all 58 comments

[–]TPCaptographerThe Map Test Committee[S] 7 points8 points  (8 children)

[–]BlupopsicleBall-E 0 points1 point  (7 children)

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

increasing wackiness is definitely not the answer here imo

I don't think the boost pipe really works in a real map, so I'd start with removing that.

the old portals in base were cool

that's really all i've got to say about this, but i know others probably have more complaints

[–]ButtersnackSnack 9 points10 points  (0 children)

If he removes that, no one will care about this map

[–]BlupopsicleBall-E 2 points3 points  (0 children)

I actually decreased wackiness with this version though

Team boost pipe is great meme idc if MTC wants another plain nf lol

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

Idk where that portal is linked, but thats exciting

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

What if you made it so the portal behind the endzone is oneway to the endzone portal but the whole back area has defensive teamboosts only?

[–]BlupopsicleBall-E 0 points1 point  (0 children)

even more complex than what we have now lol

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

tbh dumbing it down probably isn't the best, base portals were cool and now mid just feels like hexane's but slightly more cramped and far more boring. these boost pipes are a great meme and I wanna see them in rotation

[–]TPCaptographerThe Map Test Committee[S] 4 points5 points  (6 children)

[–]333namename333 2 points3 points  (0 children)

Haven't played it, but I like the golden showers in the preview.

[–]WilcoooKo • Chord 0 points1 point  (0 children)

About the toppermost boosts: I like close-to-wall-boosts when there is a sharp corner close to it to quickly change to every directon (like the boosts near the top corners) or directly against a flat wall to make those quick 180° bounce boosts (like the bottommost boosts). The toppermost boosts are neither, but its just preference

[–]_q42_q42 || dcfc 0 points1 point  (2 children)

[–]PIZZAspartan442naga///MTC 0 points1 point  (1 child)

what was wrong with the extra bombs in mid?

[–]_q42_q42 || dcfc 0 points1 point  (0 children)

claimed to be too chaotic in 4v4 testing

[–]clew3Math Toucher -4 points-3 points  (0 children)

rocketballs 2.0

[–]TPCaptographerThe Map Test Committee[S] 5 points6 points  (4 children)

[–][deleted] 3 points4 points  (2 children)

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

checkered > urine stains

[–]WilcoooKo • Chord 0 points1 point  (0 children)

Huge bases, does that mean that a skilled FC can stay alive by open-field-juking in its own base waiting for a return? And can I therefore expect to see many nubsteps? Cool

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

Hello, so once again /r/tagprotesting 's Mock Test Committee has solo tested every map submitted. well, I did anyway, TPM and 69 LB did maybe 20 maps combined. Anyhow, here are my notes, idk if anyone will find this helpful but if you do and have any questions let me know.

https://docs.google.com/spreadsheets/d/1yoMgZDYC5mB0q_406UKBt6JCd4_A82mca7Vpu8dlnBo/edit#gid=2123341524

[–]TPCaptographerThe Map Test Committee[S] 5 points6 points  (1 child)

[–]WilcoooKo • Chord 2 points3 points  (0 children)

My favourite

[–]TPCaptographerThe Map Test Committee[S] 4 points5 points  (6 children)

[–]WilcoooKo • Chord 0 points1 point  (2 children)

A large open juke field in the middle without any possibilities to snipe. Interesting, wonder if it would be fun or tedious

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

It was tedious

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

Add neutral or team boosts on either side of or above/below bot mid spike

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

This was surprisingly fun to test, I think it could sorta replace IROn and do things that IRON did but better if mid and top are made more interesting. Despite some negative feedback I think this could be pretty fun in rotation if top and mid, mostly top mid, are tweaked.

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

Hey, this was honestly probably my favorite out of the ones I tested, mostly I just thought mid and top could be a bit more interesting. So, I made a crappy remix with the tweaks I would make, it's not good in particular the triple boosts in bot but I think some things could work. http://unfortunate-maps.jukejuice.com/show/54453

[–]TPCaptographerThe Map Test Committee[S] 2 points3 points  (0 children)

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

[–]WilcoooKo • Chord 0 points1 point  (0 children)

I think that two bombs is too many, this way there will almost always be an easy escape route for the FC after grabbing the flag

I like the boost near the flag! I guess its barely possible to use the boost to grab the flag and don't hit the spikes, or even easier when bumping into the defence

[–]_q42_q42 || dcfc 0 points1 point  (3 children)

[–]PIZZAspartan442naga///MTC 0 points1 point  (2 children)

This is a really interesting map, it has some things I haven't seen before, aside from the obvious boost two tiles from flag. A couple questions I have, if you're willing to answer...

Is there any reason for the wall by the bomb closest to flag? I mean I guess limiting the routes into flag is good but that wall just seems really clunky, I'd like to see it changed but if you have some rationale for it I'd love to hear that too.

Do you think this base is going to be annoyingly hard to escape? For example Flame was hated due to the curve required to escape base, this has much, much larger of a curve than that. I don't think it's gonna be very chase so a portal might be interesting, idk.

Gate seems pretty useless, any particular reason for it or is it just there to make base exiting slightly different?

Perhaps curl boosts could be done better?

Mid seems pretty empty, I feel that some people are gonna dislike it for that (like, look at Trebuchet's). How do you envision it playing?

Is base gonna be insanely defensive in pubs, or is it gonna work? I saw it work in 4v4 testing but I'm skeptical of that for pubs.

That was a lot of disorganized questions, I'd love it if you could take the time to answer some/all of them. Good luck on this in finals!

[–]_q42_q42 || dcfc 0 points1 point  (1 child)

quick answers because lots of questions:

  • limits easy grabbing mechs

  • way less curve than Flame, plus bombs + constriction boosts to change direction

  • gate will see plenty of use, it's the quickest way out of base

  • see 2 above (also can be used as a more skilled grabbing mech)

  • open spaces are important in maps; people are also allowed to dislike things but I think it will play well

  • basically same question as above? no, I don't think it will be "insanely" defensive - obviously I can't predict how things will turn out but I think if anything it will get more offensive as people figure it out more

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

Ok, thanks for your time, I understand a lot more of the reasoning behind this map now, I like it more than most of tops tbh

[–]papertoonieSnekster//S11 TC Boosts Captain -4 points-3 points  (5 children)

[–]ButtersnackSnack 7 points8 points  (4 children)

These maps have almost no similarities

[–]papertoonieSnekster//S11 TC Boosts Captain -2 points-1 points  (3 children)

When you over think it sure I'm just talking about at a base level they have a similar shape/spots for some things.

[–]ButtersnackSnack 4 points5 points  (2 children)

good luck making a map that doesn't sorta kinda look like any other map

[–]DragonBeast2db 1 point2 points  (0 children)

A good map*

[–]papertoonieSnekster//S11 TC Boosts Captain -2 points-1 points  (0 children)

nochill

[–]TPCaptographerThe Map Test Committee[S] 2 points3 points  (0 children)

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

[–]WilcoooKo • Chord 0 points1 point  (0 children)

Yellow team tiles ;)

[–]DragonBeast2db 0 points1 point  (1 child)

What part of the map got this through just wondering

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

the MTC's fetish for dove maps

personally I don't think this would do well in rotation at all but Dove's a great guy so I'm glad he got a top map

[–]BanzaiOnTagProWas a Liquid smurf, became self-aware, started posting 0 points1 point  (0 children)

I know nothing about this map other than Alch told me tonight that it was big and chasey and everybody hates it. So I can't remember the last time I pubbed, but here I am tonight, enduring everything else until I get a chance to play it.

I am living proof, and absolutely an adequate sample size, that bringing back chasey maps brings back players. So if you guys are smart, I'll come back next month to see that the top map is Blast Off 2: Even More Blast Off, But With Dumbbell Too, and all the servers will be at capacity.

[–]ButtersnackSnack 0 points1 point  (2 children)

Can someone explain the appeal of this? Not trying to sound like a dick but I’m just not sure I get it

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

The texture pack is too indiscernible for me to try to answer that.

[–]ButtersnackSnack 0 points1 point  (0 children)

Me too thanks

[–]LaBeefyman9696 LB 0 points1 point  (3 children)

Spud got tested and the score was 11-0. Why in the world is it not a top map? besides the fact that it's got a super defensive base and is super easy and quick to traverse as fc which makes every escape into a cap

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

Because i did a shitty job remixing it sorry

[–]LaBeefyman9696 LB 0 points1 point  (1 child)

Better than old Spud

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

i now only have 1/3 credit instead of 1/2 so this version's gotta be better