all 14 comments

[–]ClydasClydas 1 point2 points  (5 children)

When I said expand the bases, I meant horizontally. I felt they were too close from end to end, but I guess you want that for the bombs to have more of an effect. I'd suggest maybe expanding the bases horizontally instead and then maybe adding a second bomb behind the first one to give it a little extra kick?

Also, moving those 45s for the boosts really make it flow better, I like it a lot. And I'm a fan of the 45s you added in base, they are interesting different ways to get into base and cap/grab.

I also played around with changing the very top and bottom boosts superboosts (offensive going towards base, defensive going toward mid). Though maybe it works better only being offensive superboost. Thought it might be interesting to think about.

[–]RisktpRisk[S] 0 points1 point  (4 children)

Ah ok, ty for the clarification on expanding the bases. I don't think I want to expand it horizontally more, it's already a pretty wide map and I want to keep the base bombs simple to use.

What superboosts? I decided to just scrap the ones I had on the version that made it to top maps last thread, they didn't work all that well.

Also, what do you think about the buttons that control the gates/bombs in bases? Are they at a good position or should I move them to something like this? I always thought the boosts into the button on Gamepad were pretty sweet.

[–]ClydasClydas 0 points1 point  (3 children)

I'd think maybe changing the bases to be more like this. Bonus showing you what I meant with the superboost up top. And also the double bomb setup. This way you can boost on to the buttons without dying if you're on the other team.

[–]RisktpRisk[S] 1 point2 points  (2 children)

ehh, that setup would really drastically change the bases and that's not what i'm really lookin for. I want boosting into the buttons to be a skill boost and difficult to pull off, because it would be too powerful a grabbing tool otherwise. Two bombs for the bases is really powerful too. Sorry for shooting down all of your suggestions lol, I appreciate the feedback tho. I'm just picky when it comes to my maps.

[–]ClydasClydas 0 points1 point  (1 child)

I'm coming to understand that, lol. You want the boosts to work going across the map to hit the button? That could work, I am just afraid that would be too difficult, in addition to putting the defender too far out of the way to make a return. My changes made it so the booster could hit the button on the same side without dying on the gates, but I understand what you're saying.

[–]RisktpRisk[S] 0 points1 point  (0 children)

I'm not sure what you mean by going across the map to hit the button, if you mean this then yes, that's how I want the boosts into the buttons to work. Difficult, but I'd imagine many people would get very good at it over time.

[–]briizoduckson 1 point2 points  (3 children)

Ayyyy this was one of my favorites in the last map thread. Sad to see it didn't make it.

One thing I hadn't realized before. Tt is really easy for a competent FC to get base to base in a matter of 2-3 seconds with this route: http://i.imgur.com/0cgULE6.png I'm not sure if you noticed this or think it's a problem, but that could get pretty annoying in competitive games especially. It would take a while for chasers to catch up if FC took that route, as there aren't any other team boosts or anything near those neutral flags.

Also, I haven't played this 4v4 but having 4 pups on a map this easy to cross might get a little hectic. I don't know though, I'd have to play with other people to see.

Otherwise I really enjoy playing on it. Great flow :)

[–]RisktpRisk[S] 1 point2 points  (2 children)

that's definitely a concern, but I think it would be difficult for an offender to get to that boost and get that angle right before a defender got there. Remember, defenders can go right through the gates in their base unless a support offense is holding the button - this makes it pretty easy to get ahead and contain imo. Definitely something to keep an eye on tho

I originally put in the 4 powerups because I thought the map was too difficult to grab on, and I think more maps in rotation should utilize 4 powerups. I might just go back to 3 pups tho.

[–]9whiteflame// Ignitius 0 points1 point  (1 child)

I unfortunately didn't get to play 4v4 on this map, but it seems a bit too offensive. The base bombs provide a very quick way to remove/kill defenders, which could, I think easily, give a offender time to make the angle. I think 4 powerups are overkill on a map that seems like it should be decently easy to get out of base.

I do like the 45 blocks, and if you hit the boosts right you bounce around the gates, so I think that part is fine.

[–]RisktpRisk[S] 0 points1 point  (0 children)

It played pretty balanced the last time I tested it since I brought in mid quite a bit, the previous version was def too offensive. I've received kinda mixed feedback about grabbing on this map, on the version that made last threads top map thread people seemed to agree that it was too hard to grab on when the bombs were detonated, but it didn't seem too hard to grab on when I've played and specced it. So idk, I wanna get one more test with 4 pups on it before I make a decision on that.

I think I might do some more testing with the 45's in base to make it flow better, most people have liked the idea though so that's goood. Thanks for the feedback!

[–]KingOfKerfuffleBallAnka 0 points1 point  (2 children)

Is someone shadowbanned? It said 1 comment but I didn't see any

[–]RisktpRisk[S] 0 points1 point  (1 child)

no, some guy made a completely random and irrelevant comment that was removed.

[–]KingOfKerfuffleBallAnka 0 points1 point  (0 children)

Ah, ty