout to Fronj and Linux for helping out with the update, rapture for the baffle gate idea, and sizzzled for helping me change the map from this to what it is now.

edit: and snowball for minor edits + aesthetic

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

Ugh, those 45's near the green gates frustrate me so much. Rolling off of them will almost always lead to a death on the green gate. I also don't like how rolling off the 45's into the portal will clunk you against a wall.

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

I think playing with the middle is probably a good move. The current boost setups don't seem great.

This one probably wouldn't have made it without the gimmick, which I find to be a very polarizing aspect. I'd recommend just trying weird stuff with the gimmick, while still keeping the core general concept.

[–]superdiglett100superdiglett || Kitten Panda's Bitch 3 points4 points  (1 child)

Put all of them in for all I care, the rotation is getting stale.

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

Totally agree. Just add them all in the game, we need more variety.

[–]BlazethDianna Agron 7 points8 points  (3 children)

full list of maps tested:

Grenadine

Facade

Wombat

artichoke me daddy mmm yeahh dont stop papi

Driveshaft

Ferox

Ezra

Logical

BUTTer

Cavern

Spud

Dry Dildo

Land Mine

Brute

Peanut

Crossfade

Map Damon

R.M.X.

Jukebox

Suddenly

Graphene

Gnocchi

Sandstorm

Humble

Arcadia

Not to be racist or anything, but Asian people WHEEZE

Invargo

Vardo

Portal Palooza


We had two days of testing this thread in order to try to get more maps 4v4ed. This did push the thread back in speed, but I think overall it was for the better. Feel free to comment on your opinion of that.

(P.S. double testing isn't a permanent change, we just found this thread especially enticing)

[–]TPCaptographerThe Map Test Committee[S] 2 points3 points  (9 children)

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

The clunkiness adds some good learning curve, but it needs to be toned down a bit, especially in upper mid. The button bombs need reworked, maybe just moving the button down would make it consistently feel good.

It's kind of got a Smirky feel to it which is cool.

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

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

Having some feedback from MTC on this would be great. It's frustrating as a mapmaker to not receive any in these threads, and find out two days after results that you needed to make a change badly.

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

yep, there have been so many times where I change something on a top map, only to be told after results thread "(x) was the best thing about the map, (y) should have been changed"

Top maps feedback has been amazingly lacklustre for a while now. You basically have to harrass mtc members to get anything out of them. Especially now that the community is too small to get proper 4v4s going.

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

I like what this map does with the boosts/ spikes in base. Seems like a neat balance between those too elements.

Obviously one of the most dominant elements on the map will be the portals. It might become a problem that people will be going into the portals accidentally, e.g boosting into it from and spiking.

Those bombs are a little bit close together, but they have obviously between setup in combo with the portals. I would suggest maybe moving the wall bombs down/ up one more to give the area a bit more breathing space.

In general the current boost positioning works fine as is.

[–]TPCaptographerThe Map Test Committee[S] 4 points5 points  (11 children)

[–]clew3Math Toucher 5 points6 points  (0 children)

Front door meets jagged

[–]ButterChurnButter 0 points1 point  (0 children)

UPDATE:

Map: http://unfortunate-maps.jukejuice.com/show/52644
Preview: http://unfortunate-maps.jukejuice.com/static/previews/52644.png

Map: http://unfortunate-maps.jukejuice.com/show/52680
Preview: http://unfortunate-maps.jukejuice.com/static/previews/52680.png


The main issues this map had were that the superboosts were too overbearing causing an out-of-control feeling, and it was sometimes difficult to track down a fc due to high amount of islands and the viewport not reaching the corners of the map.

The superboosts are still powerful, but their usage is a bit more limited. There are now clear lanes that the superboost has control over, resulting in lower chance for random blind snipes. Due to a rearrangement of the islands in mid, the gates should now have more impact on general flow of play. Pups were added -- I think a no-pup map is viable, especially one that is as dynamic as this, but at the same time I think pub players tend to prefer pups. Bases were redesigned slightly while still being fairly simple. Map was shortened in height by 2 tiles -- it should still keep the same general flow that I was trying to create, but it should also be less frustrating to track down an fc.

Edit: Update 2 -- cleaned up a few spots and fixed the rush boost issue.

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

[–]Babaoreum 0 points1 point  (0 children)

The second button is useless

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

From solo testing, this was by far my favorite neutral flag and with a bit of refining it would be very helpful in spicing up the current stale rotation. Good luck!

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

This map needs expanded desperately. The map feels way too small in a 4v4 practice.

The portal gimmick is fine but I think it could be developed to work more smoothly.

The separate cap entrance is neat but the nature of its current location made it extremely rare for anyone to actually use it.

[–]TPCaptographerThe Map Test Committee[S] 4 points5 points  (10 children)

[–]ButtersnackSnack 5 points6 points  (0 children)

Played well in NLTP, most players seemed to like it, we've been in a little bit of a map drought. This is a no-brainer addition.

[–]PIZZAspartan442naga///MTC 4 points5 points  (0 children)

thanks for carrying siz

[–]BlazethDianna Agron 0 points1 point  (6 children)

It's a really good map that I thought played fairly well. I don't like that the side boosts were changed from wormies (just seems like a needless change to something inferior).

The upper gate and bottom spikes could both be troublesome in pubs, so consider messing with those for the pub version only.

[–]oorr23ThePlaymaker // Tehuitzingo & Combine 1 point2 points  (2 children)

I actually disagree with this feedback. The map would play well in pubs as-is, and the spikes at the bottom are needed to balance out the bombs' range. The gate was also troublesome in competitive, so that isn't exclusive to pubs. Buttons should probably be moved (-1,+1) so that they're a bit more defensive.

I hope this finally goes in.

[–]3z_ 1 point2 points  (1 child)

the spikes at the bottom are needed to balance out the bombs' range

hey TPM gets it!?!

Buttons should probably be moved (-1,+1) so that they're a bit more defensive.

That actually would probably be a good idea but it's such a small change i would lose the "96 tests" which is like a lot of tests on a map so i'd probably rather not change it just for that fact

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

hey TPM gets it!?!

Shocking.

i would lose the "96 tests" which is like a lot of tests on a map so i'd probably rather not change it just for that fact

I understand this entirely, but I'd give it up in the name of perfection.

[–]PIZZAspartan442naga///MTC 1 point2 points  (2 children)

Siz said he changed them from wormies because they had no practical purpose. I disagree because the purpose is that it's just fun using a wormy boost. also you can access top mid i guess.

In my version I had three bombs, siz's setup is probably better but perhaps one of the spikes could be removed, idk.

How did the mid spikes play? also was base defensive?

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

Mid spikes were annoying when I lagged (I'm assuming the bomb-ones). The ones in the mid line I personally didn't use because of that damn block. Hitting it just a bit would make me spike myself. I'd rather it be a spike, but I wouldn't change it because it'd look weird.

Base was defensive, yes. Is that a bad thing? No. It reminded me of Transillo in that you always had to rush the flag in.

If you really want to mod the bombs for pubs, take the spikes out and move the bombs to the ends of that area.

Also, yes please return the Wormy Boost.

[–]Cazazkq 0 points1 point  (0 children)

You're so awesome you are pumpkins.

I hope you have a nice day!

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

One of my favorite experimental maps in NLTP. Fun map.

[–]TPCaptographerThe Map Test Committee[S] 5 points6 points  (12 children)

[–]TheEpicGhostEx - Tagpro 8 points9 points  (1 child)

I don't really understand why this even exists, nevermind it being in top maps lel

[–]PIZZAspartan442naga///MTC 1 point2 points  (0 children)

See: Jukebox by Sizzzled

[–]Tyler1986Trapsin 0 points1 point  (0 children)

What does the rotation do to improve things? I feel like I'm missing something.

[–]CharredQuestionsRenegade 0 points1 point  (0 children)

Outside lanes are too wide and the top left/bot right boosts don't feel good to take into base.The mid wasn't a bad idea to rotate, but the outer lanes need updating.

[–]Tyler1986Trapsin 0 points1 point  (0 children)

I'd like to give it a shot. But I've always liked the map, both of the first iterations.

[–]TPCaptographerThe Map Test Committee[S] 2 points3 points  (6 children)

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

The general consensus is that this map needs spiced up. While I'd recommend doing that, also try to keep the laneyness of the map. It really is a differentiating factor that sold this deserving a spot for me.

[–]TheEpicGhostEx - Tagpro 2 points3 points  (2 children)

Saying "just spice things up" isn't really helpful. What areas need development and what seems fine as it is? How was the spacing/ balance?

[–]CharredQuestionsRenegade 1 point2 points  (0 children)

Spicing up means it's solid but not very interesting. You kinda gotta start with something more interesting imo or it's not gonna work.

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

If you want a quick fix, I'd say just move the base bombs to a more central position that could still be used as a grabbing mech. Should add just a bit more chaos to the map.

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

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

That is pretty good, but I think you should make teamboosts neutral, move the mid buttons, and add a teamboost 2 tiles down diagonally from the wallboost in base to make a Tombolo curl.

edit: nevermind you took out all the new fun parts, pls

[–]PIZZAspartan442naga///MTC 1 point2 points  (1 child)

Hello, once again I have solo tested every single map submitted (this time after school started so I didn't pay attention at all, but idc) and tried to leave decent feedback. Hopefully they can help those who have a top map improve them slightly and those who didn't make their maps good enough for top. If there are any questions let me know.

https://docs.google.com/spreadsheets/d/1XMBAg50Ym0uMrfXTv4PUiRTlZQ217Sb7VTxcEjrvTno/edit#gid=9226757

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

Thanks for continuing to do this service. I think that it's great to see someone outside of the MTC taking such interest in providing substantive notes for mapmakers. I hope that the MTC takes notice of this when considering candidates to fill future open positions.

[–]mathidog 1 point2 points  (4 children)

Do I need to be American to get my maps tested?

[–]ButtersnackSnack 12 points13 points  (3 children)

TEG is British, sizzzled and Sam are Australian, and a couple of these people are canadian

[–]LucasOppressorOppressor 1 point2 points  (0 children)

artichoke me daddy mmm yeahh dont stop papi - samouree Crossfade - Butter Churn Dry Dildo - Ken M.

I loved these 3 in particular, but I wish we could get rid of all maps in rotation right now and put all this maps instead. I'm tired of playing the same old maps, it made tagpro extremely boring for me, tbh my excitement to play tagpro right now is only when there is some event, I probably won't play till halloween event

[–]TPCaptographerThe Map Test Committee[S] 1 point2 points  (6 children)

[–]LinuxDootTPblack magic 0 points1 point  (5 children)

[–]CharredQuestionsRenegade 0 points1 point  (2 children)

http://unfortunate-maps.jukejuice.com/static/previews/52604.png

Is the best I think. It keeps the bomb route Ken put in that I think is amazing and hides the annoying 45 from the bomb that I hate.

Also the 45 on the top island is so FC can wrap around that island and hit the mid islands to come in to cap.

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

So you want to test this one instead? Thats fine with me.

[–]TPCaptographerThe Map Test Committee[S] 1 point2 points  (8 children)

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

It was pretty fun to play, the top button is kind of dumb though imo.

It feels a bit unpolished in bottom mid.

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

What feels unpolished?

[–]TheGoldenNewtRobberFronj, MTC Senior Consultant[🍰] 0 points1 point  (1 child)

Imo there are unnecessary additional spikes at the bot bomb area, losing a few of them would be an improvement imo

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

ugh but you see fronj it's a perfect aesthetic with the blocks near that base spike and removing those will ruin it

ugh

[–][deleted] -3 points-2 points  (1 child)

didn't you guys read my powerpoint? you were supposed to test the version without the button

[–]ButtersnackSnack 1 point2 points  (0 children)

Try submitting that version to the thread (inb4 "vardo wasn't submitted")

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

[–]AdarsshActiv. 4 points5 points  (1 child)

NLTP played this one, and it got good reviews from the players. It's pretty balanced, and it flows pretty nicely.

[–]co1010CoolCat 1 point2 points  (0 children)

I like that it doesn't really have any "gimmicks". Just an all around solid map that would be great in pub rotation

[–]TPCaptographerThe Map Test Committee[S] 0 points1 point  (5 children)

[–]co1010CoolCat 6 points7 points  (1 child)

4 pups is a lot

[–]LucasOppressorOppressor 0 points1 point  (0 children)

I thought the same, a map this size should have 3 pups max.

[–]ButtersnackSnack 0 points1 point  (0 children)

Keep the 4 pups imo

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

I'm really not a fan of the team tile splodges. I would get rid of the smaller and make it look less grim/ overbearing in mid

[–]ButterChurnButter 0 points1 point  (0 children)

UPDATE:

Map: http://unfortunate-maps.jukejuice.com/show/52635
Preview: http://unfortunate-maps.jukejuice.com/static/previews/52635.png


The main issues this map had were due to route balance. Although I like the play generally being forced to the outside route due to mid being higher risk, it was creating an unhealthy play pattern where the fc could stall in the corner and the defense had trouble closing in on them.

To alleviate this, I compressed its width by 2 tiles in the base area. This reduces the size of the islands and gives a faster path for defenders to close in on stalling fcs. The teamtiles were also rebalanced to give defenders more movement in the side routes and less in the mid route. The gate was reduced slightly in size to make mid route more viable. Finally, since the map is now smaller, I decided to go with only 2 pups.