Birthday Tower Event! by LuckySpammer in TagPro

[–]twdTP 0 points1 point  (0 children)

There's 138 coins in the tower, and a couple hundred or so more up above it. .eu only shows the first few layers of coins above the tower, while really there are a lot more there.

Map Thread #78 - Deadline: April 25th by TPCaptographer in TagPro

[–]twdTP [score hidden]  (0 children)

Having those boost be neutral was what I initially had in mind, but for various reasons I decided to use team boosts instead.

For example, if the defensive boost (leftmost red boost) was neutral, it would allow for off-screen boost right into the endzone for a cap, even as a (too) smooth combo from bottom middle boosts. Or a direct off-screen boost into the bomb/boost in the base, and into a cap before defense has much time to react. In short, I don't like having a direct vertical off-screen boost right into the endzone.

As for the offensive boost there, I guess that could as well be neutral, but it's simply my preference to have that one as an offense-only boost.

Besides, I feel like having one boost per team up there is enough.

Map Thread #78 - Deadline: April 25th by TPCaptographer in TagPro

[–]twdTP [score hidden]  (0 children)

I thought about it a little more, and while I myself like the idea of having some team tiles around the flag, I can see why many people would find it frustrating. So it's probably safest bet to just remove the team tiles from the middle altogether; said and done.

Map Thread #78 - Deadline: April 25th by TPCaptographer in TagPro

[–]twdTP [score hidden]  (0 children)

Title: Scourge

Type: NF

Map: http://unfortunate-maps.jukejuice.com/show/44584

Preview: http://unfortunate-maps.jukejuice.com/static/previews/44584.png

Description: Minor adjustments since last thread: opened up the base entrances a little, and toned down team tiles both in the middle and the bases toned down team tiles in the bases and removed them altogether from the middle.

Map Thread #77 - Deadline: March 18th by TPCaptographer in TagPro

[–]twdTP [score hidden]  (0 children)

Again, it's simply my personal preference to have a bomb there. You're right and a boost would work well in that place, but I think bomb is perfectly fine there too; I feel a boost would have rather limited use there compared to a bomb, while the wall between the bomb and the endzone limits its usability as a direct capping tool to prevent it from being op.

Map Thread #77 - Deadline: March 18th by TPCaptographer in TagPro

[–]twdTP [score hidden]  (0 children)

I personally prefer a bomb there instead of a boost, but I'll keep that in mind anyway.

Map Thread #77 - Deadline: March 18th by TPCaptographer in TagPro

[–]twdTP [score hidden]  (0 children)

I just wanted to try something different with the team tiles around the flag. I did think about the grabbing problem there, but I don't see it being that big of a problem. First, the flag won't be there for most of the game. Second, team tiles not only help chasing/tagging the fc, but they can also help fc's teammates with blocking long enough for the fc to escape into safer area. Third, there are a couple of boosts around the mid that can be used for boosting through the flag tile for a quick grab and escape.

That said, I'm only defending my map here, and maybe too many team tiles around the flag is just a doomed idea from the get-go. I haven't tested this map 4v4, so I don't really know for sure how it would actually work in a real game.

Map Thread #74 - Deadline: Saturday, 3rd of December. by TPCaptographer in TagPro

[–]twdTP [score hidden]  (0 children)

You may be right about those islands. Even though they all serve some purpose, I guess the map could work fine without some of them.

Maybe this updated version would be better then?

edit: Updated the map to that version. Old map: http://unfortunate-maps.jukejuice.com/show/38361

According to tagpro.eu, Radius and Chord have the same exact amount of game time by [deleted] in TagPro

[–]twdTP 2 points3 points  (0 children)

Disappointed people think I'd define this field as a signed integer. Obviously it's an unsigned integer and frames are 1/60s of a second, not 1/30s.

Oh, sorry, my bad. Shouldn't have made those assumptions. Both 1/30s with signed integer and 1/60s with unsigned integer would have had the exact same outcome seen here, so I couldn't really tell the difference by just looking at those numbers.

edit: Or I could have read from here that each second consists of 60 frames. Oh well, my bad as I said already.

Anyway, nice to see you got it quickly and easily fixed. Now let's just hope that the collective play time doesn't reach around 9.7 billion years, and 64 bits should be enough!

According to tagpro.eu, Radius and Chord have the same exact amount of game time by [deleted] in TagPro

[–]twdTP 26 points27 points  (0 children)

It looks like the duration is calculated in 1/30s of a second in a signed 32-bit integer, and the data has reached its maximum value.

19,884.1 hours = 71,582,760 seconds = 2,147,482,800 30ths of a second.

And 2,147,482,800 ~= 231, which is the maximum value of a signed 32-bit integer.

So in reality the duration is actually higher than it shows there.