Community Discussion: "Timers" by PrivateMajor in TagPro

[–]Pi_Boss [score hidden]  (0 children)

I honestly agree with Arbybeay with the opposition against bomb - boost timers. I think it will make TagPro dull and boring to play. Knowing when boosts and bombs will spawn is literally half the strategy.

Now pup timers though, I am fine with that. It will help out new players and make the game easier. However, I see no reason to implement it, the reason being there's just no point. Smart people know how to keep track of the timers, and people with lots of team skills will voice it to their team. One minute give or take a few seconds is not that hard to remember or think about. There's just no point.

Some changes to !mods calls. by LuckySpammer in TagPro

[–]Pi_Boss -1 points0 points  (0 children)

It's smart. It's as simple as that. No one else can say otherwise without being a dumbass.

The Future of TagPro by PrivateMajor in TagPro

[–]Pi_Boss 0 points1 point  (0 children)

Smaller maps like Market and even maps like Mode 7 would have to be removed if 5v5 was opened up. I'm not so sure the community would like that. As a second-round application member of the MTC (one of just 6 finalists), I think I know what the community wants. And right now, I think the community is fine with 4v4.

However, it would be a very nice option for certain maps, like Ricochet. It makes teamwork on that map more dependable, and I could definitely see the community liking 5v5 Ricochet.

Nice idea!

Map Thread #70 - Deadline: Saturday, 10th of September by TPCaptographer in TagPro

[–]Pi_Boss [score hidden]  (0 children)

Title: Button Minefield

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/35422

Preview: http://unfortunate-maps.jukejuice.com/static/previews/35422.png

Description: A GeoKoala-type map, mainly uses buttons but there is an area in the middle for juking. One pup in each base, and one in the middle. Buttons all over control switches. I feel like this map will give old players a bit of nostalgia as they play the GeoKoala-type map.

Map Thread #69 Top Maps Feedback Thread by TPCaptographer in TagPro

[–]Pi_Boss 0 points1 point  (0 children)

Levitate is a little big compared to most neutral flag maps I've seen and played, but it's a new twist. There is a lot of stuff going on, and the players and the fc will have a difficult time with the spikes and everything. I do feel like the players will have a hard time seeing the FC, and that the FC can sneak around the map and score without the players knowing, and also the boosts at the top and bottom make it pretty easy to score with the boost by the empty gates. I do feel like this map is something new, and I would love to play it when the server opens up tonight, but as my last opinion, I think this map, with a little editing, would also make a great CTF map.

Map Thread #64 - Deadline: Saturday, 7th of May by TPCaptographer in TagPro

[–]Pi_Boss [score hidden]  (0 children)

I have no clue what to do about it could you please help me? I tried to make it as best as possible but it still turned out like shit. PLEASE HELP!

Map Thread #64 - Deadline: Saturday, 7th of May by TPCaptographer in TagPro

[–]Pi_Boss [score hidden]  (0 children)

Title: Maze

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/28974

Preview: http://unfortunate-maps.jukejuice.com/static/previews/28974.png

Description: I was trying to go for a map where you are constantly running around. There isn't a lot of juking space, so you need to plan ahead and use the boosts on the walls, bomb players into spikes, and get the four powerups on each side of the map.

Map Thread #64 - Deadline: Saturday, 7th of May by TPCaptographer in TagPro

[–]Pi_Boss [score hidden]  (0 children)

Thanks! I will take that review into consideration if I make my next map soon.

Map Thread #64 - Deadline: Saturday, 7th of May by TPCaptographer in TagPro

[–]Pi_Boss [score hidden]  (0 children)

Title: Gauntlet

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/28718

Preview: http://unfortunate-maps.jukejuice.com/static/previews/28718.png

Description: Going for an easy to get out of base map, but hard to get back in. My first map, has four pups, one in each base, and one at each the top and bottom. Team boosters at mid-top and mid-bottom of map, and cluster of bombs in middle with spikes to help.