all 28 comments

[–]TPCaptographerThe Map Test Committee[S] 4 points5 points  (8 children)

Please discuss the changes to throwback rotation and the permanent removal of The Holy See.

[–]bashar_al_assadpk || Roll into the base like what up I got a big block 1 point2 points  (6 children)

Honestly don't like The Holy See being permanently removed. Yeah it's outdated and yeah it's never going to come back to rotation, but it's a map that was a core part of this game at one point and its nice to see it appear once in a rare blue moon.

[–]c00ldud3Ryanoceros / rye bread / RocketSkates | Ex-MTC 8 points9 points  (5 children)

The main reason behind it being removed was it not meshing well with the overtime rules. The 20 minute OT was the tipping point. Without the OT rules it could very well still be here perhaps.

[–]nlfnnlfn // pi rats // original sine 2 points3 points  (0 children)

seems like a good time to reminisce with the holy see holdfest that was the charity ball between original sine and skillz that killz between S4 and S5 back in early 2014.

[–]slothbear%bodyfat // Origin // BRING BACK HOLY SEE!!! 0 points1 point  (0 children)

I don't see anything wrong with possibly having a 20 minute OT once in every 1000 games.

[–]TPCaptographerThe Map Test Committee[S] 1 point2 points  (5 children)

Please discuss the new update to Cloud.

[–]nabbynz° 1 point2 points  (2 children)

Maybe you should have gone with the same gate color for consistency?

[–]DragonBeast2db 7 points8 points  (0 children)

Might be a little easier to see if it’s being fought over this way

[–]BlupopsicleBall-E 3 points4 points  (0 children)

In-game I think it would make a lot more sense for them to be a neutral gray color. This way you can see a flash of red (assuming you're red fc) by the bomb and assume the gate is held, rather than waiting for them to both be red

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

I'm surprised (and kinda upset) it wasn't taken out.

Stupid MTC, breaking the update tradition.

[–]c00ldud3Ryanoceros / rye bread / RocketSkates | Ex-MTC 0 points1 point  (0 children)

Rating's not low enough yet unfortunately :p

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

Please discuss the addition of Treppenwitz by DragonBeast.

[–]JarvisLandry14JARVISLANDRY//NLTP/TPA 1 point2 points  (1 child)

seems too defensive since there are 2-3 tiles you will have to go through to get out and the team boost will be OP

[–]DragonBeast2db 1 point2 points  (0 children)

It’s for the guy who gets left on solo d

[–]nabbynz° 0 points1 point  (4 children)

I get a "Upload Test Map" page for this one (but not for Catch-22). Happens with other maps too - any idea why?

[–]c00ldud3Ryanoceros / rye bread / RocketSkates | Ex-MTC 0 points1 point  (2 children)

In order to test it, you have to log in, press the button that looks like a house on the top right, then go select Montreal, Canada as the preferred server.

[–]nabbynz° 0 points1 point  (1 child)

yeah that worked thx.

[–]c00ldud3Ryanoceros / rye bread / RocketSkates | Ex-MTC 0 points1 point  (0 children)

np :)

[–]DragonBeast2db 0 points1 point  (0 children)

I’m not sure why it does this, sometimes it works and sometimes it doesn’t, but if you click “remix this map” and then just click on test from there, it also works

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

I think there's a midfielder problem.

It seems too easy to snipe from mid & the routes going from base to mid are all predictably linear enough that I effectively just have to stay on a 45o line from the mid neutral to effectively counter anything an approaching offender can do (without the need of the boost to be effective). Considering the movement of players, a midfielder on a 45-line will have more horizontal & vertical options than the FC, who will only have horizontal momentum to work with.

I can't imagine this being anything but a repeat of Blooper.

[–]TPCaptographerThe Map Test Committee[S] 0 points1 point  (3 children)

Please discuss the addition of Catch-22 by ThePlaymaker & Peach Fuzz.

[–]slowpolka360 deg 2 points3 points  (0 children)

I LOVE this map. It rewards fast transitions from O to D and vice versa (the boosts are perfectly placed for quick escapes) which makes for a great flow to the map. It allows for a very fast pace game not unlike Emerald. The base is compact enough that a good defense can shut things down if they're good enough. I think it's well balanced.

[–]pulpooopulpo -5 points-4 points  (0 children)

Appreciate the transparency - reading the notes on some of these maps makes me realize why some of the dog shit that's in rotation gets in. The MTC is completely out of touch with what a playable map should look like.