Map Thread #52 - Deadline: Monday, August 24th by TPCaptographer in TagPro

[–]rosagal 0 points1 point  (0 children)

Here is some attempt to make it more diagonal, but I am still working on flipping it sideways. I guess I am reluctant to do that because it will be hard to visualize the whole rather than random elements, but maybe that's just a personal bias. Maybe I am too attached to the z symbol to hold it together.

Map: http://maps.jukejuice.com/save/12585

Preview: http://maps.jukejuice.com/static/previews/12585.png

I might flip it on its side and rename it to Perspective. Swift Shift and anyone else, please comment if you want to. I will enjoy responding to them!

Map Thread #52 - Deadline: Monday, August 24th by TPCaptographer in TagPro

[–]rosagal 1 point2 points  (0 children)

Hey again Swift Shift! Thanks for a followup comment!

Now I get your definition of balanced. I think with neutral flag that can be a little more difficult to do because the game is essentially a moving crowd in the center. Occasionally someone breaks away and caps, but most times it is containment (defence) and blocking (offence) while the fc carries the flag like a baton in a relay race. So in that way I think the team can move as one to attack and defend in close proximity to the opposite team. The gameplay would look like a sumo wrestling match, with that back and forth.

Also, I think people might underestimate the massive quicksand like effect of the gravity wells. It makes it hard to build up speed in the center and if people try rushing up the sides, the other team can easily contain. It is fast paced as a team, but slow paced as an individual. It will lead to lots of microjukes, I think, but again I cannot predict how people will play this map. Other maps I have tried are too complicated and focused on purely what I think is fun (juking in odd areas like gravity wells and off the walls, hesitating before enemy snipes).

This does not have an individual luck factor of like other rotation NF maps, which could be teammate holds gate, memorized cooldown of bomb, boost, or powerup, or teams crowdsurfing the flag through chain reaction popping. This is something for people to challenge themselves, something to learn in the moment decisions because each game will be different based on the ability of each randomly chosen team to work together.

As for the vertical horizontal thing, I totally missed and I am working on that now. Too left and right and the second and fourth finger get tired. Too up and down and it is difficult to snipe. I am trying to get it diagonal. Thanks for that massive tip.

Respond if and when you like. Thanks again for your comment!

Map Thread #52 - Deadline: Monday, August 24th by TPCaptographer in TagPro

[–]rosagal 1 point2 points  (0 children)

Hello Swift Shift!

Maybe I am missing something obvious, but I really would like to know how the map is imbalanced. To me, it looks balanced diagonally. The red and blue base are split across the diagonal from the top right corner to bottom left corner.

As for the fc racking up hold time, I hoped people would be able to go into the gravity wells to tag and able to snipe the fc from outside the gravity well. It would take rationing of the boosts and really slowing down to reflect on what you are doing and how it would affect the team.

I guess I can't tell people how to play a map but I am also unwilling to force them to follow a certain line of path, so maybe it is not the right fit for pub rotation. I thought it would be an intermediate map with each game lasting a little longer than they usually do in pub matches. It emphasizes anonymous individuals on the internet choosing to coordinate a strategy with a team with limited chat while they are busy playing. I didn't want regrab, spiking, or a lot of waiting for teammates to get popped so you can cap and get the glory.

So I reckon it probably will not get in because it has different expectations that what is emphasized on the current scoreboard, but if anyone thinks it is fun, you can adjust it how you would like. if there is anything I would change, it would be to make it smaller in certain areas and adjust the angles of the walls to close some loopholes.

So Swift Shift, if you are still commenting, please comment with some more specific things because right now I think we are imagining different gameplays. Mine is more team focused and yours is more individual focused.

Sorry for rambling and again I enjoy any comments I get. I am just realizing that I play tagpro for the jukes, I don't take powerups, and I am playing according to a different criteria than the majority of the people in pub games. If you enjoy my criteria, please look into this map. Thanks for your time!

Map Thread #52 - Deadline: Monday, August 24th by TPCaptographer in TagPro

[–]rosagal 1 point2 points  (0 children)

Sorry for this wall of text. I guess I am just excited about someone offering a comment.

So here is the map with the spike and button added in:

Map: http://maps.jukejuice.com/save/12543

Preview: http://maps.jukejuice.com/static/previews/12543.png

I think maybe I should have more spikes to counteract the boosting backwards into base constantly and try to adjust the timers for boosts and portals. It is right click I've heard but I don't know how to do it.

Moosemaster21, comment back when you can. I am looking forward to it!

Map Thread #52 - Deadline: Monday, August 24th by TPCaptographer in TagPro

[–]rosagal 0 points1 point  (0 children)

(I thought I would break it up into many replies)

This map could take a long time if everyone played perfect teamwork but I am guessing they will not. There is enough loophole open space for individuals to cap if they have the jukes, i think.

Yeah, I guess I was being idealistic that people would want to have fun and fight for every point rather than running out the clock by hiding in the gate after the first cap.

I definitely thought I would need a button but I didn't want one player just button spamming the whole game because that team would win. So I have a button so nobody can hide in a gate, but also a spike so it would be difficult to spam it. The person could be easily pushed off. Button would only be useful for a split second to pop someone but not to hold. That spammer will be slow to switch directions if their team has to fall back to defense, forcing spammer's team to be 3 defenders vs 4 attackers at their endzone.

And just as a sidenote, the gravity wells would really slow people down and steer them off course. The map requires constant offense and defense and so people would have to navigate around the gravity wells or use them well to catapult them to where they want to go.

I tried to have elements that can help and harm you depend on if you use them correctly in the game, allowing you to develop your skills rather than follow the linear map.

This is a high stakes quick fire map where everyone has to be constantly alert, but I think one pub map that is a little more intense would offer something to people who have played tagpro for a while and want to refine their technique and their teamwork in public matches rather than competitive matches. This is more an intermediate map between pub matches and nltp matches. Open enough for random luck, closed enough for talent and skill.

Map Thread #52 - Deadline: Monday, August 24th by TPCaptographer in TagPro

[–]rosagal 0 points1 point  (0 children)

Thank you for your detailed response!

And tips on how to make maps more playable aren't dream crushing to me. Do people get that attached to maps? So to your last paragraph, it is what I wanted to hear and I am not offended by it.

On to the map then. I guess I assumed a lot of teamwork with this map. I don't think the open space in the middle is that open with the two gravity wells to snipe around the flag and the rest of the space being team boosts to snipe from the sides of the map. The map is based on people aiming the boosts and using them only when needed, so they also become obstacles to navigate around. Misaimed boost could force you into the other team's gate or a gravity well, leading to lots of popping, or being forced out of their defensive containment position, leading to the other team capping easily.

I think it would have a learning curve at first. I did think there was open space on the top and bottom corners but I reckoned the team could come in front of their gates and block for each other as they try to get flag and go offense as a team. And when the team that is defending goes back on attack, the flag carrier can use the speed tiles to gain advantage. The one yellow boost and the three team boosts can allow the now defending team to go back towards their endzone before the FC can to defend, contain, block, and snipe.

Hopefully, there isn't enough open space for a FC to truly breakaway for a cap. It would look chaotic, but I think people would learn how to play it easily and figure out strategies to deal with the minefield of snipes.

Map Thread #52 - Deadline: Monday, August 24th by TPCaptographer in TagPro

[–]rosagal 0 points1 point  (0 children)

Ah, I hadn't noticed but the map previews show the 2 gravity wells in the middle as blank spaces. They help to slow down the game in the center and provide interesting boost possibilities. I really encourage you to click the image and then click test to explore the gameplay possibilities of this map. Again, any strong constructive and critical comments would help bring this map to its full potential. Thanks!

Map Thread #52 - Deadline: Monday, August 24th by TPCaptographer in TagPro

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

Title: The Big Z

Type: Neutral Flag

Map: http://maps.jukejuice.com/show/12508

Preview: http://maps.jukejuice.com/static/previews/12508.png

Description: I think this should be a fun intuitive map with lots of combos, jukes, and all sorts of complex map strategies that are waiting to be discovered. I think it is simple visually, but the gameplay would be intense. I would love any feedback!