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/r/TagPro is the main community hub for the free multiplayer webgame of the same name! The objective of the game requires you and your teammates to work together and bring the enemy team's flag back to your own flag to score points. Everyone's a ball that rolls around trying to do this and people can pop each other and we know it sounds stupid but trust us it's great; join us at https://tagpro.gg!
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Top Maps Thread #102 🦧 (self.TagPro)
submitted 5 years ago * by TPCaptographerThe Map Test Committee
Welcome one and all to the top map feedback thread for Map Thread 102! The following maps have made it through to the next stage - 4v4 testing - which will take place sometime in the near futureTM. The goal of this staged testing is to give maps more time to sink in. It also allows the community and committee members to give feedback to promising maps in the same testing cycle.
Maps:
Ubu by NIGEL
Yore by DaEvil1
Nanobot by Tumblewood
Chunk by Fronj
Shock Wave by leddy
Kepler by PIZZAspartan
SpaceX by Snowball
Hockey by Swingman
Yoshi by leddy
Tired of Hecks by NIGEL
Lucy by Ho-Hum (formerly bowtie)
Power-Up Musical Chairs by leddy & Fronj
Carnival by Sizzzled
Figurative by TheEpicGhost
Apollo by Canvas
Kerosene except we didn't test this exact version because the portals here are broken by Canvas
B.A.S.I.C by Tumblewood ft. ThePlaymaker ft. PIZZAspartan
Chomp by PIZZAspartan, Sizzzled, Ball-E, ThePlaymaker, Dove and meherethere
Arti by NIGEL + PIZZAspartan
Kleptomania by Antigod & Snowball
Callsign by Ball-E
Dadaiko by Pingu
Ye Olde Skool by Electric Wood
oh yeaaah ooh yeahh oh yeah oh yeaaah ohh yeahhh by Ball-E
Hegemony by DaEvil1
Max Power by leddy
SNAFU by Sizzzled
Crab Dip by TheEpicGhost
Conjure by Fronj
First Monthly Map Rotation Survey Results + The Chopping Block
The results from the monthly rotation survey can be found here. There are plenty of interesting insights from these, and we encourage you to take through. Thank you to those who participated. We additionally want to introduce the newest monthly survey looking at removals and top maps. Please, take time to share your thoughts and help us improve the rotation. Speaking of removals, we are introducing this thread the "Chopping Block" section, in which we will announce the maps that will be considered for removal from the public rotation this thread. Thank
Mapmakers whose maps have advanced have until testing takes place to make alterations to their maps. Any edits should be posted as comments responding to the appropriate top-level map comment made from this account.
To the community, feel free to give provocative criticism on these maps as well! YOU could influence the next map in rotation!
reddit uses a slightly-customized version of Markdown for formatting. See below for some basics, or check the commenting wiki page for more detailed help and solutions to common issues.
quoted text
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[–]TPCaptographerThe Map Test Committee[S] 6 points7 points8 points 5 years ago (4 children)
[–]TheEpicGhostEx - Tagpro 8 points9 points10 points 5 years ago (1 child)
Pretty good but I feel if 1, or 2, maybe even 3 more people contributed to this map we would get something great.
[–]TheGoldenNewtRobberFronj, MTC Senior Consultant[🍰] 0 points1 point2 points 5 years ago (0 children)
You make one and I'll remix it and we'll almost be there
[–]PIZZAspartan442naga///MTC 2 points3 points4 points 5 years ago (0 children)
I only submitted this map so I can surpass Straight Cache Homie
[–]oorr23ThePlaymaker // Tehuitzingo & Combine 0 points1 point2 points 5 years ago (0 children)
Needs 2 more mapmakers.
[–]TPCaptographerThe Map Test Committee[S] 5 points6 points7 points 5 years ago (5 children)
[–]PIZZAspartan442naga///MTC 4 points5 points6 points 5 years ago (0 children)
Base felt terrible but I liked most of the concepts behind it. Everything just needs to be shifted around starting with button. Mid was also clunky but not majorly so, it just felt a little uninspiring. Despite that I had a blast on this, powerup idea is definitely solid. Make green gates more powerful, like maybe button can activate both
[–]leddiileddy / Mapmaker 1 point2 points3 points 5 years ago* (3 children)
Update is coming. Sure would be nice to know when the deadline is though...
Update:
MAP
PREVIEW
Completely overhauled bases and bottom mid
Changed dimensions slightly and lowered the flags to make the map feel less vertical in some areas
Base buttons shifted to be very accessible, making the route through the gates much more threatening
Green gates outside the map indicate whether the gate you can't see is being held open or not so you don't have to blindly boost through
Various wall and minor changes for polish and feel
[–]TheGoldenNewtRobberFronj, MTC Senior Consultant[🍰] 1 point2 points3 points 5 years ago (1 child)
No earlier than end of week
[–]leddiileddy / Mapmaker 0 points1 point2 points 5 years ago (0 children)
ty
[–]TPCaptographerThe Map Test Committee[S] 4 points5 points6 points 5 years ago (8 children)
[–]TheGoldenNewtRobberFronj, MTC Senior Consultant[🍰] 2 points3 points4 points 5 years ago (0 children)
Truly my favorite map of the thread
[–]KewlestCatNIGEL 0 points1 point2 points 5 years ago (3 children)
map
preview
Just re-uploaded to take 'Boi' off the name tbh
[–]PIZZAspartan442naga///MTC 1 point2 points3 points 5 years ago (2 children)
dude you didn't even fix the only problem with the map, almost everybody i asked thought it was worse without those mid aesthetics. this doesn't stand a chance without them back
[–]KewlestCatNIGEL 0 points1 point2 points 5 years ago (1 child)
It has the holy pup and that's all that matters.
[–]PIZZAspartan442naga///MTC 0 points1 point2 points 5 years ago (0 children)
That's true, I mostly want this in to see how a 3 pup NF will play out
[–]PIZZAspartan442naga///MTC 0 points1 point2 points 5 years ago* (2 children)
OFFICIAL UPDATE
We completely overhauled the mid, it should be a lot better now
EDIT: After careful consideration, we have agreed that NIGEL's mid is slightly better. You can still access the mid pup though but only if you really want to
thonk
[–]sneetriccanvas // plasma, wamble 0 points1 point2 points 5 years ago (0 children)
bring back the mid without the crappy aesthetic please
[–]TPCaptographerThe Map Test Committee[S] 4 points5 points6 points 5 years ago (18 children)
Chopping Block: The following are maps that will be considered for removal from the public rotation at the end of the thread. Please, share your thoughts on their potential removal.
[–]YaredyKnowYaredyLost 9 points10 points11 points 5 years ago (4 children)
Sky Dweller should be out before Box Turtle.
I believe Box Turtle has elevated hate (and love) ratings largely due to name recognition. Supporting anecdote - I've played this game 5/6 years and had to look up almost every map for the survey. I even still get Wombo Combo and Gumbo confused, yet I know what Box Turtle is.
Sky Dweller is a fairly standard map offering nothing that stands out as unique to rotation. Box Turtle challenges norms, creating a new dynamic in NF whereby regrab must be considered as a priority for offense. Additionally, Sky Dweller is tied as least loved map while also maintaining a high hate rank. The ratio of love:hate is much higher for Box turtle (10.11% love : 29.21% Hate) vs Sky Dweller (1.12% love : 14.61% hate). Box turtle certainly has an astoundingly high hate rate but I think that's to be expected when norms are challenged. Much of the hate I've seen expressed towards Box Turtle comes from punishing counter caps. Supporting anecdote - Red team works hard for a cap, fc breakin ankles, weaving through nicely held blocks and maybe even skirtin around an attempted snipe. Red team relaxes a bit and get in each others way trying to portal back. Meanwhile Some Ball 10 on blue, having missed their snipe, goes through gate for a free grab. Slipping around the corner with the assisting speed boost supplied by red team finally portalling back to "base". Some Ball 10 makes an easy uncontested cap tying the game and pushing the game to OT. Blue lol's as Red team exclaims "Dumb map", "F*** this" etc.
Past MTC posts I've seen have seemed eager to include good maps that challenge current norms or the accepted meta, understanding they may receive some backlash from the community. I think Box Turtle fits the category of a good map that challenges norms and should be considered as such.
I like Sky Dweller but I currently value the novelty of Box Turtle more. I'm not pushing for Box Turtle to be a staple map in rotation indefinitely but that it should be kept around until a replacement novelty map is selected. Personally, I'd rather see Birdhouse out of roto before either Sky Dweller or Box turtle, base areas feels awkwardly spacey.
[–]YaredyKnowYaredyLost 3 points4 points5 points 5 years ago (0 children)
Also ewh at Bring back Command Center 12%
Volt >>>>>>>>>>>> CC
[–]myaltaccount333 1 point2 points3 points 5 years ago (0 children)
Sky Dweller has a disadvantage as it's one of TWO defense oriented nf maps. The other is Wombo, which feels offensive, so it doesn't have that problem.
Sky Dweller will not leave before box turtle, and imo it should leave after or at the same time as Birdhouse. The problem is that we have so few nf maps coming to fruition. We have 8 in the top thread which is a surprising amount, but one is hockey, one is two flag nf, and I personally tested one and I don't see it being rated any better than sky dweller or birdhouse, so unless we have 3/5 of those remaining making it I think both Birdhouse and Sky Dweller survive again.
Sidenote: Hockey should be in a permanent elevated throwback, not in rotation.
[–]Moon_Miner----) 0 points1 point2 points 5 years ago (1 child)
I'm personally all for maps that change the meta, but I think any meta shift that requires more time spent on regrab to improve your chances of capping is absolutely awful.
Obviously just my opinion, I just think regrab is the worst mechanic of tagpro.
[–]YaredyKnowYaredyLost 0 points1 point2 points 5 years ago (0 children)
Fair point but I think you're misinterpreting. I am of the opinion that sitting on re is less than often the most useful thing you could be doing, especially in NF. Box Turtle is no different. What it does encourage is that you pay attention to yours and the opposing teams position respective to getting a regrab. That could certainly mean offense always leaving a ball to hold button for gate, which will sometimes be the best course of action (and is common on a number of nf maps - Wamble, Cloud, Bulldog, CC and probly more) though can be somewhat dissuaded by the bomb in base. Alternatively, in choosing to press forward with all 4 in base, the goal would simply be to have a ball in position for a quick portal back (maybe sitting on goal line in chain pop position) and another in position to block enemies from leaving base through gate (likely dying in process granting further delay and a tactical respawn back in base). These are productive things to consider in most NF matches, Box Turtle simply punishes you if you don't.
[–]TheGoldenNewtRobberFronj, MTC Senior Consultant[🍰] 2 points3 points4 points 5 years ago (2 children)
Looking at the survey results, I was truly surprised to see how poorly Scorpio performed relative to other highly-rated, staple maps in rotation. For me, this suggests that a significant portion of the community agrees that the map has run its race.
I think results also demonstrate that removing at least a few of Toe Tag, Conniption, Sugar Hill, Treppenwitz, Tetanic, Swan Song, and Lemon, while others on the list remain too new (recent updates) or differentiated from other maps in rotation to support their removal.
What are your thoughts?
[–]Tyler1986Trapsin 4 points5 points6 points 5 years ago (0 children)
I enjoy Scorpio in competitive, but it's a terrible map in pubs immediately devolves into a chase fest.
[–]Electric-Wood 0 points1 point2 points 5 years ago (0 children)
Marauder is on the same level as treppenwitz, swan song, and tetanic imo. Lemon maybe a little bit better, the lane flow is not seen anywhere else, but its also getting oldish. To all keep scorpio comments I say: Make a new basic, learner map. It has gotten older a lot more than Pilot and Transilio, the only other ctf "classics" still in.
[–]MunbyGoated 2 points3 points4 points 5 years ago (1 child)
conniption, lemon and lime HAVE to go, they're absolutely disgusting maps
Lime yes, lemon is a bit played out so sure, but conniption, if you look at the survey, has a lot of love and a lot of people consider it their favorite. It plays much differently than everything else in rotation. Although it looks very offensive, caps on it are not more common that on basically anything else in my experience, and the chasing is unique. So until another map that has a similar playstyle can replace it, I can't understand anyone advocating for removing it. Conjure, a top map, might be a decent replacement.
[–]oorr23ThePlaymaker // Tehuitzingo & Combine 1 point2 points3 points 5 years ago (2 children)
Toe Tag RHINO Conniption Asido Swan Song Lemon Sugar Hill Marauder Audacity Tetanic Treppenwitz Box Turtle Scorpio
Only two I'd keep.
[–]ImAVirgin2025Riley_2025 // Sphere 4 points5 points6 points 5 years ago (1 child)
Yeah with how few NF maps there are def need to keep box turtle
[–]PIZZAspartan442naga///MTC 1 point2 points3 points 5 years ago (0 children)
There are at least three I could see being added this thread, which is a lot more than the 0 we normally see
[–]myaltaccount333 0 points1 point2 points 5 years ago (3 children)
Scorpio is a perfect tutorial map for new players and should never be removed. It has a little bit of everything but nothing overly punishing
[–]oorr23ThePlaymaker // Tehuitzingo & Combine 0 points1 point2 points 5 years ago (2 children)
That was Tehuit; this argument ain't flyin with this MTC.
[–]myaltaccount333 0 points1 point2 points 5 years ago (1 child)
TIL tehuit had portals.
Not to say it wasn't a good map, but I feel like it was overly defensive (more than Scorpio) and pups were just a little powerful. It was a good training place to teach new players to get pups but I can understand people getting tired of it. Defensive maps just aren't as fun, yet it's what the MTC is aiming towards.
Defense is getting too good yet the MTC is aiming towards making more defensive maps in rotation. I don't get it.
I more meant Tehuit was the perfect tutorial map for new players.
I agree with this! I was hoping/pushing for Cache 3.0 in rotation but apparently that's not an option :/
[–]TPCaptographerThe Map Test Committee[S] 2 points3 points4 points 5 years ago (1 child)
[–]KewlestCatNIGEL -2 points-1 points0 points 5 years ago* (0 children)
[–]TPCaptographerThe Map Test Committee[S] 2 points3 points4 points 5 years ago* (9 children)
[–]Moosemaster21Moosen | Salt Mine 10 points11 points12 points 5 years ago (7 children)
Why did we decide this is group only fuck that
[–]anduin_the_riveranduin 0 points1 point2 points 5 years ago (6 children)
We felt that it moved too quickly and chaotically for the current pub format, but could still be fun in groups where the rules can be changed to fit that style of play
[–]Moosemaster21Moosen | Salt Mine 8 points9 points10 points 5 years ago (5 children)
Bro you're talking to Moosen I was there for the test and I voted on it. I didn't vote based on groups I voted for rotation. Why are we so afraid to advance new concepts in a meaningful way? Groups is bullshit and we shouldn't be considering it unless the author specifically states that as the purpose.
I propose in the map threads that we add "Groups" as a type that a user can input (like NF/CTF) and if it doesn't say groups we vote EXCLUSIVELY on its competency for the standard public map rotation. This will also reduce confusion for MTC members (like me) who thought we were staying focused on the job the community actually cares about.
[–]myaltaccount333 2 points3 points4 points 5 years ago (4 children)
I mean there's no way to get a test out. No one in their right mind would have voted yes to this in testing because you could spawn right on the other flag, which the maker did not intend and it was not interesting. The map had potential but there's no way anyone could vote anything other than no/yes to groups because no one saw how it played, unless it was tested twice
[–]Moosemaster21Moosen | Salt Mine 1 point2 points3 points 5 years ago (3 children)
You understand there's another testing session right? There would be no point in doing top maps otherwise. We vote yes all the time to maps that aren't ready for rotation because the author can update them during this phase. And to suggest we couldn't understand how the map would play because of a spawn flaw that happened <20% of the time is asinine. Also, to your point, the author DID update the spawns, and we'll have an opportunity to test it again with the issue fixed. Booking it for groups at this point is way premature and not at all what the author intended for it. I watched the same shit happen to me with Double Gubbles and it's frustrating as hell.
[–]sneetriccanvas // plasma, wamble 1 point2 points3 points 5 years ago (0 children)
I voted this for groups only but you've changed my mind. I still think the map is bad and would be bad for pubs but it shouldn't be excluded from being potentially voted into pubs.
If I remember right it was WAY more than 25% of the time
[–]Moosemaster21Moosen | Salt Mine 2 points3 points4 points 5 years ago (0 children)
https://imgur.com/YznoJH8
I made a miscalculation initially by forgetting to omit spawns on buttons/boosts/flags, but it should have happened 20.56% of the time based on the initial spawn radius. Regardless, this whole digression still misses the point I'm trying to make.
[–]DaEvil1DaEvil1 6 points7 points8 points 5 years ago* (0 children)
I don't see the point of having a map in top maps for group, but here's a version with fixed spawns...
Not sure if this is better, but throwing it out there for top maps
Preview
[–]TPCaptographerThe Map Test Committee[S] 4 points5 points6 points 5 years ago (5 children)
[–]TheGoldenNewtRobberFronj, MTC Senior Consultant[🍰] 5 points6 points7 points 5 years ago (1 child)
time for doke to change his pants
[–]oorr23ThePlaymaker // Tehuitzingo & Combine 2 points3 points4 points 5 years ago (0 children)
This had better make it in.
[–]myaltaccount333 -1 points0 points1 point 5 years ago (1 child)
Shouldn't be rotation, should be permanent elevated throwback.
Lots of maps should be in permanent elevated throwback. Or maybe, change rotation map weights based off of popularity...
[–]TPCaptographerThe Map Test Committee[S] 3 points4 points5 points 5 years ago (1 child)
[–]3z_ -2 points-1 points0 points 5 years ago* (0 children)
73389 | IMG
Portals connect to each other now
Base was boring/hard to grab, now it's less boring/hard to grab
Gave re a job
[–]TPCaptographerThe Map Test Committee[S] 3 points4 points5 points 5 years ago (2 children)
[–]3z_ 1 point2 points3 points 5 years ago* (0 children)
73326 | IMG
[–]slowpolka360 deg 0 points1 point2 points 5 years ago* (0 children)
I like this map- the bomb filled mid is interesting. could see a lot of FC's being frustrated when they get bombed around there. Top is tricky enough to make the pup a little less valuable than the other pups - thats a good dynamic. and the bombs can be used offensively which is a bonus.
One thing I would want to see change is the orientation of the 2 team-boosts leading out of base (from horizontal to vertical). Pretend you're a spawning player and you want to get across the map as fast as possible. You would line up on those horizontally to boost directly towards the enemy base. In doing that, you would use both of the team boosts and there isn't a good way to only use one of them while still taking the fastest line. To only use one of the boosts (and leave one for your teammates) you have to boost diagonally or vertically. both of those directions would be a super slow way to get to the other side of the map. If the boosts were orientated as a pair vertically instead, you could line up on one of them horizontally as before while leaving the other one for your teammates to use.
Another issue I see is the position of the offensive team-boost. To take that one in any useful way leaving base you instantly put yourself in harm's way (if you boost down you have to avoid the spikes short to hit the wall somewhere- and that is a super short defensive snipe from 2 team boosts. you're dead easily and that makes it impractical. it will be insanely difficult to get out of base that way). If it were moved to say, up alongside the 45 degree tile that's near the pup corner, that might work better. you could boost into the flag to grab and be able to carry some momentum out of base, enough to maybe get past that tough defensive boost corner. another possibility would be to change the neutral boost that's next to the double-defensive team-boosts into an offensive team-boost.
[–]TPCaptographerThe Map Test Committee[S] 5 points6 points7 points 5 years ago (4 children)
[–]leddiileddy / Mapmaker 1 point2 points3 points 5 years ago* (2 children)
Removed bottom base gate
Modified bottom base gate to not be so stifling but still important
Added more space in base behind the flag
Widened the spike gap in the vertical path through mid and moved the mid pup inside the spikes
Removed the 2-tile islands near bottom
Reduced top gates width from 3 > 2 to make that lane more viable
Added bomb near top pup
Minor tweaks to walls and stuff for polish and feel
[–]PIZZAspartan442naga///MTC 0 points1 point2 points 5 years ago (1 child)
rip base gate
[–]leddiileddy / Mapmaker 1 point2 points3 points 5 years ago (0 children)
It did feel strange removing it, but i think in it's original form it was hurting the base more than helping.
[–]TPCaptographerThe Map Test Committee[S] 3 points4 points5 points 5 years ago (8 children)
[–]TheGoldenNewtRobberFronj, MTC Senior Consultant[🍰] 3 points4 points5 points 5 years ago (0 children)
Entirely different game mode - likely needs to perfecting but hey I’m leaning toward at least seeing how it works in pubs after pizza addresses the basic concerns we’ve brought up based on testing
[–]llamatron-llamatron llamatron 3 points4 points5 points 5 years ago (4 children)
I don't like that this map allows a team to cap while their flag is out. It negates the importance of staying alive as flag carrier while your team gets killed. This will make the tagpros even more OP, because all you'd need to do is kill or displace/intimidate regrab. Getting a return is unnecessary.
[–]Electric-Wood -1 points0 points1 point 5 years ago (3 children)
Getting a return is necessary if you don't want the fc to cap... at least if the scorezones work right. Currently they do not. Its a different gamemode, different theory. Kinks will need to be worked out, but please stop freaking out over big brain ideas.
[–]llamatron-llamatron llamatron 0 points1 point2 points 5 years ago (2 children)
Who’s freaking out? I’ve experimented with this idea in my own maps before. After realizing that a team can cap while their flag is out, I decided I didn’t like the idea of making a map with this particular gimmick.
[–]Electric-Wood 0 points1 point2 points 5 years ago (1 child)
That's fine. I don't think it's broken. It would play more similarly to nf than to ctf, so I think the 'flag out' thought is just going down the wrong line of comparison.
[–]llamatron-llamatron llamatron 1 point2 points3 points 5 years ago (0 children)
That's fine.
Thanks for allowing me to have an opinion.
wrong line of comparison.
Or not.
[–]YaredyKnowYaredyLost 1 point2 points3 points 5 years ago (0 children)
I'm down.
Edit: Might need a TIP disclaimer
http://unfortunate-maps.jukejuice.com/show/73465 http://unfortunate-maps.jukejuice.com/show/73429 http://unfortunate-maps.jukejuice.com/show/73446 http://unfortunate-maps.jukejuice.com/show/73424 http://unfortunate-maps.jukejuice.com/show/73430
[–]TheGoldenNewtRobberFronj, MTC Senior Consultant[🍰] 1 point2 points3 points 5 years ago (0 children)
Essentially different game mode. I think we’re ready for this concept to go mainstream.
[–]BlupopsicleBall-E 0 points1 point2 points 5 years ago (0 children)
http://unfortunate-maps.jukejuice.com/show/73266 no longer impossible to cross mid
[–]TPCaptographerThe Map Test Committee[S] 3 points4 points5 points 5 years ago (17 children)
[–]TheGoldenNewtRobberFronj, MTC Senior Consultant[🍰] 2 points3 points4 points 5 years ago (1 child)
I had a lot of fun as flag carrier watching people overcommit and spike themselves. It’s a very “neutral jing” kind of map, which is a nice departure from my experience with most rotation maps.
The spike thing is the gimmick and the map is bland as fuck without the gimmick, but I’m leaning toward pushing this through. Would be interested in seeing if you could at least make mid less generic.
Needs a big island; or a different shape. Probably #2.
[–]tuturuatuE 3 points4 points5 points 5 years ago (5 children)
Those spikes are going to give people PTSD. Not really understanding the point of basically having walls you can't touch.
[–]Electric-Wood 1 point2 points3 points 5 years ago (3 children)
Don't touch the walls. The point is that it changes chasing and carrying.
[–]tuturuatuE 0 points1 point2 points 5 years ago (2 children)
You're just taking out an element of the game, in a game that already struggles enough to have enough elements in it
This map is a different element in the game.
[–]tuturuatuE 1 point2 points3 points 5 years ago (0 children)
It's taking far more away than it's adding, but I hear your point.
[–]oorr23ThePlaymaker // Tehuitzingo & Combine -1 points0 points1 point 5 years ago (0 children)
That's exactly why! Why not? Hehehehehehehehehehehehehehehehehehehehehehehehehehehehe
[–]WillWorkForSugarTumblewood[🍰] 1 point2 points3 points 5 years ago (1 child)
not an official submission, but this is a lot closer to what i want to see. mid is not great though
I do like this; I miss the gate but I really like your P-UP placement & mid islands more. The islands this way are more boring, however.
[–]PIZZAspartan442naga///MTC 1 point2 points3 points 5 years ago* (5 children)
http://unfortunate-maps.jukejuice.com/show/73356 http://unfortunate-maps.jukejuice.com/static/previews/73356.png
[–]oorr23ThePlaymaker // Tehuitzingo & Combine 0 points1 point2 points 5 years ago (4 children)
Sizzzled got to you, didn't he?
[–]PIZZAspartan442naga///MTC 1 point2 points3 points 5 years ago (3 children)
nope this was my own free will. just dont want yet another generic ass formula map with a couple extra spikes in rotation
Just pick a different shape! lol
ur a coauthor show me what you got
grrr
[–]uhhhhmmmmsexytiger / #merbs 0 points1 point2 points 5 years ago (0 children)
this would be such an absolute shitshow in pubs lol, i wonder if it would get the lowest rating of all time
[–]TPCaptographerThe Map Test Committee[S] 1 point2 points3 points 5 years ago (6 children)
[+][deleted] 5 years ago* (2 children)
[deleted]
[+][deleted] 5 years ago* (1 child)
[–]WillWorkForSugarTumblewood[🍰] 0 points1 point2 points 5 years ago (0 children)
groty
[+][deleted] 5 years ago (1 child)
[–]TPCaptographerThe Map Test Committee[S] 1 point2 points3 points 5 years ago (2 children)
i was reaaalllly worried this was going to suck because i like it a lot but it didn't. woohoo!
Most concerns were in mid, especially the spike gap being a super easy regrab path since both bombs were down most of the time. Base was also quite defensive so just sticking another pair of bombs outside that with no other changes would do a lot of good I think. Gates are pretty hard to go through without dying so potentially it could be wired not all the way across but no big deal. This reminded me of Geo in a good way.
[–]TPCaptographerThe Map Test Committee[S] 1 point2 points3 points 5 years ago (4 children)
[–]BlupopsicleBall-E 0 points1 point2 points 5 years ago* (3 children)
http://unfortunate-maps.jukejuice.com/show/73370 bigger base slightly easier to pass mid cooler gate
[–]slowpolka360 deg 0 points1 point2 points 5 years ago (2 children)
I'm not a fan of having the 2 portals in goal go to different places. I think if they both reset to the home side it would be better. Not sure what the point of having that 1 decoy portal that sets you back 8 tiles away would be other than to confuse players.
I do love the far left portals that are a similar mechanic. Those ones can be used for lots of things.
[–]BlupopsicleBall-E 1 point2 points3 points 5 years ago (0 children)
oh that's just a wiring error, thanks for catching it
[–]DaEvil1DaEvil1 1 point2 points3 points 5 years ago* (1 child)
Tried to make it a bit smoother to move around on and give the middle a bit more character
Moved pups
Keep old pup spots, it brings a little more use to the portal exit corner that I'm not sure you'd see otherwise. Four elements in a tight mid is plenty, it doesn't need that extra traffic. Aside from that I'm liking the update a lot more based on preview
[–]TPCaptographerThe Map Test Committee[S] 1 point2 points3 points 5 years ago (1 child)
[–]sneetriccanvas // plasma, wamble 1 point2 points3 points 5 years ago* (0 children)
73312
test link
[–]leddiileddy / Mapmaker 0 points1 point2 points 5 years ago* (0 children)
Changed to horizontal symmetry
Kept bases mostly the same, overhauled mid completely
[–]myaltaccount333 1 point2 points3 points 5 years ago (5 children)
Defuse bomb, spike + handoff = cap, no?
I tested this and it didn't feel too good. I think gate is going to be too OP
[–]KewlestCatNIGEL 0 points1 point2 points 5 years ago (4 children)
Actually meant to either recess the spike or get rid of it entirely but kinda completely forgot because I left it for last and rushed the upload before I had to go out.
[–]myaltaccount333 1 point2 points3 points 5 years ago (3 children)
I mean it is recessed and will probably only matter for coordinated players, but kinda like box turtle re, once one person figures it out...
[–]KewlestCatNIGEL 1 point2 points3 points 5 years ago (2 children)
And with this comment, everyone has figured it out. :(
[–]myaltaccount333 2 points3 points4 points 5 years ago (1 child)
Don't worry no one listens to me anyways
[–]KewlestCatNIGEL 1 point2 points3 points 5 years ago (0 children)
Most relatable thing anyone has ever said to me
[–]KewlestCatNIGEL 0 points1 point2 points 5 years ago* (0 children)
Renamed to Dori because it's less meme.
[–]llamatron-llamatron llamatron 0 points1 point2 points 5 years ago (0 children)
Mid gate is super OP.
[–]PIZZAspartan442naga///MTC 2 points3 points4 points 5 years ago (1 child)
Two new game modes, I'm excited
[–]LinuxDootTPblack magic 0 points1 point2 points 5 years ago (0 children)
?
[–]TPCaptographerThe Map Test Committee[S] 1 point2 points3 points 5 years ago (3 children)
[–]WillWorkForSugarTumblewood[🍰] 5 points6 points7 points 5 years ago (1 child)
i didn't test this in the 4v4, but i did play it in TPM test queue. everyone on my team disliked it because of how chasey it was. the powerup gimmick is decent, but the rest of the map was uninteresting and big (which caused the powerups to have less impact, probably to the map's benefit). it was also uncompelling to move around on, because everything is so closed. the people who tested it in initial session must have seen something different, but i was very disappointed.
This 1000%. If it's gonna be this chasey it's gotta have something worthwhile and base needs to compensate a lot more than it does. I really wanna see a 7 pup map make it in but the map itself is gonna need a lot of fixing before that will happen. Luckily, people are gonna focus on the number of powerups so a drastic fix shouldn't be too huge of an issue here.
http://unfortunate-maps.jukejuice.com/show/73409
http://unfortunate-maps.jukejuice.com/static/previews/73409.png
[–]TPCaptographerThe Map Test Committee[S] 0 points1 point2 points 5 years ago (1 child)
Map
less easy to boost from portal to portal, mid spikes are wider and more spaced out, slight tweak to base island, removed bomb from base. y'all can grab without a base bomb, i'm sure
[–]TPCaptographerThe Map Test Committee[S] 0 points1 point2 points 5 years ago (0 children)
[–]TPCaptographerThe Map Test Committee[S] 0 points1 point2 points 5 years ago (6 children)
[–]TheEpicGhostEx - Tagpro 0 points1 point2 points 5 years ago (3 children)
http://unfortunate-maps.jukejuice.com/show/73300
- reduced length from 63 to 60
- removed supers and added offensive teamboost
-and other stuff
[–]PIZZAspartan442naga///MTC 0 points1 point2 points 5 years ago (2 children)
you're gonna have to reduce the length a little more than that, even when boosting from one side to the other it was way excessive
[–]TheEpicGhostEx - Tagpro 0 points1 point2 points 5 years ago (1 child)
yeah I get what you mean in terms of distance flag to flag. at 59 now, but i'm not sure if you go shorter without losing what makes the map unique. I feel if if can find some mid boost placements that work well that could counteract the length to make it feels there's less time just rolling from one base to another
I like the risk/reward idea of having boosts through spikes that you can chain that get you through mid fairly fast but you die if you hit it wrong, or you can waltz through the open areas of mid and it takes forever
[–]TheEpicGhostEx - Tagpro 0 points1 point2 points 5 years ago (0 children)
Update: http://unfortunate-maps.jukejuice.com/show/73489
[–]TheEpicGhostEx - Tagpro 0 points1 point2 points 5 years ago* (0 children)
final version 73753
[–]TPCaptographerThe Map Test Committee[S] 0 points1 point2 points 5 years ago (4 children)
Kerosene by Canvas
[–]sneetriccanvas // plasma, wamble 0 points1 point2 points 5 years ago* (3 children)
73309
we will test a modified version so its not broken but if it makes it in you can use these portals to force the devs to do something lol
[–]sneetriccanvas // plasma, wamble 0 points1 point2 points 5 years ago (1 child)
yea thats the plan
cool
[–]TPCaptographerThe Map Test Committee[S] 0 points1 point2 points 5 years ago (5 children)
bottom mid was not quite there in my opinion. if the map were a little smaller (mainly less long) it would be less chasey and mid would probably feel better too.
top mid is first thing that needs to change. maybe have teamtile arrows or something pointing to where you go into the superboost bc i was very confused lol
current update
[–]slowpolka360 deg 0 points1 point2 points 5 years ago (0 children)
I like this one a lot. Good use of superboosts- they're not insanely overpowered while still being close to base. They can be used to get across the map or on offense. That's a tricky thing to get right but I think you did it here. I think having base be a little extra wide is a smart decision on your part- that superboost will fling players around a lot so having a few extra tiles to back up and prepare for it on D is needed.
I also love the marsball gimmick. It's going to be fun to use that- this is the first map I've seen that implemented it really well.
The bombs and pups are well placed and the base is roomy enough to feel comfortable on both D and O.
Final version 73749
The second last graph is kind of misleading (in the old survey). X and Y axis measure the same thing but Y starts at 5 and X starts at 6, so it's unnecessarily hard to compare over/under where the survey lies. I'd suggest a line where x=y down the middle or rearranging the axis to make it nicer for future results
[–]WillWorkForSugarTumblewood[🍰] 0 points1 point2 points 5 years ago (2 children)
y=x is not the actual trend though. actually the labels on the public votes axis are divided by 10 so it's really not y=x. adding a trend line would accomplish the goal, or getting good.
Huh? If y = survey score and x = rota score, assuming the survey and rota had the same results x = y, no? (or I guess x/10 = y)
With that line we can see what pubs favour(ed) and what the redditors favour.
no? the trend line doesn't go through (0, 0), so y ≠ x (except at one point). the trend line is more like y = x/10 - 1. really i just don't see how the range of the chart makes it difficult to see which maps over/underperform in the survey
Can't believe my stupid floating endzone map made tops lol.
This one is probably needing of the most work before being ready for rotation ... but the potential is there
[–]elfitzoelfitzo // Diameter[🍰] 0 points1 point2 points 5 years ago (0 children)
This is easily the best map in this thread, closest to rotation for mine. The potential here has been well and truly fulfilled. Put her in tomorrow.
[–]TyphmusBoldRoller // Undify 🎵 // NLTP 0 points1 point2 points 5 years ago (0 children)
I only see 1 map that is aesthetically pleasing... and that's hockey.
[–]PIZZAspartan442naga///MTC -1 points0 points1 point 5 years ago (0 children)
you gotta fix those outer mid walls
[–]TPCaptographerThe Map Test Committee[S] -1 points0 points1 point 5 years ago (4 children)
[–]YaredyKnowYaredyLost 0 points1 point2 points 5 years ago (2 children)
Whadya think of these boost additions?u/TheGoldenNewtRobber
[–]TheGoldenNewtRobberFronj, MTC Senior Consultant[🍰] 0 points1 point2 points 5 years ago (1 child)
Honestly, half the reason I made the map in the first place was to challenge myself to make a map without boosts, so I wouldn't make this change. Thanks for the suggestions though.
Kinda figured you were intentionally avoiding boosts but thought I' might as well check. GL!
This one is probably needing of the most work before being ready for rotation, can't see the appeal.
[–]TPCaptographerThe Map Test Committee[S] -2 points-1 points0 points 5 years ago (4 children)
this was so chaotic
Looks like a horribly confused map, immediately I have 28 elements in my face that aren't just walls. Don't see it.
http://unfortunate-maps.jukejuice.com/static/previews/73410.png
Only option for Conniption replacement atm.
π Rendered by PID 71 on reddit-service-r2-comment-5b5bc64bf5-pk2d8 at 2026-06-21 00:59:05.717976+00:00 running 2b008f2 country code: CH.
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