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2 | Name | CA | EU | OC | LA | Preview | Feedback 1 | Feedback 2 | Feedback 3 | Feedback 4 | Feedback 5 | Feedback 6 | Feedback 7 | Feedback 8 | Feedback 9 | Feedback 10 | Feedback 11 | Feedback 12 | ||||
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4 | Count Mapula | CA | EU | OC | LA | #REF! | it's kind of like vardo, but will most likely be as chasy as monarch | Oh hey it's like Amaryllis but good but also with approximately zero cool boost/bomb routes. It's smaller than I thought and probably won't be too imbalanced although it's fairly spacey which could get annoying. It's more that I feel that it has even less depth than something like Catch-22 and will grow stale after a play or two. We have plenty of good candidates for fun, interesting, balanced maps, and this doesn't satisfy the first two. I don't think it would be a terrible choice to test but it doesn't strike me as interesting at all and I would rather see something with a little more innovation besides looking like a diabetic bat | seems a little empty and doesn't have very much interesting going for it | it plays fine enough, but feels too bland for my liking. kind of like a saigon with less interesting stuff going on. middle is cramped at the top and too empty at the bottom. | It's like a less spiky Lights, which is not particularly a bad thing, however, it's not there yet. The boost routes could be improved for more creativity and to get more movement into the gates, and the base is lacking as well. | classic and solid | less fun saigon | monarch but with less smooth movement | ||||||||
5 | Birch | CA | EU | OC | LA | #REF! | The change in spacing is actually a step back. The issue with the map was always the height not the length... | part of me is giving this a hard pass because i think birch is one of a few maps that still holds the test of time. i do realize this more compact version looks more like a pub map today though, and i think the third bomb in base is good considering how difficult it can be to get out of base. | The change in spacing is actually a step back. The issue with the map was always the height not the length... [2] | doesn't add enough over the original to be rotation worthy | Birch is far too circular and chasey to be fun for me; this doesn't change that | but why | not a better version. the extra bomb is a needless addition and removes some dynamics from button play. shortening the map made the slightly awkward spacing a bit worse, such as the scrunched boost corner. nothing was really smoothed or fixed and the band plays on. let the dead rest | There's nothing glaringly wrong with it that's fixed here so either make major changes or leave it be imo. I agree that the map was a little flawed but | ||||||||
6 | Gateway | CA | EU | OC | LA | #REF! | that gate is not very effective and the map is generally clunky. interesting shape potentially but I would consider losing the bottom lane to actually make it so gate has a purpose | it's cramped and there's too many bombs. the features of this map feel forced instead of authentic to the playing experience. also the gates are only truly useful for a defender blocking in a boosting opponent. it should serve at least another purpose. | Remove some islands and add some polish and this map has potential. love the bomb combo in base | For a map named after its gate this one sure doesn't do much. It'd be nice if the gate was a little more powerful since you have 4 base exits right now which is a little much. Aside from that you have some great concepts but the map itself just has some awkward lane spacings that make them not work. For starters it's cramped as hell, especially in base. A good rule of thumb is to make the base at least 100 tiles. Expand it vertically, this will allow you to also make the gate more powerful. Speaking of gate move the button closer to flag, this makes it a lot easier to use and also helps block another exit which would be very good. I like your neutral boosts although the polish by the powerups is pretty clunky and I'd like to see that changed. The map as a whole moves a little too vertically for my liking, so maybe you could bend the outsides out and up a bit like a smile. Aside from that it has a good unique structure and I can see the purpose of most of the elements even if they may not work as intended. Polish can be fixed later, for now work on your spacings a bit and make the shape more organic. Nice work though, I'm excited to see what the next iteration of this map is like. | seems like a fast paced map, maybe too many bombs on it for the size and could use a few more routes to cross mid | This map is clunky as hell and the gates are UP | everything is a little too small. the concepts are basic and don't feel right cause of size. a 10-15% size increase overall would get this map to higher stage where you can develop the concepts more | Gate in the middle generally makes things even more chasy than if the gate wasnt there. I would avoid putting a bunch of bombs behind the flag as they tend to be overly powerful for offense. | ||||||||
7 | nechcem | CA | EU | OC | LA | #REF! | this map is too smol and the portal would be cooler if it wasn't so OP fuck the empty sea tho amirite | portal is cool | good to see you back beef i think you know what this map needs go to pornhub, click a penis enlargement pill, and feed it to this map, then develop it the portal has highest potential of the bunch | this map is kind of like illinois football: you go in expecting it to be bad but a little entertaining, but its just all bad. | is this a 2v2 map? | Way too cramped | ||||||||||
8 | Buster | CA | EU | OC | LA | #REF! | I hate to say this but this map is just catch 22 but worse in every way | reminds of carboxyl worried about chasiness with the mid portals | the islands near bases are aesthetically unappealing and should be fixed. the rest of it plays well, and i'm a fan of the bombs near mid corners | This is a step back, it feels super cluttered and it now became too round. You need to simplfy while making map elements work not add a bunch of stuff | I support drastic reapproaches and all but this ain't it sorry bambi | You made it massive :( It lost any semblance of shape and also some of the routes that made it good. There are just too many massive lanes and this is gonna play like a 2015 map. The last version was a lot closer and you should go back to that imo. | the routes across the map feel clunky, portals might add too much complexity | I'm afraid this is a step back in the wrong direction. It's going to be super chasy, it's way bigger than it should be and it's new shape doesn't suit it well. Start over from the previous version, as despite it getting all no's in final testing, it was pretty close imo, there was just some chaotic elements that held it back. | ||||||||
9 | Wakanda | CA | EU | OC | LA | #REF! | Superboost is still SuperOP, I recommend just removing it altogether (keep the portal boost ofc, just remove the teamtile) as well as making this flow slightly better and then it'll be good. | it concerns me because i think it will lean into ultra-chaotic and bad gameplay in pubs, but it has legs to stand on its own merit and serves as a breathe of fresh air. | not big on the supers or the portals really but interested to see how it plays | some interesting routes and a safe design but the super boost calls the whole thing into question | This was fun last time. I'm not sure it has improved. | Was never a fan of superboost Base is kinda of boring, also the map overall reminds me too much of CFB which i hated | bruh So this has definitely improved but I'm really not liking the boosts. You've got maybe two too many for a map this open. In particular I think the ones on pup island are maybe a little excessive for coming out of base. Perhaps you could replace that one with a bomb and have a couple spikes behind pup for one of those mechanics. Anyhoo if you do that I'd like you to make the wormies neutral so you can grab with them, would feel a lot better. Mid is also a tad chaotic so make those boosts teams and balance the gates accordingly so you can't have dumb teamboost in caps. Aside from that some of the polish is kinda gross but it's overall pretty solid, just make it a little less boosty. Oh and also move base bomb so it doesn't lead into wormy, pup bomb may solve that since u have 2 base grabbing mechs, the pup bomb, and an out of base boost. then again it makes base boring af so don't do that. you can find a way | Q42 is that you? legit tho I like a lot of the boosts here, seems like it'll play a bit like mild high but a bit less circular (hopefully) | ||||||||
10 | Stormbreaker | CA | EU | OC | LA | #REF! | the shape looks a lot better than it feels rolling around | You are like 70% of the way there to a rotation ready map. I think this could be very fun given some work. You may end up needing to shift your portal loop boosts to a mighty set up. | Seems large but the bases are much better. | Not bad by any means but it's a little boosty to be playable. Think Convoy x speedier speedway. You don't need a boost every single tile for it to be fast. As is you've got so many that it'll be pure chaos and will result in a ton of cheap caps because d doesn't have time to figure out where FC is since they've already boosted away. Also an island endzone makes it inherently chasey so you don't need these big chungus lanes in mid. They're boring and useless. Instead, take a bunch of tiles out of mid and condense it severely. Take at least two boosts out as well but you can add another pair of bombs in mid if you make the lanes better. It doesn't even need extra lanes tbh but a pair of blocks is acceptable too. Good luck. | cool | the new mid makes this map feel very unrestrained. the portals are creative without feeling too cheesy. usually pups aren't this close to neutral flag bases so that's one thing i'd caution: the reward of flag control during pup rounds is slightly diminished. | mid is still terrible, but im down to test how the bases work | |||||||||
11 | Deodat | CA | EU | OC | LA | #REF! | Try taking a look at some of the mapmaking guides on r/tagprotesting and learning how to make a good formula map, cedar-style, before you try something like this | great first map! a lot to improve on but you have a good sense of balance and structure this map is way too much excess space to be seriously considered. tighten it up and you'll have a clearer sense of how to develop next | hi jarvis. there are a lot of things to go over when you start mapmaking, but the big piece of advice i'll leave with you is to ask yourself: is every tile being used to the best of its ability? in other words, what about the map is unnecessary or repetitive? look at current rotation maps and see how they use space efficiently. | |||||||||||||
12 | Marseille | CA | EU | OC | LA | #REF! | Undercover citadel? jk It seems like a map that i wouldn't personally enjoy, but everything seems to work fine. I do hate how long top lane is. | portal boost is spiky, rest of map is bland | Really unique base set up. Mid is aight top lane good. Not sure about the spike boosts in mid any more | this map shape has been done many times before, and it doesn't add anything strong enoughl to make it something to consider. top mid feels especially boring. the portals also are underutilized: why give me three portals and a boost to angle with if they're all going to take me in the same direction? if the main mechanic feels forced and dull then the rest of the map hurts for it. | Middle seems standard enough but the bases feels awkwardly shaped due to the giant wall in it | |||||||||||
13 | Xerosis | CA | EU | OC | LA | #REF! | love bases high potential here. May need to toss pup areas honestly. The constriction boost set up is also a little unclean but will see | It's a circle. That's gonna be a no from me dawg | this is just too uninspired for me to enjoy, which may be a result of this being crafted by a bot. it would be cool if the corner spike areas were utilized to promote flag carriers to enter it and bomb themselves and defenders to create open space. | whats wrong with spiky pup areas :( | Nothing interesting going on with this one, might be small enough for the circular routes to not be an issue | Its a cool looking map, this is just too round and in turn too chasey, as much as i like the gates, i just dont see their use here and the pup corners are too out of the way to flow properly. | ||||||||||
14 | EhheEEEe AAAA aaAAAA EEEEEII | CA | EU | OC | LA | #REF! | the portal gimmick is neat but that's about all I see here so far, seems like you're going for a bulldog-ish feel but there's way too much space | This map pretty much needs to be tested but it's far from perfect. | This is the greatest portal loop of All Time I'd like it if mid had some sky dweller style boosts or something because it's a little slow for my liking rn. All the speed is going into base which is a little odd I think. Except the main base entrance is super constricted and has no close by tools for offense to use. I don't like the balance of that, you should at least make it a wee bit wider. Gate also needs at least 1 thing going through it so you should replace top spikes with bombs so there can be a meme buddy bombing scoring mech or something. There's only two capping routes thorugh gates I can see rn. Apart from balancing base entrances and making mid less slow this is very good ofc. I'm excited to see EhheEEEe AAAA aaAAAA EEEEEII as a top map. fix ur aesthetics tho | Its kinda like whiplash 2.0 | Might be too easy to cap on and there's nothing particularly unique about it besides the gates but it looks like it could be fun still | |||||||||||
15 | cringe ass map | CA | EU | OC | LA | #REF! | for me, this ain't it | who cares if it's circular, this feels like it's gonna be fun. I do think you could shrink the pup lanes by a lot, it's the main lane contributing to the chasiness and takes away from any semblance of shape. Once you get that add one more grabbing mech to avoid a Whisper-like situation, nobody likes that. I'd say add anotehr bomb but that would also make it the big chase. Elements and polish are good you mostly just gotta add one more underpowered element of some sort and make it not chase, I love the overall lane structure | its literally a circle... granted mid is relly cool, but wont work | Those gates are pretty annoying, I like them. Might be small enough for the circular design to not be a huge hindrance I think. Interested to see how it plays. | circle bad | |||||||||||
16 | Grump | CA | EU | OC | LA | #REF! | Spike lane is good. Two things you need to do: add a gap in the top wall of the spike lane to add more routes bc routes are fun finish the map | very empty, don't like the large swaths of nothing but tiles | It's as if you took all the map elements and clumped them into a tunnel... | the spike field is the only thing going on in this map and it could be improved by adjusting how the boosts and new elements interact with it. the gate is pretty flaccid and the top neutral add more depth and something to mid | feels like an old map, middle is emptier than lucky's advertising budget | |||||||||||
17 | Cattails | CA | EU | OC | LA | #REF! | and fwonj? :( | cool cool | very cool, 200 IQ map | outsides may have more space than they need, could be worth getting rid of or nerfing the double bomb to move it in. I like the quick portal out and the flow around the back | ||||||||||||
18 | Midas | CA | EU | OC | LA | #REF! | wasn't there a better verison of ichor | Bring back old v. also don't like lane structure. too many teamboosts | I feel like I've seen this map so many times and it seems like it would offer nothing but the most basic of gameplay | looks a bit chasey due to circular nature and open bases but it moves well solo, worth a test imo | ||||||||||||
19 | GFY | CA | EU | OC | LA | #REF! | Not bad but would have so much more potential if it was less long and more round. You're losing out on so many cool boost routes and stuf since everything is basically pointed in the same direction. I feel like for that reason it's gonna get stale a little fast but still considering its success i'm not unwilling to test it | This is one step forward one step back imo. I don't really think you've significantly changed or improved the map. | nothing has fundamentally changed | I think it was interesting enough when played in leagues, not a huge standout but a passable CTF map at least. I like the new mid. | ||||||||||||
20 | Dungeroo | CA | EU | OC | LA | #REF! | weird shape and no flow, only redeeming quality is that slicc fronj polish | I dig the pup area but aside from that it's more bland than catch 22 somehow | The mid spikes make it look way more interesting than it actually is... | looks extremely boring, do something with the mid | ||||||||||||
21 | QOL | CA | EU | OC | LA | #REF! | Is good although bottom portal is a little unnecessary and might contribute to chase. Replace with bomb so you can get some vardo-style teamboost trampolining going on. Also move teamboosts up so instead of hitting the oer boosts through portal you can go through gate into flag. Although then you couldn't direct boost into flag. I guess you can remove part of that wall or something? Overall the map might be a little chasey and has no standout elements but the shape is cool and I want to see it tested to see how well or badly this lane structure works. Nice jbo | love this really interested to see the portal play | portal loops wheeeeeeeee | Drop the portal loop and resubmit or the testing will be a clown fiesta | nice portal loop | |||||||||||
22 | Snabb | CA | EU | OC | LA | #REF! | Significant regression. Way way way too linear and needs like 1.5 times as much space. Also too many teamboosts and wiring bomb to button like that is a no no | I like the portals in base a lot. Not sure about the rest of the map, but curious. The team gates being backwards is an interesting choice, worth checking out to me. the mid bombs shouldn't be wired to them tho. | the portal next to flag could be cool but it's one dimensional rn. i think you have too much happening which prevents you from getting the most out of the better elements you have consider stripping some elements or increasing the map size and develop the portal gimmick to be more useful | feels like a snack map, far too small and base is too weird, and mod is very basic | defensive boosts are too much | |||||||||||
23 | Repique | CA | EU | OC | LA | #REF! | cool portal concept in this too but it's again only partially developed. on the whole the map isn't planned to work cohesively. too many boosts are awkward to use or send you into other elements like the the teamboost in base biggest thing i think your maps need is breathing room. you have good ideas but pack everything into tight walls. if you can find a better balance between space and elements you'll level up as a mapmaker. remember to roll around on your maps and feel out the most obvious ways to use boosts and bombs to see if everything works well together | as others have said there's nothing much to note about this map. Seems pretty simplistic and the routes don't feel great moving across the map. Some cool capping boosts though, could become something better | This has potential, but its very rough right now. Don't use such thicc gates in nf, also cut down on the spikes | kinda bland, really clunky | Elements are great tbh but once again this is way too small to be viable. Endzone is also kind of bad and should be shifted between 45 and 90 degrees into the corner. Overall I'd say just make it bigger but don't add any elements and you'll be good | |||||||||||
24 | Ektara | CA | EU | OC | LA | #REF! | Maybe take out that base boost, it's a little excessive. Teamboost can also be moved somewhere slower. Put a pup in the mid gate so it's not useless. Overall the map has some great concepts and a good shape; I'd like to see it tested tbh. Lane balancing is kind of awkward and there are way too many elements on the outsides. I'd like to see more action get shoveled into the mid gate if possible too. Good work though | too chasey, with tons of circular paths and hiding places. Seems a bit wormy to me | It looks so busy, everything just feels way out of place | another great example of spacing problems. roll around on this map and imagine seven other balls sliding around and colliding. it's gonna feel claustrophobic. this is a solid map but you need to e x p a n d | feels a lot like it would be a wormy-esque chase fest, gate might as well not even be there | |||||||||||
25 | Quickstep | CA | EU | OC | LA | #REF! | PINGU YOU GOTTA MAKE BIGGER MAPS OR PUT LESS IN THEM YOU HAVE GOOD IDEAS BUT THEY"RE STUNTED BY THEIR CONTAINER | ugh | I think you've gotten as many notes as you need about your maps being too small for the number of elements contained within them. Also this shape is n | |||||||||||||
26 | Deimos | CA | EU | OC | LA | #REF! | Try taking out those mid boosts and moving the boost next to pup so that it can still boost through gate but also access flag. Idk how you could do that, maybe by making otuside of gate not a jewel and adding a 45 for a nice little capping route that the bomb can also access. Two boosts this close on such a tight map is not gonna work though. Way to take out the super, that's gonna at least slightly increase your chances with about half the mtc. elements are good, maybe a little too chaotic, and the map is a bit small for my liking overall. Decrease your chaos and we've got a map | not sure the mars balls do much but neat gimmick. outside route seems ok. mostly interested in the quick getting out or back gate in the back of base | The gate and the mars ball make this unplayable to me | sorry to say but both of the templates you remixed are superior versions to your remixes. i encourage you to revisit those templates and compare to your remixes. notice how many elements the templates have for their size. that's about the right amount. you've noticed good ideas and tried to expand on them but failed to allow room in the map to fit those ideas in. S P A C E O U T | mars ball gimmick doesn't do much for me and it feels like it could be a very chasey map even for nf | |||||||||||
27 | NARCh | CA | EU | OC | LA | #REF! | looks like really really dumb hockey i'm saying yes | we already have hockey | ||||||||||||||
28 | Allienated | CA | EU | OC | LA | #REF! | Try making it look like like a generic pub map first, and then add personality as a secondary trait to personality | too many problems to address here. please refer to this mapmaking guide for your next map!! https://www.reddit.com/r/TagPro/wiki/maps/guides/map_guide_by_liquid | ||||||||||||||
29 | Mirror World | CA | EU | OC | LA | #REF! | there's potential to this, like a modernization of command center, but its current form needs a good bit of cleaning up. Make it a bit smaller overall to start. | a yes from me off the strength of that map promo alone | just make a normal map before you do something wild like this please | |||||||||||||
30 | Creep | CA | EU | OC | LA | #REF! | the only thing worth saving about this map is the trampoline (and maybe the quick-out portals), the rest is just wombo with too much space, bucket end zones and mostly purposeles | I like how the portals are set up but besides that this map is bare | ||||||||||||||
31 | Tithe | CA | EU | OC | LA | #REF! | a bit empty and not sure I like mid but there's potential to this concept maybe less space in portal areas and move button to somewhere useful | Agree with alch this gate is big useless. Might be better if you swap gate and button so that it's kind of covering both portal and mid boost into flag. Also the map needs at least one more lane, imo you could try reworking mid a bit and also making more use of the emptiness in portal corners. That's where the pups should go, not in a base corner. Add a bomb in portal area too or something, the shape in general is kind of weird. I don't want it to have a trebuchet level of unchasiness but the concept is cool, just gotta make it a little more traditional now imo. Perhaps not ready for a test yet but the shape is there, make sure you keep working on it | The gate is so useless and the portal is far more powerful than i would have though. The map is clean though. | that portal is so cool | ||||||||||||
32 | Slantz | CA | EU | OC | LA | #REF! | Looks like you've got the basics but I'd rather see you get good at making basic maps like Cedar or literally anything ThePlaymaker has ever touched in his entire life before you try wacky structures like this. Take a look at some of the mapmaking guides on reddit.com/r/tagprotesting for some tips on how to get started with that | how dare you lie to us this is your second map you need more action in here. two boosts and two bombs in this setup is very drab. imagine playing a full game on this, walking everywhere what a drag still, you erred in the right direction. most people put way too much in their early maps. this puts you in a good position. rather than trimming ideas you just gotta add some seasoning | Not a bad start. It's a bit too big, and most of the elements feel like they're made for aesthetic rather than utility, but it looks like a map in progress. Try looking at mapmaking guides and modeling maps off of current successful pub maps to start, then give it an individual touch once you've got a feel for the basics | |||||||||||||
33 | Prelude | CA | EU | OC | LA | #REF! | more like if wombo combo and cc had an ABORTION nah i'm just kidding, you're a good guy here's the thing, what this map ended up as is a pretender of cc. it has weaker versions of all the elements in cc. there are some potentially cool things in here so what i suggest is to make this map your own. take the best elements that arose from this mashup and develop them into their own thing, rather than a copy cat - cause if you're gonna copy someone you gotta do it better than them or it's not worth doing | |||||||||||||||
34 | tysihlupy | CA | EU | OC | LA | #REF! | beefy i thought you went off to the mountains to secretly train and level up in mapmaking, but i don't see you for all this time, no word, nothing... and this is how you come back to me? coffee? you look tan. the tan ghost. | no u | you right | cramped and cluttered map | ||||||||||||
35 | The Refreshing Taste of Clorox Bleach | CA | EU | OC | LA | #REF! | feels pretty boring other than the portals which weird me out for some reason with the double usage, interesting concept though | the original was the best version | mid faces the opposite direction of the map's flow, that's a big no-no to me | zoomers are the harbingers of postmodern suicide | Hell yeaaaaaa Spacing is pretty atrocious and this map probably isn't gonna work but it's just so fun that I want to see it get tested. For spacing you should make pup area less clunky and move that boost out a little bit and also make base a little less cramped. Actually make entire pup thing like one or two blocks instead of the massive island you have currently and move it in; that'd help with the chasiness. Fix the spacing and I think more people will be willing to test. Yes it's fast but with these lane divisions it's not a bad thing. Portals are a gr8 meme and I just want a 4v4 on it | |||||||||||
36 | SQUOMK | CA | EU | OC | LA | #REF! | indeed but good boost routes at least | i kinda like mid, but nothing else | it really isn't | |||||||||||||
37 | El Dorado | CA | EU | OC | LA | #REF! | i feel like this map sometimes gets better and sometimes gets worse, but never close enough | and finally we arrive at reginald ledoux | seems like it would be chasey but could still be fun, might want to make some of the elements more defensive | moves too fast in too many directions at once | Without some sort of gimmick where the pup area is this map is nothing. Also chasey as hell, consider making outsides different | |||||||||||
38 | Boffin Box | CA | EU | OC | LA | #REF! | kinda really clunky but with some polish could be good | It could be though. The only unique thing this map has going for it is the weird lane spacing and it only makes the map clunky, not unique. Can't find any features to love here really, I guess base exits are cool | these islands look so ugly, and its overall so boring | feels and looks really bland. | it ain't that bad some cool structure and formations but it feels off in areas. grabbing with the neutral sucks, boosting or bombing head on into a 45 sucks move some stuff around and give it a kiss | |||||||||||
39 | GRID WORLD. | CA | EU | OC | LA | #REF! | One of the most playable memes in this thread | math ass nerd | i'm happy that you know how to draw boxes | mathematical dude | ||||||||||||
40 | Box Turtle | CA | EU | OC | LA | #REF! | so much space between elements | i really want to like this, and i think mid may have improved, but the base needs work | make one of the base neuts a teamboost. also stop making it more and more obese. also idk how balanced its gonna be but whatever | sure let's give it another go | ||||||||||||
41 | Platypi | CA | EU | OC | LA | #REF! | fundamentally broken even more than normal nf but maybe that's a good thing | the mixed end zone is a neat idea. not sure if it'll be a workable mechanic, but I wanna test it. The rest of this map could use some serious work, though - maybe start with a plasma-like format | time to petition for yellow endzones | |||||||||||||
42 | Turvy | CA | EU | OC | LA | #REF! | it's simple and unpolished, but could be kinda fun.. needs a significant amount of work though | too spacious and bland, elements feel like they get in my way more than anything and empty spaces seem poorly planned | n to the mid, base structure could potentially be cool though | needs a lot of work, it's got an ok shape to it but there's a lot of empty space and nothing very interesting going on | i dig it, simple and clean is the way that you're making me feel tonight feels like an unrealeased map from three years ago but i guess that was your time allows for creative play in it's regular joe way | |||||||||||
43 | Zodiac | CA | EU | OC | LA | #REF! | rest in peace my love, my 5 single blocks | blocks in mid/outside base are awkward, and mid itself is awkward bc it flows perpendicular to the map as a whole | From what i know about maps, this will be chasey because its round, but its also small and with the current 6 min game format it could be fun, but at the same time frustrating | Me thinks this is not the one. also this is so very very different from what I saw last | feels like there's some cool stuff going on with these gates. Looks fun | |||||||||||
44 | Kinesis | CA | EU | OC | LA | #REF! | kind of boring and has way too many lanes | Perhaps you should have read the feedback from last time | all your neutral boosts are really restrictive cause of their position near walls there's few ways to take them and even fewer that will be useful to take in most situations i'd say top is the weakest area of this map. the corner lane is too small and the boosts up top are a disservice to the rest of the map | still think it isn't | ||||||||||||
45 | Wernham Hogg | CA | EU | OC | LA | #REF! | too many elements for one map, I'd say too many for the space but the map is a good size and shape (except maybe the jutting-in mid, not a fan of that as a principle), just focus on single elements more than others | It's very cramped and a bunch of map elements thrown in way too close to each other | open up here comes the choo choo train | |||||||||||||
46 | Tior Dalam | CA | EU | OC | LA | #REF! | flag placement is kinda odd and passage through mid could be smoother but it's got good movement | some of the corridors feel tight and awkward but it's worth testing to see how much adjustment it needs still not a fan of triple wall boosts, maybe if you did 6 | It's definitely getting there but your element placements don't really work. People are going to dislike 4-5 lanes out of base and it's fast and slow in all the wrong places. Polish is also not great. Kind of reminds me of Centeotl but squished and with weirder elements. Definitely don't stop working on it but try to make it a little more generic so it actually works. Base lanes could work if you fix the rest of the spacing and like have a boost near bomb and not the teamboost and also make pup boost more powerful since its so far away | The gate is pretty useless, the portal is kinda awkward, too many lanes out of base and too much space behind flag | seems like a lot of lanes going on and the bases seem awkward with a ton of space behind the flag | |||||||||||
47 | Guambounya | CA | EU | OC | LA | #REF! | cool looks like a puffed pastry | I like the shape, not really a fan of the end zone design. Seems like a fun small map that has potential. Gates seem to be kinda bad. There is a portal loop...... | Seems to have good boost routes with some interesting side-pockets on the map, could make it better for holding | some weirdly positioned things (like the portals being too detached vertically and the end zones being boxes tacked halfway into a corner) but this isn't far from a good map | If you work out how to have a base curve let me know because you seem to have no idea but it has some pretty decent elements, the current gate setup is going to allow for the cheapest caps anyone's seen in their life though. Change those and fix some of the spacing/polish, especially around the boost/portals. The portals are all wrong btw, the loop is great but they go in the wrong direction and don't actually help the map at all. Would be better to go in the other direction so you can get rid of this dumb curly thing. Aside from that I dig the pup areas although being able to score more cleanly would be nice, like maybe add a 45 above so you can bounce down by blue endzone. Also you can make it just roll in from the other side because it's easy to defend against. Having stronger outer lanes would balance out a more defensive gate well I think. If you make it just a normal teamgate it should have an acceptable curve and become playable. Balance out your lane spacings though, they're all like 4 tiles | |||||||||||
48 | Ratatat | CA | EU | OC | LA | #REF! | too tall, too round, it feels kind of outdated | seems like the roundness and abundance of elements for the fc could lead to a holdfest | Glad to see it but it's massive. Pick half of the elements that you don't like and take them out. Or at least 1/3. I feel like gates could be utlilized better if they were team or green or something, it's a great structure but kinda useless atm. Perhaps if the buttons activated both gates it could be cool too. Make small tho | idr voting y to this but since it's there i'll just leave it i think you prob have too much going in mid with the boosts and spike field and portals. the spike field is what gets me. it needs rearrangement - it feels good to boost through using the teamboost but if you take a mid neutral directly through a portal you have a very high chance of spiking. alos teamboosting in the the double button bombs is cool but it spikes you. don't let the spikes interfere with a fun combo | ||||||||||||
49 | NARCh 2.1 | CA | EU | OC | LA | #REF! | far too many gates on the perimeter to be any fun even as a meme | |||||||||||||||
50 | Whale | CA | EU | OC | LA | #REF! | You're getting there. Try making walls that go around your elemens, instead of elements to go in your walls | there's a decent design dynamic happening here but it suffers greatly from beginner mistakes such as too tight spacing, poor cohesion, too many elements, and elements grouped too close together i suggest rolling around the map testing all boost and bomb routes and imagine how a full 4v4 match would play. this would be very difficult to control and enjoy keep working on it! | Don't know of any successful maps with like 6 boosts behind the flag like this. I'm glad you're trying to be creative but you'd have more success if you tried making a formula map that you know will be balanced and play well. For examples of this see Cedar or Catch-22. The more your map looks like one of these the better. You should also take a look at some of the mapmaking guides on reddit.com/r/tagprotesting for advice on how to get started. Once you can do that consistently you can start adding your own unique elements. Good luck. | |||||||||||||
51 | Central Airport | CA | EU | OC | LA | #REF! | can't even test this map but from the looks of it it's very unplayable the whole map is far too tight, the corridors are far too long and closed off, the angles don't mesh, the empty nook with four boosts is totally useless, and the middle pathway is far too direct to make anywhere else on the map useable | Don't think it should be too hard to figure out why this isn't gonna work | ||||||||||||||
52 | Untittied | CA | EU | OC | LA | #REF! | Seems like you're accomplishing a lot here with very little, interested to see how these bases play out, could be too prevent heavy | gated portals aren't gonna work in pubs. Rest of the map is an all-to-familiar shape, cabin's the only map that's done it well and even then it fell out of rotation quick enough | Has its cool bits but needs to shrink by maybe 50%. It's way too tall for its own good and mid is insanely empty. The mid structure isn't very good either so I think it'd do a lot of good to move base boost up, bombs up, and just have 2-3 blocks in mid with lots of fun routes. This map is severly lacking in those aside from the boost --> bomb btw. Consider adding a bomb or boost or something at the end of the spike because base will be insanely defensive. If you can redo the mid the portal concept is great and could work well but make it more like a normal map first | how am i supposed to enjoy this map without beast mode portals at the bottom | lol teamwork for a pub... It's far too large and will play really badly in testing, I do like mid though... has potential | |||||||||||
53 | Kantaloupe | CA | EU | OC | LA | #REF! | portals are super blind and it feels very chokey | gate is pretty useless, dont like portals that take you from one side of the map to the other this is mostly a map that looks cool aesthetically but functionally bad | uhhhh what is this meant to be. It seems like a clunky incest child of rush and scorpio... fix it up and there is something of value here but this is not ready yet | might be a bit quick to get back and forth across, and the bomb mid doesn't do anything but disrupt good flow, but def looks fun and worth a test | Good but a little too smol for its own good. Also try making gate more than just a sediment one, like maybe two sided to encompass neutral boost as well and have the button by island? And then you could have a boost in back of base to make things interesting. Idk. It's a little boring like all tpm maps are and I think the spacing is a little off. Also will be very un-chasey and could use a bit more something, like maybe an actual pup area. Feels good tho the shape has potential | |||||||||||
54 | Kantaloupe | CA | EU | OC | LA | #REF! | Better than the other one but still needs a little work. Map is a little too tiny imo and could use something around the pup area to spice it up and add just a little bit of chase. Mid has enough lanes so maybe just a block? Base has more than enough space to allow for it. Routes are good but a little basic as well so it'd benice if you added a couple through there to make things interesting as well. Also maybe bomb by pup could b good, like where you have the two tile staircase so as not to make base too offensive and add a nifty portal route | more blind portals but I like this one more, less choked | gate is pretty useless, dont like portals that take you from one side of the map to the other this is mostly a map that looks cool aesthetically but functionally bad | This is arguably a little better but still not ready | ||||||||||||
55 | Contortion | CA | EU | OC | LA | #REF! | honestly i cannot have another iron in pubs | The bases seem like a significant upgrade over iron, I think it could benefit from being shrunk down | Iron but bigger and clunkier with a slightly better base | it's like raaaaiiiiaaaaaaiiinnnn on your wedding day | ||||||||||||
56 | Ultralight | CA | EU | OC | LA | #REF! | pretty bland shape and general movement, but the bomb/boost combos are dope and there's no fatal flaw to this map | I'm impressed. Dove maps are always so hard to give feedback to because ther eare always great concepts that could maybe be executed better. Here's a shitty remix where I tried to give some ideas on things that could be better http://unfortunate-maps.jukejuice.com/static/previews/65334.png My favorite feature is the ability to hide behind the portal | This gets my undying love even though no one else will probably like it. It's memey and playable | so you can loop portal only 3 times this time lmao I still just like the gate design | seems pretty balanced, some fun combos to boost around on, loop is fixed so that mtc can play it without being clowns, nice | |||||||||||
57 | Stingray | CA | EU | OC | LA | #REF! | It's definitely improved but still not good enough for a test imo. Before I forget you're missing out on a great diagonal route by making the block outside of bomb thing a 45 so you can teamboost at the otehr pup. Also gate is incredibly useless, maybe add a single tile to block the base boost's 45 path escape route so ppl are forced to thread the needle. Mid bomb hting is useless, I feel like the map would be a lot better and more interesting if you added a pair of wallboosts in place of the bombs that can combo with mid boosts. If you can get a fun mid this map may just be worthwhile but currently the mid's not doing anything for me. Base is maybe a little blah too but not bad at all, just make the map a lil faster and add more fun routes | so bomby but the spacing is there enough to make them work I think. Don't like the team tiles that much | too long and the gate doesn't solve anything | mid gets in the way more than it helps flow | ||||||||||||
58 | Hui Guo Rou | CA | EU | OC | LA | #REF! | i want to like it and i hope it plays better, its still a bit wide, portals are kinda weird, maybe theyll work | Way too long and empty of a boi to be fun for more than one test. Also I hate basically every element in the map. Also it's just one massive lane except for some spikes in mid that you might not even notice since it takes a lifetime to get there in the first place | zoom | Might be too long to work but it's fun to run down the yellow tile road so I hope it plays well | ||||||||||||
59 | Society | CA | EU | OC | LA | #REF! | Idc I just really want to test this. Would be nice if he top of the map was actually useful tho. Also top polish is not good at all and mid lane needs more use. Idk what you can do, maybe add another portal gimmick or bomb or at least lengthen it? Or add a lane at the bottom but without making it chasey. Mostly just fix the top and mid areas the base and bottom are great | yoinks | aside from the aesthetics its very boring, and in game the aesthetics will be extremely annoying to look at | |||||||||||||
60 | VH1 | CA | EU | OC | LA | #REF! | I like the weird gates and there are some good routes, direct path from flag to flag might be too short though | you can get stuck in those little corners i think The base is far too tall to actually work and the gates are kinda useless | TIL there's a guy called super cat but he's actually a toaster | Interesting but not currently playable I think... | Not gonna work but idc. The boosts all work great and I dig the spike placements. Won't be overly cahsey or anything due to the size and spacing is on point. Mid gates are weak as hell, at least have buttons control all of the gates as well as maybe add one or two to the sides. This could add an interesting team aspect where there's an extra island if your teammate is being nice. Also most of the map is pretty slow so it could possibly use a bomb or two. Base is defensive as well. Nice work though, it's not far away from being really fun | |||||||||||
61 | Toe Tag | CA | EU | OC | LA | #REF! | how is fc expected to escape base? | Feel like it may have gotten worse. Now it's insanely hard to escape base and feels more boring overall somehow. Consider changing the gates or removing them altogether and changing boosts closest to mid. Also portal is so much wasted potential. Overall though it's not too far from being good but fix the mid in particular | sensibly laid out, but kinda cramped feeling | some great grabbing and capping mechanics but shouldn't be too hard to get a reset on. Should work well with the new pub rules I think | ||||||||||||
62 | Dive Bombing | CA | EU | OC | LA | #REF! | Didn't fix what was wrong with bombing run and added some new boost problems | mid's a yikes | cool concept | |||||||||||||
63 | RUSH 2 | CA | EU | OC | LA | #REF! | less chasey but nothing's changed. new boost routes through mid are bad | Rush is better | reminds me of Buffalo: another rush remake that doesn't improve anything | |||||||||||||
64 | ALL CAPS ARE BASTARDS | CA | EU | OC | LA | #REF! | What turns me on? when mapmakers take my advice and execute on it well. Gj i'm wet | Potential's there but this is again too straight of a line to be fun for more than a play or two. Idk how you can fix that but it probably has something to do with mid. Mid portals are unneccessary just add zodiac blocks and some cool boost routes or something. You could replace outer bombs with comboable boosts maybe | don't like the blind mid portals, seems like it's a bit large | pls condense | This is simulation just a little rearranged... | |||||||||||
65 | Daytona | CA | EU | OC | LA | #REF! | feels pretty empty in parts of it, might benefit from being shrunk down some | Woah, a new NF shape that actually works. I dig it. Base is a little horrendous but aside from that elements are really well done. definitely worth a test | wombo but more awkward in every way, tall and hard-to-navigate mid especially | needs work | ||||||||||||
66 | Vita Brevis | CA | EU | OC | LA | #REF! | I don't think this will play very fast at all, get some diagonal action going on in there, balls go faster diagonally | maps that are ovals with straight passage around all sides don't work too well in this game | Note in 2019. Straight line is going to get stale fast and apart form spike field there's nothign remotely interesting about the map. Very slow and clunky as well | |||||||||||||
67 | Darwin | CA | EU | OC | LA | #REF! | seems balanced and offers some interesting mechanics with the base gates | |||||||||||||||
68 | Axel | CA | EU | OC | LA | #REF! | too much stuff behind the flag, never works | Nice wiring bud. Overall I was prepared to give this a no but it was a lot better spaced after testing than what it looked like in the preview. I like all the random mid routes you've got everywhere, it's gonna be fun. Especially when you wire the portal, though I'd like it if there was an advantage to boosting at it too. Maybe put the pup above the portal at least? Base is interesting and I think it's really well done. The lack of base-to-mid lane variety could make the map get stale a little fast but there are enough routes aside from that that it should be fun. There have been maps similar to this in the past that prove that. I saw on jj that you made a new version with it wired properly as well as having the bomb be good like I told you to and would be willing to test that. As is the test would be shitty with people doing honor portals or something but the map is good, I'd like to see it in tops | I don't say this too often but it seems to offensively driven in those bases. Needs some defensive tools. | so many things to circle around | ||||||||||||
69 | Rendezvous | CA | EU | OC | LA | #REF! | its very large, endzone design sucks, but it has potential, also the mid pup bomb is ridiculous | This kind of diagonal symmetry is flawed because of the shape of the viewport: you have more visibility laterally than vertically, giving red team an advantage defending and attacking. | viewport advantage is a thing here, the blind boosts into the endzones are also not great | Don't think it's quite ready yet, but this is cool! One of the first things I noticed is that there's way less visibility in red base than blue. With diagonal symmetry you need to make sure that one way or another there's a relatively equal amount of viewing ability on each side. You could try rotating endzones 90 degrees and putting them closer to the pup area, similar to Evisceration by Jedi. There are other ways to do it too but imo that'd be the best. In addition you could have one more scoring tool in the corner which could be cool. Some of the polish here is lackluster, especially around the outsides and in the pup area. No big deal though, work on the elements first. I like the scoring boosts that are like Wamble but with more variety. The base entrances are super tight and so it'll probably be too defensive. Shrink these walls. A lot. Also there's a super long path for the endzone so another boost ont eh outside wouldn't hurt. Teamboost is good, you could consider having another right next to an offensive one in the outermost lane. 3 powerups is too much, get rid of the outer ones and put something interesting in that lane. I love the mid lanes but get more routes going through them. Make the wallboosts in mid open so they have more routes. Overall I love everything you've got going on here but make it more open and speedier and a bit more of a standard NF mid-to-base shape. I love what you're doing with diagonal symmetry though and think this template has a lot of potential. I'm excited to see the next version of what you come up with here. | ||||||||||||
70 | Slacker | CA | EU | OC | LA | #REF! | Much better but still not quite there yet. I think you have the same problem as me in that you like chaos just a little too much for your own good. Your boost density is way too high here. Like I told you earlier the first lane out of base is too powerful, move the teamboost there so that FCs either have to risk it or take a longer route. It'll make the map way better. Then you can remove teamboost from island. Also it's way too tall currently, so scoot the pup area over some and maybe you can have a bomb outside the spike or something. Then you can mesh the extra boost lane a little more nicely, currently it only messes with your spacing and makes the map chasey and annoying and all the routes are kinda blind. The shape is good, just gotta open up the tight parts and condense it vertically. If you move the bottom stuff and replace the neutral boost with a team I think you'll have a good start. If you feel base is too defensive add a qioboost but I don't think it'll be a huge issue. If you want me to make a shitty remix to show you what I mean I can. Good luck. | so many odd lanes all over the place | feels like there's too much going on in such a small space | on a scale from 1 to "it" this is a high 5 maybe 6. It has potential but that portal boost is not consistently working for me so | its too busy and base is too open | |||||||||||
71 | Counted | CA | EU | OC | LA | #REF! | hate to break it to ya but neither of those descriptors are true | absolutely massive map with no flow whatsoever | ||||||||||||||
72 | Phoenix | CA | EU | OC | LA | #REF! | hello big mouth mixed with floral mappe with some vardo sprinkled in | doesn't look like it would play well but it's surprisingly pleasant to move around on | They only come back when used well, though. I get what you're going for but aside from looking like a massive chode this map is a little too cramped and vertical for it to work. I see you tried to balance it out with too many grabbing mechs but a base curve shoudl never be this extreme. You don't want it to play like Flame. Instead of having the top be in the middle of nowhere and relying on this bad of a curve to make the green gate work, you should try having powerful boost routes going through the gate. Think Armada by Ball-E but more powerful. Tint by Fronj did it alright with a neutral gate. If you can make an insanely powerful green gate route it should be a lot more useful. Then you can make the rest of the map around that; don't see a lot worth saving here due to the shape, spacing, and curves. |