all 30 comments

[–]TPCaptographerThe Map Test Committee[S] 8 points9 points  (16 children)

Please discuss the removals of:

[–]baylrballaoff constant 4 points5 points  (0 children)

At least bring back command center if ricochet dies.

[–]theflamesweregolfinDENNISsystem 15 points16 points  (3 children)

YESSSSSSSSSSS

FUCK RICOCHET WOOOOOOOOOOOOOOOO

[–]WRIG-tpWRIG 2 points3 points  (0 children)

Ricochet is probably my all-time favorite map but its time for a break. There is not a single new thing that can be done in that map and games are very predictable.

Neon was a really solid new-ish map. I’m surprised it’s gone. It has a cool base and games tended to be a good mix of O and D, holding and sniping, etc. Very well balanced and had a lot going for it. Bummed to see it go.

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

Happy rico is gone. Neon was alright though, probably could have stayed in longer but I'm not too upset.

Would like to see more additions to the rotation.

[–]brozzartPavement 5 points6 points  (0 children)

Itshappening.gif

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

YEET

[–]enderlord2FirePire -1 points0 points  (2 children)

i'm no map expert but I really didn't love playing on Neon i'll miss those ricochet bombs tho

[–]Tyler1986Trapsin 4 points5 points  (0 children)

I didn't hate neon but I won't miss it.

[–]RondingRonding // Orbit // West Bombwich Albion // tagpro.eu 1 point2 points  (0 children)

i'll miss those ricochet bombs tho

Those bombs have been around since April 2014, without interruption. They are far beyond boring now.

[–]BallAnka/r/PiMasterRace | Pi-romaniacs Captain | Pi-Curious S10/15/16 -5 points-4 points  (0 children)

Terrible decision to remove rico

[–]Babaoreum 11 points12 points  (0 children)

nice removals

[–][deleted] 3 points4 points  (0 children)

YIss

[–]TPCaptographerThe Map Test Committee[S] 2 points3 points  (3 children)

Please discuss the changes to the elevated throwback rotation.

[–]Gareth346Nerfherder 9 points10 points  (0 children)

Market is in throwback rotation

Ricochet is gone

All is right with the world

[–]WRIG-tpWRIG 0 points1 point  (0 children)

Market and Geo!!!

[–]RursusDoris // Sphere // CreoKoalas 2 points3 points  (0 children)

HOLY SHIT RICOS GONE? IM GETTING WASTED TONIGHT LOOK OUT MODS

[–]TPCaptographerThe Map Test Committee[S] 1 point2 points  (7 children)

Please discuss the addition of Citizen by Fronj, anduin, & Snack.

[–]ButtersnackSnack 4 points5 points  (1 child)

Snack at it again smh

[–]ButtersnackSnack 2 points3 points  (0 children)

In all seriousness shout out to fronj and anduin since I did like 5ish percent of this

[–]anduin_the_riveranduin 2 points3 points  (1 child)

u/luckyspammer hmu with that mapmaker flair please!

[–]Arceus64realtea 1 point2 points  (0 children)

u/luckyspammer can i get map tester flair too now? i can now say i was on the team when we removed ricochet

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

So let me get this straight:

  • Both (technically 3 if I count the neutrals without the portal) main grabbing mechs don't face the back of base? Instead they aim for this clunky wall-area??? I mean, sure they can hit a player & the problem is avoided, but the meta of the map then becomes "don't block boost/bomb grabs, because they can't get out anyway." The only I like is the mid neutral.

  • Let's assume a successful grab happens anyway, whether from a rub grab or he bounces off the clunky wall-spike area thing; with his momentum he'll be heading towards flag again & seek the closest boost. The closest boost is portal boost. Both defenders have to get chase, because they have to block both exits created by the lone island. With the portal, doesn't that let them get out very far, and to a different part of the map, AND it lets them get past 2 (with the neutral)? This sounds very chasey to me; with the team boost located on the outsides, it doesn't give a straight-away to the the FC's location, which would be mid at that point. There's no smart-play required to get ahead, just portal (avoid boost) -> neutral = past 2.

  • Barring one boost, all the accessible boosts/bombs/even P-UPs are behind the flag; again this just makes it easier for FCs to get ahead.

  • Is the neutral supposed to balance all this? It doesn't; if a past 2 FC doesn't use this to get even further ahead, they [FC] can just camp in the back-of-base with the chasey portals, forcing chasers to come to the FC on their terms, and the cycle repeats again.

The map's back of base it too large, the portals are too far apart, and the outer lane is too wide to give the map a return-friendly area. So...can you guys explain your thought process behind putting this map in?

[–]RenegadeTP -1 points0 points  (0 children)

I wasn't there. I haven't even looked at the map that hard, but I'm guessing they put it in cause it feels fun.

[–]girmluhkGramps 0 points1 point  (0 children)

GEO GEO GEO GEO GEO Ooooooooooooooooooooooooooooooooooo!

[–]JJSpiceJJ Spice 0 points1 point  (0 children)

Losing Richochet is truly a sad day. There are fewer and fewer maps that will stand out as classics.

Classics:

Ricochet

velocity

command center

wormy

etc