| A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | P | Q | R | S | T | U | V | W | X | Y | Z | AA | AB | ||
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1 | Map Name | ID | Canvas Feedback | Feedback 2 | Feedback 3 | Ball-E feetback | Feedback - q42 | #risky #bisky | Feedback - Azhf | Feedback 8 | Feedback 9 | Zv | Feedback 11 | fxu Feedback 12 | Feedback 17 | Feedback 18 | |||||||||||||
2 | Yosh | 15302 | boosts are clunk | Surprisingly easy to hold for such a small map. The boosts and bombs are well placed and flow together. Overall, good map. | fun to play, boosts easy to learn. not sure complexity is there in hindsight. also a bit to quick to get to opposite base a la emerald (short flag->flag). | 7 out of 10 | i like it's style of play way more than most maps, you could make the bases a little bit more defensive so it doesn't immediately become chasey | Really like the boosts, tbh wasn't paying a lot of attention. Also might be easy to run around a lot w/ boosts n stuff. | |||||||||||||||||||||
3 | Europa | 15221 | N/A | Great bases, but went full Sizzzled in the middle with the big but painfully limited triple boost. And you never go full Sizzzled. | Feels plain, and i think the triple teamboost could get used and abused for defense | i like bases a lot. pup nook and bomb and general layout is very nice. i'm a little eh on the triple boost- it's a cool idea but i'm not too sure it fits with the rest of the map. double boosts seem nice tho. | 5 out of 10 | the multiple-boosts are both kind of weird although i like the double ones better. really hard for fc to get past if they go outside route, maybe make it so there is a boost further back to get past. bases are good | ` | Looks like Monarch: +1. Not a huge fan of both the double and triple boosts, also how there is a square wall sticking out on the outside by the triple boosts. | |||||||||||||||||||
4 | Flight | 15258 | N/A | spikes pls | wasnt all that esciting with only 6 boosts on a big map. Boosting into base feels sorta weird too. i suggest making those bombs open and tightening the map | too spikey for my taste. esp. on side islands- don't really seem necessary. really not much flow- felt uncomfortable on most parts of the map. :/ | 10 out of 10 | spikes are good, ignore the haters. don't really think the gimmick is worth having, some of the boosts need to be moved slightly cause there's some awkwardness on certain routes | risk sux | ||||||||||||||||||||
5 | Yin Yang | 14897 | N/A | That portal is so dank, but I think the map needs to be a bit smaller. | Neat concept but impractical for pubs | Make it leess circular, and make bases better! | a little big, would recommend shrinking. suprisingly solid concepts though. one tile wide is good in my book. would also recommend portals being closer and less of a blind leap of faith. gates are kinda neat. | I thought it was ok from playing it a bit. So long as they don't camp the portal are with gate, it doesn't seem too ahrd to get returns like I originally thought it would. Neat concepts, but maybe not work so much together. | take some of those concepts and put them into a different shape, that shape is really hard to make work well. | Bases need to be widened, as itt's pretty easy to hold offenses. ALso, i'd put the buttons on the other side of portal b/c they're pretty hard to control and gates are already kinda OP. Might be chasey cuz of size. | |||||||||||||||||||
6 | Fish | 15329 | N/A | quite fun. would get less hectic with time. i am a bit biased but i do love the wormy boosts. would be fun in competitive i think with good comms. | 5 out of 10 | Like it, bombs are idk. Can be done with some neat stuff. Wormy boosts are nice, can do really cool neat combos into cap. Overall, I like it. 6.5/10 | bombing a teammate into endzone is impossible to stop as a defender, and really hard to miss. general setup is pretty good though, handoffs might be too op with how fast it is flag to cap | Kinda fast-paced, which might be what you want. IThe bombs are interesting, what happens if you boost horizontal into the button? Does it go close to cap? Overall I like it. Maybe a bit larger in the lane from wormy boosts to enddzone idk. | <---- Boosting into button does not cap, and it's not especially close either. Defense should have time to recover if chasing from behind the boost. However, if bomb is defused, boosting into the 45 behind the button makes for a very smooth potential to cap. -Moosen | ||||||||||||||||||||
7 | 13 | 15324 | N/A | Needs to bee less clunky | 3 out of 10 | Fix the 1 tile and the corner mid boosts and I'd say its pretty neat. 5/10. | hornswoggle bomb is annoying, i don't really like the uncomfortable boosts. it's not bad but people definitely won't like it in its current state. | Feels overall clunky, both exits on the side. Even the 2-tile wde area on the side feels hard to exit from. Also, i keep spiking from the quad boosts going off the 45s directly in front of it. I do like th corner boosts in base, though they are a bit confusing | |||||||||||||||||||||
8 | Bankshot | 13947 | N/A | Felt pretty chasey but the overall flow was very good. Lots of fun to be had but defense/chasers could probably use more tools, or running space could be reduced. | FC goes up, regrab goes tiles. needs to be fixed | like it overall. solid map, doesn't have any huge flaws. probably too chasey / easy to set up regrab on. | 8 out of 10 | the top corners i think are unnecessary because they make it so its pretty impossible to cut off a regrab. most of the rest is fine, bases in general are pretty cool but again the whole top corner thing is iffy. lots of safespots for fcs | Didn't play, but looked kinda chasey w/ a lot of ways/places for fc to survive w/ bomb/boosts mid and wide-open side boosts. | ||||||||||||||||||||
9 | Frankenstein's Mapula | 15325 | N/A | I'm not too sure if it solves anything that i didn't like about it, like it's size, but thats just me | I've always liked mapula. The top boost isn't that hard imo, though idk if you want it to be. Also i'm not sure why the spikes at the bottom are a row lower than the rest of the wall. | ||||||||||||||||||||||||
10 | Belt | 15336 | N/A | Pretty hard to move around on, hard to juke, etc. Quite chokey overall, maybe just not my cup of tea. | looked clunky in some areas | The 2 lanes are really separate, so 2 coordinated attackers should get a reset pretty easily i think. I do like the teamtiles around base and base itself is kinda cool, though i'm not sure how MTC will receive it. I'd widen middle, or add lanes, or add access between lanes, or some/all of the above. | What Zv said, adding access between some of the lanes would greatly help the FC along with getting ahead and cutting off for the chasers. I liked the idea, the boosts were pretty straightforward so no fancy boosts routes; not a negative but people like to be fancy in pubs. | ||||||||||||||||||||||
11 | Diagonal Plane | 8292? | why | Viewport means you can zoom right by oponents. Also move the flag lol | take out the mid boosts and the tail area and it'll be a lot better | I like the walls by flag area, also the portals are cool. And i think I like the green gate thingys. Though the mid boosts are strong, can boost right past defenders blindly, maybe change those or add a defensive teamboost. Also its pretty comfusing the first (and even second) time. And I don't think I really ever used the area that is the tail of the plane. | |||||||||||||||||||||||
12 | Simplex | 15065 | Needs polishing and tightening | teamtiles next to flag are unfun, overall shape is good | Not a fan of the team tiles around flag, as you;ve heard. it just makes things complicated and idk u can look at other maps that have tried it. I also don't like the portals cuz they seem useless. You could turn it into something like hyper reactor, or at least something more thatn it is now. I do like the bases generally, the gate/bomb/boosts. Overall not bad, maybe smaller wide open spaces idk. | like the feel could use a few small tweeks. team tiles and something feels off with the gate to me | |||||||||||||||||||||||
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14 | Tier 2 | WOOOOOOOOOOOOOOOOOO | |||||||||||||||||||||||||||
15 | Foxx | 15270 | cool, don't love the portals and the pup areas, love the rest. change name to faux | balls roling | Don't really understand the portals, and I'm not a huge fan of the teamtiles by pups, kinda makes the pup fights worse. I do like the general thing, bases and mid. The gate area above base is a bit long maybe, idk. | ||||||||||||||||||||||||
16 | Citadel | 15274 | too many gimmicks | make it less gimmicky | Mid wall is weird, not bad though idk. I do like the general base and nearby walls. Maybe add acouple 45s around? I couldn't really tell how chasey it was once flags out of base. | ||||||||||||||||||||||||
17 | Kronos | 15284 | |||||||||||||||||||||||||||
18 | Eucalyptus | 15104 | |||||||||||||||||||||||||||
19 | Ultimatum | 15240 | I like the portals, though they are surprisingly hard to control and I spiked in a bunch of different ways from them lol. ALso, the mid bombs seem a bit hard to use with all the mid spikes. Like the bases and triple boosts aren't bad top. | ||||||||||||||||||||||||||
20 | Hammerhead | 15343 | Overall, too big, too many islands making it reallly chasey, and too many spikes i think. | ||||||||||||||||||||||||||
21 | Ghost Ship | 15323 | |||||||||||||||||||||||||||
22 | TRINGLES | 15330 | |||||||||||||||||||||||||||
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