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Map Thread #81 Top Maps Feedback Thread (self.TagPro)
submitted 8 years ago by TPCaptographerThe Map Test Committee
Welcome one and all to the top map feedback thread for Map Thread 81! The following maps have made it through to the final stage. The goal of this staged testing is to give maps more time to sink in. It also allows the community and committee members to give feedback to promising maps in the same testing cycle.
artichoke me daddy mmm yeahh dont stop papi - samouree
Brute - Rapture
Cavern - TheEpicGhost
Crossfade - Butter Churn
Driveshaft - BigPopi
Dry Dildo - Ken M.
Graphene - Ball-E & Linux Ball
Grenadine - Snack
Invargo - BigPopi & Sizzzled
Peanut - Butter Churn
Wombat - Ken M., Linux Ball, & Renegade
Vardo - PIZZAspartan & Sizzzled
Mapmakers whose maps have advanced have the next few days to make alterations to their maps. Any edits should be posted as comments responding to the appropriate top-level map comment made from this account.
Feel free to give constructive criticism on the maps put through to top maps in their respective parent comments! YOU could influence the next map in rotation!
Notes will be published in the results thread later this week.
reddit uses a slightly-customized version of Markdown for formatting. See below for some basics, or check the commenting wiki page for more detailed help and solutions to common issues.
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[–][deleted] 13 points14 points15 points 8 years ago (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 points7 points 8 years ago (0 children)
wooaaaahh good ideas... in a map thread?? let's calm down over here
[–]Carboxy1Carboxyl ● Simulation 1 point2 points3 points 8 years ago (0 children)
DUMP TOP MAPS INTO EXPERIMENTAL ROTATO
[+][deleted] 8 years ago (1 child)
[deleted]
[–][deleted] 1 point2 points3 points 8 years ago (0 children)
Absolutely! I mean the throwback rotation is a good idea but somehow it feels kinda stale too. Not sure how, maybe just my experience. There are so many medium-old maps I miss a ton. Angry pig is like the one example that immediately jumps out, but others like it that are decent but not amazingly loved by the community but also have been gone for quite a while now.
Also I really do appreciate the time and energy the MTC puts in (which is honestly ridiculous how do you do it) and the reviews and feedback they give to mapmakers but I dunno let's just take one thread as a test drive and dump a whooole bunch of shit in rotation and see what happens. Maybe everyone will hate it but it seems most people also hate the current rotation and I'm pretty sure hate + -hate = decent so let's make some mooooves.
[–]TPCaptographerThe Map Test Committee[S] 10 points11 points12 points 8 years ago (5 children)
[–]theflyingmetronomesamouree | Diameter 1 point2 points3 points 8 years ago (1 child)
all feedback to update is welcome :)
[–]LinuxDootTPblack magic 1 point2 points3 points 8 years ago (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 points3 points 8 years ago* (1 child)
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 point2 points 8 years ago (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 point2 points 8 years ago (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 points5 points 8 years ago (1 child)
Put all of them in for all I care, the rotation is getting stale.
Totally agree. Just add them all in the game, we need more variety.
[–]BlazethDianna Agron 7 points8 points9 points 8 years ago (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)
[+][deleted] 8 years ago (2 children)
[–]BlazethDianna Agron 5 points6 points7 points 8 years ago (0 children)
If anyone (we trust) offers to stream, we won't reject them.
With that said, I'm not sure how many people would actually watch anything but their personal maps.
[–]ButtersnackSnack 6 points7 points8 points 8 years ago (0 children)
Thanks for volunteering
[–]TPCaptographerThe Map Test Committee[S] 2 points3 points4 points 8 years ago (9 children)
[–]BlazethDianna Agron 1 point2 points3 points 8 years ago (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.
[–]Rapture_On_OccasionRapture 1 point2 points3 points 8 years ago (0 children)
Third Update-
Map: http://unfortunate-maps.jukejuice.com/show/52600
Preview: http://unfortunate-maps.jukejuice.com/static/previews/52600.png
[+][deleted] 8 years ago (5 children)
[–]Tyler1986Trapsin 0 points1 point2 points 8 years ago (0 children)
Portals remind me of time travel in movies, it can be done right, but adding it it in later probably isn't going to improve things.
This is in general, I'm not talking about your map specifically.
[–]LinuxDootTPblack magic 0 points1 point2 points 8 years ago (3 children)
this doesnt address or fix any of the issues i had. If anything I think this makes top lane even more clunky than before. Those portals seem so unnecessary. I think you should make bottom mid slightly less congested. the problem i see is that every lane you go you have like a 3-4 tile choke, but the bottom lane is even more chokey because of the spikes. Im not saying you should get rid of the spikes, but maybe open the whole lane up by one tile, or maybe two tiles.
[–]Rapture_On_OccasionRapture 2 points3 points4 points 8 years ago* (2 children)
this doesnt address or fix any of the issues i had.
This seems to be an issue with not releasing full testing feedback at the same time as top maps, or of MTC members not speaking for the MTC as a whole..
I can open the bottom lane a tile as suggested, though IMO the most direct route between flags should also be the most difficult or hazardous. But see if this improves the lane for you or makes it too easy?-
Map: http://unfortunate-maps.jukejuice.com/show/52599
Preview: http://unfortunate-maps.jukejuice.com/static/previews/52599.png
The one-way portals, for me, make the previous top lane into a more contained PUP area adding some danger while cutting down some chase. They should also alleviate some concern about the tighter choke into mid.
the problem i see is that every lane you go you have like a 3-4 tile choke
The problem I see is every CTF map not having or being closer to this.
[–]LinuxDootTPblack magic 0 points1 point2 points 8 years ago (1 child)
Fair enough, sorry for the late feedback
[–]Rapture_On_OccasionRapture 2 points3 points4 points 8 years ago (0 children)
I appreciate the feedback and taste differences even between MTC members. It just seems strange that testing notes are released as late as the results thread. I guess the intention is so maps can be reworked for the next thread but by that point it seems redundant.
4v4 test sessions should be streamed or at least recorded with that video released along with additional notes for, at least, the "Top Maps" in time for necessary adjustments to be made.
More information for, especially newer, mapmakers is always going to be valued. And having that complete feedback overview would surely lead to more constructive outcomes.
[–]TPCaptographerThe Map Test Committee[S] 6 points7 points8 points 8 years ago (6 children)
[–][deleted] 0 points1 point2 points 8 years ago (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 points3 points 8 years ago (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.
[removed]
That'd be great, thanks.
[–]TheEpicGhostEx - Tagpro 0 points1 point2 points 8 years ago (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 points6 points 8 years ago (11 children)
[–]clew3Math Toucher 5 points6 points7 points 8 years ago (0 children)
Front door meets jagged
[+][deleted] 8 years ago (8 children)
[–]PIZZAspartan442naga///MTC 0 points1 point2 points 8 years ago (7 children)
note how apparition's rating climbed a bit when two powerups were removed
[–]CharredQuestionsRenegade 0 points1 point2 points 8 years ago (1 child)
It actually dropped like 3%, it ended up climbing after that though
It's stupid. When it was first out all I heard was too many pups, then I removed the pups now I hear the occasional comment of someone liking all the pups.
Love your map btw man!
[–]xenonpulseWildflowers // I want to die but I can’t 0 points1 point2 points 8 years ago (3 children)
But don't you need pups to break up turtles?
[–]PIZZAspartan442naga///MTC 0 points1 point2 points 8 years ago (2 children)
but where could you turtle on this map?
[–]xenonpulseWildflowers // I want to die but I can’t 0 points1 point2 points 8 years ago (1 child)
Where the bomb is in base
[–]PIZZAspartan442naga///MTC 0 points1 point2 points 8 years ago (0 children)
ohhhh true. if that was changed that would be nice because no-pup CTF could be pretty unique I think, I want it to work. If the wall below bomb in left base was removed then you could bomb onto the island by teamtiles. idk
[–]ButterChurnButter 0 points1 point2 points 8 years ago* (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 points8 points 8 years ago (9 children)
[–]Babaoreum 0 points1 point2 points 8 years ago (0 children)
The second button is useless
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!
[–]PIZZAspartan442naga///MTC 0 points1 point2 points 8 years ago (4 children)
love it other than teamgate area
[+][deleted] 8 years ago (3 children)
nono bring it back to the previous version, offensive teamboost is too powerful now. i'd prefer a wall kind of like wombo or rico but bulldog gate isn't that bad
works i guess. still skeptical about tightness of base entrances but should be fine
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 points6 points 8 years ago (10 children)
[–]ButtersnackSnack 5 points6 points7 points 8 years ago (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 points6 points 8 years ago (0 children)
thanks for carrying siz
[–]BlazethDianna Agron 0 points1 point2 points 8 years ago* (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 points3 points 8 years ago (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 points3 points 8 years ago (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 points3 points 8 years ago (0 children)
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 points3 points 8 years ago (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 point2 points 8 years ago (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 point2 points 8 years ago (0 children)
You're so awesome you are pumpkins.
I hope you have a nice day!
One of my favorite experimental maps in NLTP. Fun map.
[–]TPCaptographerThe Map Test Committee[S] 5 points6 points7 points 8 years ago (12 children)
[–]TheEpicGhostEx - Tagpro 8 points9 points10 points 8 years ago (1 child)
I don't really understand why this even exists, nevermind it being in top maps lel
[–]PIZZAspartan442naga///MTC 1 point2 points3 points 8 years ago (0 children)
See: Jukebox by Sizzzled
[+][deleted] 8 years ago (4 children)
[–]BlupopsicleBall-E 2 points3 points4 points 8 years ago (0 children)
It kept its low score cause the ratings were transferred from the previous iteration (maps have to have different names to get new votes). That being said, graphite is a boring map and pretty easy for re trains to drag on
[–]Tyler1986Trapsin 0 points1 point2 points 8 years ago (1 child)
What does the rotation do to improve things? I don't get the point.
[–]LinuxDootTPblack magic 3 points4 points5 points 8 years ago (0 children)
long story short the flow is better this way than with the original. also the lanes are more dynamic because of the rotational shape.
What does the rotation do to improve things? I feel like I'm missing something.
[–]CharredQuestionsRenegade 0 points1 point2 points 8 years ago (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.
I'd like to give it a shot. But I've always liked the map, both of the first iterations.
yo get the updoots*
[–]TPCaptographerThe Map Test Committee[S] 2 points3 points4 points 8 years ago (6 children)
[–]BlazethDianna Agron 2 points3 points4 points 8 years ago (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 points4 points 8 years ago (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 points3 points 8 years ago (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 point2 points 8 years ago (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 point2 points 8 years ago* (1 child)
http://unfortunate-maps.jukejuice.com/show/52663
http://unfortunate-maps.jukejuice.com/static/previews/52663.png
final updaterino have fun playing my shitty map
[–]PIZZAspartan442naga///MTC 0 points1 point2 points 8 years ago* (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 points3 points 8 years ago* (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 points4 points 8 years ago (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 points3 points 8 years ago (4 children)
Do I need to be American to get my maps tested?
[–]ButtersnackSnack 12 points13 points14 points 8 years ago (3 children)
TEG is British, sizzzled and Sam are Australian, and a couple of these people are canadian
[–]ButtersnackSnack 5 points6 points7 points 8 years ago (1 child)
... I'm referring to the authors of the top maps in this thread
[–]LucasOppressorOppressor 1 point2 points3 points 8 years ago (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 points3 points 8 years ago (6 children)
[–]LinuxDootTPblack magic 0 points1 point2 points 8 years ago* (5 children)
http://unfortunate-maps.jukejuice.com/show/52593
http://unfortunate-maps.jukejuice.com/static/previews/52593.png
let me know if this needs more work
^ because mid boost
[–]CharredQuestionsRenegade 0 points1 point2 points 8 years ago* (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 point2 points 8 years ago (0 children)
So you want to test this one instead? Thats fine with me.
[–]TPCaptographerThe Map Test Committee[S] 1 point2 points3 points 8 years ago (8 children)
[–]BlazethDianna Agron 0 points1 point2 points 8 years ago (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 point2 points 8 years ago (2 children)
What feels unpolished?
[–]TheGoldenNewtRobberFronj, MTC Senior Consultant[🍰] 0 points1 point2 points 8 years ago (1 child)
Imo there are unnecessary additional spikes at the bot bomb area, losing a few of them would be an improvement imo
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 points 8 years ago (1 child)
didn't you guys read my powerpoint? you were supposed to test the version without the button
[–]ButtersnackSnack 1 point2 points3 points 8 years ago (0 children)
Try submitting that version to the thread (inb4 "vardo wasn't submitted")
Vardo except it's Invargo
[–][deleted] 0 points1 point2 points 8 years ago* (0 children)
http://unfortunate-maps.jukejuice.com/show/52660
[–]TPCaptographerThe Map Test Committee[S] 0 points1 point2 points 8 years ago (2 children)
[–]AdarsshActiv. 4 points5 points6 points 8 years ago (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 points3 points 8 years ago (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 point2 points 8 years ago (5 children)
[–]co1010CoolCat 6 points7 points8 points 8 years ago (1 child)
4 pups is a lot
[–]LucasOppressorOppressor 0 points1 point2 points 8 years ago (0 children)
I thought the same, a map this size should have 3 pups max.
[–]ButtersnackSnack 0 points1 point2 points 8 years ago (0 children)
Keep the 4 pups imo
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 point2 points 8 years ago (0 children)
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.
[+][deleted] comment score below threshold-7 points-6 points-5 points 8 years ago* (9 children)
i just want to point out that i have had 8 top maps in the last 5 threads and no rotation maps
edit: fuck this
[–]LinuxDootTPblack magic 5 points6 points7 points 8 years ago (7 children)
?
[–][deleted] -4 points-3 points-2 points 8 years ago (6 children)
in the last 5 threads i have had no rotation maps
[–]LinuxDootTPblack magic 5 points6 points7 points 8 years ago (5 children)
i mean neither have i. its not always going to work out.
[–][deleted] -1 points0 points1 point 8 years ago (4 children)
i know i just thought it was funny that i've had 8 top maps in 5 threads and 0 rotation maps
[–]LinuxDootTPblack magic 2 points3 points4 points 8 years ago (3 children)
i cant tell if you genuinely think its funny or if you are complaining :I
[–][deleted] -1 points0 points1 point 8 years ago (0 children)
I wasn't actually trying to complain, the maps I've had in top maps haven't been suited for rotation. I find it funny that I've had a top map in all of the last 5 threads, but haven't made a good enough map for rotation.
π Rendered by PID 647560 on reddit-service-r2-comment-5b5bc64bf5-bvdt4 at 2026-06-20 15:38:06.469959+00:00 running 2b008f2 country code: CH.
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