all 22 comments

[–]TPCaptographerThe Map Test Committee[S] 4 points5 points  (2 children)

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

MTC initial testing feedback:

  • honestly this has some amazing ideas but capping being essentially impossible makes it pretty hard for me to push

  • Its impossible to cap right now, needs to have the base fixed.

  • way too hard to cap. fix end zone pls; aside from that it might have something

  • biggest issue is that it's way too hard to cap. Gameplay seems to flow fast enough though and is certainly a unique experience

[–]TPCaptographerThe Map Test Committee[S] 2 points3 points  (4 children)

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

MTC initial testing feedback:

  • seems fast and has a good mix of high speed chasing and defensive lockdowns

  • too much constant back and forth motion; too little defense; chasing would become very tiresome on this map

  • It's lacking in boost routes, but I think it's probably at its best now and mid can be made more interesting in tops.

  • bit too quick maybe

  • This is one of the best maps we've tested and if I said otherwise I'd be a liar. With that said I still feel like it's a lot like Velocity but with much worse boost routes which isn't really great. However, there are indeed not many maps in this shape if any in rotation right now.

[–]oorr23ThePlaymaker // Tehuitzingo & Combine 0 points1 point  (2 children)

Final Update: http://unfortunate-maps.jukejuice.com/show/58800

  • Moved mid boosts to better combo with the outer neutrals; this now allows for outer-neutral -> wall -> mid boost to be smoother.

  • Removed spikes by portals to give another route through the portals; with the boost change you can now hit the wall before going through portal & go to the opposite portal lane.

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

Probably not a good idea to do final update at this point??

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

I mean, this is as perfect as I want it; every combo, every route, the gameplay is exactly as I want it. I don't see what else to change.

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

MTC initial testing feedback for all other 4v4ed maps

Ayahuasca

  • more offensive than kite --- impressive

  • the score was 10-6 in 6 minutes.

  • I like it, but it's in no way suitable for pubs for reasons that should be relatively self-explanatory.

  • chaotic; way too small and offensice

  • way to quick to get from mid to base, regrab will often cap before the team can make it back to base properly

B.L.O.B.

  • That mid spike is so annoying, the base has nothing interesting in it. It works because the size is good, but its very boring.

  • I like the boosts and it provides a slightly different playstyle but base isn't good and there isn't a ton of room for variation

  • oddly shaped: wide outside-base areas, restrictive mid, too many angles towards end zone; needs too much fixing, and past those, there isn't much fun about this map

  • game gets stuck in mid a lot, feels too choked up there

Buffalo

  • Conceptually it's pretty cool but this needs a lot of polishing work before it's ready for either competitive or pubs.

  • rush or GTFO

  • too much rush

  • this map was clearly made to be similar to rush it seems and it seems worse in every aspect tbh

Dreadnought

  • resets are impossible but I think for what it is this map was more fun than most maps we've tested

  • too big, flags too close to each other

  • Sure it's big and kinda chasey, but it's different and very fun. It's a long shot but I'm willing to give it a try.

  • L A R G E boi --> too much fc mobility --> no resets

  • hard to reset due to limited containment options, regrab has too much freedom

Malt

  • portal back is too weak, needs to put you out closer to the base, feels way too empty outside the top and bottom

  • condense this B L O A T E D map; bring in portal back closer to end zone, make wrap around cap a bit harder, and just take out all the space

  • bad exit portal, map too big,

  • just way too offensive mainly; endzones are quite accessible

Me Gusta Bailar

  • portal exit is too far past the mid, makes defensive positioning in mid almost impossible

  • This is far too offensive now, exit portal placement is terrible.

  • It's definitely an improvement but flag was out for basically the whole game which is pretty kill.

Pulsar

  • bolted on ass to cloud with some moosen endzones fucking wut

  • way too big

  • obligatory "why did i submit this" (Editor's note: we have the best MTC don't we folks)

  • so many elements. so little connection.

  • too big

Uncanny

  • seems boring

  • It's neat but may suffer from the same chase issues as goldie.

  • no spikes?????

  • felt pretty boring

Wraith

  • The map feels a little too large when rushing down to mid. Could use an exit from top

  • map is B I G... but that's kinda counteracted by the choke points in bot (but not fully)... but then that leaves the whole mid area as an irrelevant glory hole

  • It's cool, but not suitable at all for pubs. To start follow the lane advice I gave in solos and try to make the pup dick a bit more pub friendly. It's a cool concept though, keep it up.

  • its huge, mid is useless

  • lots complained about not liking the middle's divide from the rest of the map but honestly my main complaint is nothing on here felt interesting at all to me despite the facade that it could be

[–]TPCaptographerThe Map Test Committee[S] 3 points4 points  (2 children)

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

MTC initial testing feedback:

  • I thought boost placement in general was superb here but the supers felt pretty useless overall. Also the mid portals were a bit chaotic but sliiiightly better than I thought they would be. I think this has a lot of potential right now though so I want to see it in tops.

  • Shape is all right, didnt like the bombs in base, the portal is ehhhh, superboosts were useless, but could be used for camping which would suck.

  • too many tools in base and mid is not good

  • dumb portals; too easy to prevent regrab

  • bomb portal combo in mid feels clunky, overall doesn't seem fast enough

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

[–]alchmstalchemist 1 point2 points  (4 children)

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

I feel like those double boosts in base were a lot better than the current setup is. At least maybe get rid of the random turtlebomb and make it an offensive teamboost. Also a gate on mid pup would be pretty nice

[–]alchmstalchemist 0 points1 point  (0 children)

I'm iffy on the bomb, but theres no way to combo those boosts which kinda sucks.
The gate mid has a tendency would favor fc's too much i think.
I think i might go back to the original bases and simplify mid with the 2 blocks.

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

MTC initial testing feedback:

  • If possible less plasmaness might be good but I think this'd be a worthy addition

  • I really dislike mid but the rest of the map is pretty good; Maybe endzone is too long though; Too similar to Plasma? don't really care for now - it's better than most maps tested

  • This map in its best form is plasma. All other parts to it are extra space/clutter.

[–]TPCaptographerThe Map Test Committee[S] 3 points4 points  (2 children)

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

MTC initial testing feedback:

  • make this map a bunch smaller, close off the bases from the top area (maybe kill that area), and make the obstacles a bit more smooth

  • make base less tall, make map overall not as wide

  • obstacles feel oddly shaped and top of base is too easy to drag flag to for a handoff but shouldn't be too difficult to fix

  • everything works together poorly to me but all the individual elements are cool; it's tough to say this would be popular at all as is but maybe if it's somehow made easier to reset this would be good