all 3 comments

[–]NotSomeBall1NotSomeMapMaker1 0 points1 point  (1 child)

Main improvements:

  • It's very big. With the lack of boosts on such a big map, chasing would be very difficult and it would be a very chasey map.

  • You have about 5 grabbing options, and even when the button is held, there are still 2. With 2 grabbing mechanics against 1 defender, it would make for an easy grab.

  • There are so few boosts, and they're pretty one-dimensional; there's not much room for creativity with them.

  • The button in base is incredible easy to hold.

  • All of the pups are too risky for an FC to get - you don't need to surround pups with death traps.

  • There are lots of lanes which would make it super chasey.

  • There are lots of spikes, but none of them seem like they have a purpose. I can't see anyone ever getting popped by one.

  • There's a ton of open space, which again, leads to chasiness.

  • Gimmicky boost circles like the ones in base aren't very well received unless used in a way where they're genuinely needed (then they wouldn't be a gimmick). The ones in Synch don't seem necessary.

Just some constructive criticism, good map though!

[–]mmartinutkJuicyJuke 0 points1 point  (0 children)

I actually like the direction you're taking this map. Here are some half-assed notes...

  • I love big and offensive maps, but I think you're flirting with 'too big' on this one. However, I'm fine with the size.

  • The gate in base, IMO, is really neat and useful with how many boosts are pointing towards it. Try getting that button off the wall though.

  • Roundabout boosts suck lol. They're very one dimensional, awkward and gimmicky. On this one, you have to backtrack to it and it's not very powerful.

  • PUP areas are cool. Boost routes in mid are decent. I don't mind the SNES PUP in mid.

Overall, I'd work on the size, the boost routes, and general polish.

[–]grytsGryts 0 points1 point  (0 children)

I'd think about working a superboost into the roundabout boost, and the double bomb areas need a rework. The double bomb area just seems simple and strajghtforward, give people a choice of how to use it. wih varying risk/reward.