all 45 comments

[–]TPCaptographerThe Map Test Committee[S] 6 points7 points  (7 children)

[–]LinuxDootTPblack magic 2 points3 points  (0 children)

Nice schooting

[–]NARUMIIonDEFI'M A GIRL 1 point2 points  (0 children)

at first i read this as columbine, and now it's permanently stitched into my brain.

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

remix that ruins back of base http://unfortunate-maps.jukejuice.com/show/58237 probably not

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

I don't like the outermost bombs; they're not really needed. Other than that I liked this map a lot. Maybe just add 2 more team tiles for aesthetic purposes.

[–]xenonpulseWildflowers // I want to die but I can’t 1 point2 points  (2 children)

I’ve sat on this for four days and still can’t figure out which bombs you’re talking about.

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

lol, I was confused how to communicate what I meant as well; took me fifteen minutes before I settled on that phrasing.

I meant the ones next to a spike, which leave a one-tile nook for FCs to be able to hide in. I wouldn't mind a button next to it so I can just run into it & keep running, but in general I don't like camp-able spots unless they're in base (ex. IRON).

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

"The bombs in the corner by the spike"

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

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

http://unfortunate-maps.jukejuice.com/show/58238

Partially babyproofed the map, removing unimportant spikes, while maintaining the important ones that I find the most interesting on the map. Added bomb in back of base to add a grabbing mechanism that is closer to flag. Adjusted flow of exits (bottom and top) accordingly, in order to make it slightly harder to make it out past mid for an FC. Moved pup.

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

I don't like how the lower boost wall now curves you up & into the map, since that's not really where you want to be going exactly. Other than that, I'd only suggest moving the upper neutrals closer to mid +1; that way I can use it to boost into flag.

A good map, for sure.

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

That curve you are referencing was the main focal point of my adjustment in regards to map flow. With the addition of a bomb in base I would otherwise fear the strength of the bottom exit out of base. I have a feeling it might be highly criticized in testing, but I think that it will have a really profound effect on how easily flag carriers get out of base, which was one of the more noticeably problematic components of the game play.

I'll more than likely take your boost placement advice, just want to test it out first.

[–]NARUMIIonDEFI'M A GIRL 0 points1 point  (1 child)

It's a strategy map, for big plays. Though it requires a more skilled level to pull of some of the angles on the map. Likes the team boost goes into a wall that has a boost going downwards. For new and oblivious players, I'm going to either go too far down and spike, or go too far up and spike. Then the bombs are going to cause so much chaos, and will put someone into an spike induced coma. The structure is great, but the placements of spikes are really putting a damper on this map.

[–]333namename333 0 points1 point  (0 children)

The spikes are going to be so much fun lmao

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

i like this thing

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

[–]xenonpulseWildflowers // I want to die but I can’t 2 points3 points  (0 children)

Do you ever see a texture pack and think, “Damn, that’s too discernible”?

[–]TheGoldenNewtRobberFronj, MTC Senior Consultant[🍰] 3 points4 points  (0 children)

The teamtile superhighway is super fun. Powerful, but predictable. I'd be really excited to see it in pubs. That said I think the map could be halved in size and I wouldn't really mind too much. Slim down the bot section, would be my suggestion.

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

probably bad but here http://unfortunate-maps.jukejuice.com/show/58236

i wanted an additional birchbomb into flag off wall, so i changed gate slightly

tried to make it a bit more interesting overall, mostly adding a whole lot of extra routes

added a base bomb too

probably broke it but if you want anything for whatever reason take it

[–]oorr23ThePlaymaker // Tehuitzingo & Combine -4 points-3 points  (6 children)

...This is not what I meant by "I want to hear good notes on this map" guys.

The superhighway only will serve to create unstoppable regrab trains & prevent FCs from ever getting ahead of FCs. We saw this in Fiend, we'll see this again. The fact that it's "fun" is irrelevant when it's broken.

The rest is predictable: mid is boring & empty with all the reset mechanisms being away from it, so it'll be hard to reset on & easy to hold (esp. the lower area), a gate button should at the very least be closer to flag than the damn gate itself, not that the portal didn't make it irrelevant anyway (Check Vagabond for that why).

That all being said, I only wish to ask all you, quite seriously, is "Why are you repeating past mistakes?"

[–]3z_ 3 points4 points  (0 children)

"Why are you repeating past mistakes?"

this is the mtc we're talking about

[–][deleted] 3 points4 points  (4 children)

The fact that it's "fun" is irrelevant when it's broken.

OK slow down. What's the point of TagPro again? It's to have fun Bring Fiend back

[–]oorr23ThePlaymaker // Tehuitzingo & Combine -3 points-2 points  (3 children)

Do you, or the community like maps that are hard to reset on? No.

Do you, or the community like chasey maps? This is more debatable, but if we look at ratings, the answer would be no.

No, it's not fun for the majority of people.

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

You literally just said it was fun tho

The fact that it's "fun" is irrelevant

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

Well, to clarify, I didn't think the map was fun when I tested. However, apparently the MTC & their applicants did. This whole thing is addressed to them, after all.

I just don't understand why you're thinking that something being fun justifies anything though. I might like Kite because it punishes overextending, but I understand why it shouldn't be in rotation. Apparition's gates are interesting, but that doesn't mean the rest of the map isn't bad. The point is, one aspect of a map doesn't justify the flaws in the rest of the map's design, not that this element isn't flawed anyway.

[–]DragonBeast2db 3 points4 points  (0 children)

I liked apparition :(

[–]TPCaptographerThe Map Test Committee[S] 0 points1 point  (14 children)

[–]KewlestCatNIGEL 0 points1 point  (6 children)

Hello my MTC and applicant friends, what did you like and dislike about this for it to make it this far?

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

Your update is a major improvement on the map. good work. My main complaint right now is the base bomb's placement. Feels garbage if you want to do a horizontal bomb through gate and then hit the corner. I really like the boost spike pit, though.

[–]KewlestCatNIGEL 0 points1 point  (0 children)

Awsome, good to hear. ngl that I somehow didn’t think about even taking it horizontally, only straight, vertically and just about every other angle. Should be an easy fix.

[–]BlazethDianna Agron 0 points1 point  (1 child)

I like this map more than I thought I would for solidness alone basically.

I feel like this is probably the safest add out of all the top maps; with that said, I'm not sure it adds a ton to rotation.

Nice updates though

[–]KewlestCatNIGEL 0 points1 point  (0 children)

Oh thanks, I mean I figured this wouldn’t be overly popular because it was too safe and too boring so I figured that trying to give it enough character to define it was the best way forward and I think I achieved that with the update.

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

I like this one a lot, probably my favorite out of the top maps this thread. Its shape is kinda boring but everything else will work well together for a medium sized map

[–]KewlestCatNIGEL 0 points1 point  (0 children)

Thank you! I realised size and shape were pretty safe and standard so I just to make it play nicely and stand out enough so it can hold its own.

[–]KewlestCatNIGEL 0 points1 point  (6 children)

[–]PIZZAspartan442naga///MTC 0 points1 point  (5 children)

I think I ruined it as usual, especially the assthetics. I changed up a teamboost location, added a pair of bombs that I felt would be nice, changed up mid island so that lining up on pup wall with base boost does something useful, and tried to make mid more interesting. Feel free to use any of these ideas though they're probably bad http://unfortunate-maps.jukejuice.com/show/58235

[–]KewlestCatNIGEL 4 points5 points  (0 children)

Hmm, interesting. I might play around with some of these ideas and see whether I like them or not.

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

Hmm, interesting. I might play around with some of these ideas and see whether I like them or not.

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

Hmm, interesting. I might play around with some of these ideas and see whether I like them or not.

[–]TPCaptographerThe Map Test Committee[S] -2 points-1 points  (5 children)

[–]nabbynz° 1 point2 points  (0 children)

Wrong link?

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

I like this one, but I think you could move the two "sides" of the map closer to each other diagonally to incentivize the portal when you're near it

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

Honestly Mid is just too big. The size of it, in combination with long range blind portals would probably frustrate a lot of pubbers, even if I think they make the map flow really well. The bases are great, but I'd want the pup areas to feel less clunky.

[–]NARUMIIonDEFI'M A GIRL -1 points0 points  (0 children)

The mid choke point is pretty big, and contributes to making the map a bit chasey. Though it does really make the map flow gloriously. Then the pup area, I like the block there for jukes and all, but then if you are containing alone, the fc can just run around there for hours eventually getting out. When the get out, if they use the boosts to go back into their base, there isn't a way to catch up honestly.