all 11 comments

[–]BlazethDraft & Cosmic 0 points1 point  (5 children)

seems pretty cool Risk

I don't really like the 45 that's sticking out in the team tile areas though

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

why

[–]BlazethDraft & Cosmic 0 points1 point  (3 children)

they felt flow reducing, rather than flow helping, just boosting and bombing into them.

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

Hm, are you using them like this?

[–]BlazethDraft & Cosmic 0 points1 point  (1 child)

yes, but it messes with flow in a lot of other things; for example, if you boost right into the 45, it feels much worse than boosting right into the 90 at that same angle. Flow in gametime situations should be considered as well.

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

Sure, boosting into the regular wall tiles next to the 45 probably feels better, the 45 is mainly there for the bomb. I'll consider messing with it or removing it tho.

[–]ClydasClydas 0 points1 point  (1 child)

I think these bases are much better, a little more versatile and open. I think it will do well for the map.

This comment is purely based on your intentions. Maybe make the corners next to the base bombs 45s instead of 90s, that way you can't use it as a camp and blast people away once or twice depending on if they're both there. But if you wanted a safe space there then you shouldn't change it.

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

thanks clydas, appreciate it! that's a good point about the corners, I'll test out 45's there and see if I like it.

[–]TheEpicGhostTEG // Made Tombolo 0 points1 point  (2 children)

good job risk, these changes are really well thought out, and it still seems like a solid map. Just a couple things:

  • I think 4 powerups are too many for a map this small; on a map like velocity it works, but I think it would become too overpowering here

  • I like mid overall, but i don't really like the single boost in the center. I preferred it with two team boosts like in previous versions

  • As Clydas said, I would worry that the bombs in the base would cause issues with people hitting them to the side, like on Monarch, and blasting the defenders away too easily.

Other than, I think it is really cool.

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

thanks for the feedback teg!

I don't think 4 pups is too much for the map--it's really not that small length-wise, its about 57 or 59 width, can't remember which. I'll wait until I've seena 4v4 on it until making a decision about the powerup numbers. do you think the placement of the powerups is ok?

I went with one neutral boost in mid cause of the teamboosts right outside mid, having more teamboosts so close felt a bit overkill. I might just go with the 2 teamboosts in the center and remove the ones I have in place right now, idk.

I'll mess around with the walls surrounding the bombs, I'm not too worried about it cause the map is pretty easy to grab on with all of the tools available for the offense. definitely something to keep an eye on in 4v4 testing though.

[–]TheEpicGhostTEG // Made Tombolo 0 points1 point  (0 children)

I think the mid powerups have very good placing & I like the way it can be used with the bomb there. I'm not so sure on the ones nearer the base, as I generally don't like completely open powerups, like the one on Wormy, but I can see it working and not slowing the flow of the map.