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HodorCAEUOCLA
i will not miss you with the portal guide comment. well really the portals aren't the problem. the problem is that the map has too much shit in a tiny space, turning the game into chaosballI feel like my notes on previous versions of this are probably still relevant. Back of base is the best part of map, the rest is pure chaosball.

I'm not sure people want to play Rube Goldberg Machine the map.
Strong proponent of this map, I see and understand the vision here. Make chaos great again. will be impossible to prevent on with so many strong grabs pointing at the flag from all angles. the gate seems interesting but wont play like intended, as the buttons cant stop a boost grab off the walls. also portals with such a large gap between entrance and exit are nearly always completely broken. back of base needs a better shape to encourage juke vs contain gameplay there.After sliding into your DMs I understand a little more where you're coming from with all this ridiculously chaotic shit but I still think it's a bit too much. Like this puts Conniption and ASTM to shame. I don't put much stock in the opinions of people that hate chaotic stuff just because they're upset that they're not playing Oak or whatever the hell that tpm remix of cedar is called every game, but still. It can be fun to boost into stuff constantly and have a good time, (like Speedier Speedway) but I still think you should be primarily focused on making a map that people can play as normal capture the flag but caters to a specific playstyle, as opposed to catering to chaos and destructioni will not miss you with the portal guide comment. well really the portals aren't the problem. the problem is that the map has too much shit in a tiny space, turning the game into chaosball
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PatienceCAEUOCLA
Somewhat of a reluctant yes because I don't actually think I like the base, but I do like the mid setup except but have no idea what is going on with those teambooststhe bases are pretty good for the most part. i think id prefer the bomb to be somewhere on the wall either above or below the flag, rather than smack bang in the middle of the base entrance and affecting every possible way inside. i think mid is once again the problem. if youre gonna build a map around super spiky bases with dangerous bombs nearby, then the mid should be the opposite - a safe area to move through and juke around in without the threat of being bombed into spikes at any moment. mid teamboosts felt pretty bad. all that said, im saying maybe cos the i think the bases could be fun.mtc bait smh

these bases are extremely interesting conceptually, but in the context of rotation are a pretty far cry of what the majority of players want. i'm certainly inter ested in seeing how they play out in a 4v4 but i guess somebody has to be skeptical.
I have a huge boner for Battery style spikes, but overall I can't say this map grabs me too strongly. cool base concept, and mid is acceptable. possible circley, but the map is small so that may not be an issue. the team boosts in mid seem awkward but maybe not?good routes and spacing, good use of spikes, possibly boring/lacking novelty
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FizzzledCAEUOCLA
This is becoming less of a siz type map and more of a fronj type map. I love me some bombs but it feels like they're everywhere now. My favorite thing about this map was probably how inaccessible the boosts were, meaning that people spent most of the game walking through interesting lanes created by large islands. Now that's gone replaced by small islands with accessible boost routes going through all of them... feels like it's gotten too fast for its own good, especially since it's potentially chasier than ever. I still think this has potential so it gets a weak yes from me. Plus those portals are sick nglThis map's evolution has been fascinating if nothing else. Feels neutered as heck now but it's seemingly for the best. I don't love it enough for a yes but I want to play it regardless to see if it's gone in the right direction.still not 100% sold on the general shape of this map, but compared to previous versions this is undeniably better. these bases have continued to feel incredibly awkward to me... particularly behind the flag. the double boost has not grown on me and just feels weird to use in most contexts. mayhaps more importantly, the islands near flag are a bit too large and therefore feel invasive and cramped. on a side note, the portal cooldown might be a bit too long for me, but thats more of a nitpicktheres some bits that need polish and a few tweaks that could add more depth, but overall it seems alright. the only real issue i see is mid being a bit too bomb-y for its own good. portals are ok but probably bit impractical to use.theres some bits that need polish and a few tweaks that could add more depth, but overall it seems alright. the only real issue i see is mid being a bit too bomb-y for its own good. portals are ok but probably bit impractical to use.feedback on this map is a mess.Can do some cool things with the portals but I am very disinterested in this shape and general flow. Portals are the only thing I feel like I haven't seen 100 times before and even they require some fine-tuning as there are multiple routes ways to hit dead walls when taking them.the portals are pretty slick, i'll admit, but the spacing seems a little cramped all around
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KendoCAEUOCLA
finding it hard to judge this one, base setup is either really good or really bad with no middle ground. i suspect coming in to cap might be tough having to manoeuvre around the spikes as well as the OD. mid gates are ok i guess, i think yet more bombs on walls is a bit meh though.these bases are fireee

It'll be a little chaotic given how close together everything is, but I think that's fine. Mid doesn't have much of anything which balances it out hopefully. I do think you could stand to make the mid islands a tile longer to define the structure just a little better. I don't see people spending much time outside of the bases which is fine since they're the obvious highlight of the map. Once you get out of the enemy base, I feel like you'll bring it back to your own and kite it around the back and try to hang around until regrab isn't there anymore. I think it could be interesting.
Cool base structure but the teamboost is not nice, and others noting how little depth there is are spot on.I am really not feeling the bases, doesn't strike me as anything your average pubber would enjoy, and the mid gate structure doesn't do anything for me. Flow/optimal routes/movement feels janky a lot. The map has very little depth to it, so no redeeming qualities imo srytheres a lot of potential with mid here but these bases feel incredibly cramped and chaotic. i'm also personally not a fan of spike bases for pubs in any context but wcydThe base is the map I feel like and I just don't envision it playing very well despite it looking unique, seems destined to end up messy
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BANKROLLCAEUOCLA
I don't know how true this actually is, but this feels like it was your last submission and it shows. bases with smooth walls like this make the inner sweat in me cry out for moisture. i think there is a lot of potential in this map shape tbh, and your portal pup area is also very inter esting. aside from that, however, the execution here leaves a bit to be desired. the double boosts in mid aren't that exciting or fun to use, and the yellow tile pup area is probably just too big brain for me. i really like the portals and gates here but aside from that everything still feels half baked. giving this a weak y bc the problems here are definitely fixable in tops, this obviously isn't perfect but i'm willing to give it a whirlIt's ok I guess but something just feels off. Every pup area is done well, good job there. I don't like the top boosts, feel like their main purpose is to be chained with something in base and let people whiz back and forth across the top. The combos aren't particularly good either. I'm somewhat skeptical of gate but I could see it working so won't comment on that yet. As a whole I think the map is fine if a little generic for the most part, not a fan of top though. It's good enough that I won't try and stop it from getting tested but not particularly enthused about it from my solo test.seems like something that would have made tops for no reason in thread 85. the potal thing is pointless or possibly negative, the map as a whole is chokey and tiny, and there is nothing novel hereIt's ok I guess but something just feels off. Every pup area is done well, good job there. I don't like the top boosts, feel like their main purpose is to be chained with something in base and let people whiz back and forth across the top. The combos aren't particularly good either. I'm somewhat skeptical of gate but I could see it working so won't comment on that yet. As a whole I think the map is fine if a little generic for the most part, not a fan of top though. It's good enough that I won't try and stop it from getting tested but not particularly enthused about it from my solo test.rolling around on it made me think its not going to flow well tbh. portal > boost route to flag felt pretty janky. button for the gates is placed too far away to be useful also.
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absinthe
CAEUOCLA
too big to have multiple circular routes. too many bombs, and what is that random button triggering a single bomb? the outer green gates with the perma-button also seems a bit pointless.not understanding what people are seeing in this. Green gate/button vomit setup in mid has been rejected by the community multiple times, plus blending permanent and impermanent gates (and awkwardly, I might add), with really nothing special going on anyway and a bunch of amorphous arbitrarily placed outer walls is just not good practice. Just because it's shiny doesn't mean it's good, sorry eggnaga :(lmao what is that permagate wiring

I think it's good except for maybe one too many bombs in base. I like the lack of boostiness as well as the giant ass lane divisions. Maybe this many bombs is a good idea on second thought. There's enough going on that it won't feel boring but still has a unique pacing that should make it stand out assuming it's playable. I hope your button goof doesn't ruin its chances

edit: Am I allowed to vote on this? I don't remember doing anything to it
possibly circley but not certain. i don't get at all why the outer button triggers one of the bombs. actually i don't understand the button bombs in general. the gates with six buttons seem like they could just be a regular two-wide lane without gates. but the lane strcture is pretty neatThis one is interesting and has good aesthetic if use the version where the green gates fully connect. Keen to give it a go.too big to have multiple circular routes. too many bombs, and what is that random button triggering a single bomb? the outer green gates with the perma-button also seems a bit pointless.Agree w Moosen

@naga should pizza be able to vote on this?????
woop https://unfortunate-maps.jukejuice.com/show/83103

manipped myself smh
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SarlaccCAEUOCLA
i'm a bit concerned about the lethality of top mid, although now that i am retesting it, it's easier to avoid than i remembered. i found the map to be pretty polished tbh, and found a decent amount of interesante routes that felt buttery. i do agree that the bottom of the map is a bit too lethal as is, and will likely lead to a lot of spikes in a 4v4 as people collide with one another and fall to their deaths. the worst of the batch of grav maps i've tested so far.

For what it's worth I popped ~6 times in the first 90 seconds of a test, including twice in the first 10 seconds.
Really not too keen on putting gravity into rotation, and I think if you're going to introduce something this new it needs to be a lot more forgiving. Spikes by top pup are probably not too bad for experienced tower players but will be extremely difficult for novices or people with lag. Supers are probably a good choice at the bottom. I like your little shelving units on the side, I think those are probably helpful. Would like to see more 45's above common jump areas to help out with that left/right acceleration. Downward facing tringles might be the play.im not real keen to see gravity maps in rotation. and this one is simply too spiky, especially on the bottom when you fall down blind with no jumps left.I feel like we have to at least try itlol i wanna see how it would go
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UnderbellyCAEUOCLA
the gate is a great concept but aside from that i doubt this would be playable in a 4v4.i think the gate is an amusing concept, but the rest of the map seems like an afterthought, and the map generally doesn't resemble normal tagproyeah this would be a nightmare in pubs. I'm giving it a maybe because I think it has fun group potential as a minigameIt's funny but I am not taking this one seriouslyI can't in good conscience call this a tagpro map but I guess it's a minigame map, though not a very good one.
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CoronationCAEUOCLA
this sure is a fronj map. great polish of course, but this feels like another acceptable but mediocre one in the vein of axelIt's like a slower more boring petuniaevery section of this map seems like it would be kindaaa interesting in a 4v4, but i'm not entirely convinced that these gates are enough to make this map play uniquely.Competunia? Everything about this feels lamer than it looks and it didn't look all that interesting to begin with. It's a generic, probably chasey structure with uninspired boosts and bombs going every which way. The only thing I almost like is the gates; don't think the really work that well with teh bottom half of the map though.Playable because Fronj polish but I can't see it being interesting or fun for any length of time.might be ok, maybe a little bit too grabby. the gap at the end of the gate makes holding the button pointless though. i also think theres a little too much space on the bottom of the map, probably 2 rows or so more than necessary.
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OboeCAEUOCLA
It's just way too easy for defense to go around one side and flag carrier to go around the other and cap before defense has a chance to get across the end zone. It's less of an issue here than on some maps since it's frickin tiny but it's still too easy to lose FC. Cheap caps will be super frequent on this. This is compounded by all the easily accessible boosts you've got everywhere; people can basically boost straight from one base to the other which makes it even more of a headache for D.i'm not a fan of a few things but i genuinely think this might make for a fun, fast-paced NF. the team gates in mid are likely going to be more annoying than anything due to how small this map is, but that's an ezpz fix. i really think there is a lot of potential in this shape with some rebalancing, but without a 4v4, balancing is a difficult task.Floating NF bases are a fun challenge but notoriously difficult to execute and unfortunately this shape does that no favours.layout will lead to cheap caps once fc gets a few pixels ahead. feels like it will play like a worse beebeebooboo. the teamgates inside the endzones are too close to space where defenders need to be.Don't hate it, but your wiring is very strange and you really can't afford to have unchangeable team gates outside of endzone. It is way too abusable. Seems like it would be pretty high scoring due to proximity of base, plentiful tools, and lack of catchup mechs. I kinda like the portal mech ... the rest seems more difficult to play as a defender than beebee and that's getting thrashed. I kinda like the portal mech ... the rest seems more difficult to play as a defender than beebee and that's getting thrashed.
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WaterbedCAEUOCLA
its not the most exciting map but i think it might play well. the position of the gates relative to the flag could perhaps be improved, but other than that it feels alright.tell me why the first thing I did was try to boost grab my own pup and immediately die

It's just irredeemably boring. Like shitty Cedar which is a map I didn't like to begin with.
in a world where certain people are obsessing over gravity games and creating chaosball monstrosities, this is a clean shaven hard working map. I really really like that double boost behind flag. the polish here is great but my main concern is that there really isn't anything making this map stand out. i'm also not the biggest fan of boosting from mid around gate and hitting that spike behind the flag half the time tbh but that's pretty minor. Very weak maybe, but I kinda like the wide loopy flow that these boosts create... You grab, boost back, then loop around through mid to the other pair which I think is neat. Mid boosts shouldn't be too bad with the gates to block with. I think this is clearly pretty well balanced, nothing much inspiring going on except for the flow though. Probably wouldn't be that interesting come testing but I'm not opposed to giving it a shotThe Oak factory churning out more snoozefests, congrats on that I guess.this is maybe the least exciting map i could imagine, and certainly not one i would want in a rotation that already contains oak
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Para BellumCAEUOCLA
Listen, you can test this all you want, but there is still the inescapable reality that this relies on blind luck more than skill turning grabs into caps into wins. When somebody is sad to the point of giving up on everything in life, it's possible for their body to simply shut down within a few days.

Conceptually I guess this isn't awful but I see it as being a little similar to a split-endzone, where the split is reeeeeeally far apart. It still has the normal DTF problem where people guarding the mid things have to sit around the entire game but also now there's an entirely different way to cap, making teamwork even less important. I feel like most caps on this will be cheap and not particularly satisfying. This is a weak no because I do appreciate that you're trying to do something different, but I'm skeptical enough that it's a no nonetheless.

edit: fine it's a maybe
i wouldn't stop this from being tested, but i do not particularly careI wish I liked this. Seems basically impossible to cap without portals and seems like all portal caps are more lucky than skillful. We can test this, we can enjoy it, we could even put it into rotation, and I guarantee you we only get backlash over this map. this is an old map right? i swear ive tested this before. anyway the whole blindly shooting through the confusing portals into the endone area is not going to be good gameplay. yea a test wont kill us but it will waste precious time and theres better maps to spend time on.this has nearly all of the same problems as it did last time
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PigorCAEUOCLA
the bottom, gated, 1tile pseudo-superboost lane is just impractical, with a pinch of blind buttonness thrown in. portals seem ok until you walk through at a natural angle and spike out the other side. the base boosts and the pup areas i kinda like, but its not enough to make me like the map overall.Portals work fine, idk why they're broken in preview

Oddly enough, the superboosts on here are my least favorite part. I guess I get why you want a lane down there since portals do a pretty good job of covering the entire top, but it just feels like it adds a lot of unnecessary chase to the map without any added benefit. I would prefer if you took that out, lowered the bottom part of mid by 1, and added a pilot-style mid pup between spikes. That should make it easy enough to get through, in theory anyway. Base boosts seem neat, I like the floating bomb, pup area interacts with the teamboost well, etc etc. Only qualm is the bottom gate gimmick thing really. The structure might still need some tweaking but all in all this is good enough to get tested at least
Idk man, I feel like the most interesting thing about this is the super and I don't think it's even carrying the map enough for me to care.i'm amused enough by this to test it. mainly i like the base. the superboost thing seems pointless, as do the portals, but it seems interesting to test at leastPortals work fine, idk why they're broken in preview

Oddly enough, the superboosts on here are my least favorite part. I guess I get why you want a lane down there since portals do a pretty good job of covering the entire top, but it just feels like it adds a lot of unnecessary chase to the map without any added benefit. I would prefer if you took that out, lowered the bottom part of mid by 1, and added a pilot-style mid pup between spikes. That should make it easy enough to get through, in theory anyway. Base boosts seem neat, I like the floating bomb, pup area interacts with the teamboost well, etc etc. Only qualm is the bottom gate gimmick thing really. The structure might still need some tweaking but all in all this is good enough to get tested at least
cool super but i am positive that this will be relatively easy to hold on, especially in a pub. the entire top half of the map is kinda uninspiring tbh and there's really no reason for it to be as large as it is.This just feels ... off? like it's weird but not super weird but also interestingly bland.
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DictyopteraCAEUOCLA
very interesting use of timed buttons. i tihnk currently theyre a bit campable for people to let their fc through for an easy cap, but the concept is cool and could be refined into something good. as for the rest of the map, far too vertical through the middle, needs a better shape too. i do like the little shortcuts back to base on the far sides, maybe abusable by the fc on such a large map though.This could be really cool; I get the feeling that it will also be broken af. These gates seem really easy to let somebody through due to how many buttons there are. Also tagpros with those buttons will potentially be even more cracked than on beebeebooboo. I also get the need for those portals but they're executed terribly and take away from the main concept of the map. Maybe just have a mid catchup or something? Like offensive teamboosts out of the gates idk. Remove the pup; it won't hurt anything and it will prevent some very cheap caps. I also don't love the spacing but that's probably fine. Overall lots of potential here that I'm not opposed to testing but I think it needs a few balancing tweaks before it's really ready.This needs serious work but I admire the attempt at something different and would suggest continuing to refine the concept.in need of a lot of refinement, but i like the endzone concept. namely the verticality seems like a big issue, and how easy it is to cap around the top of endzone.Holy shit that goes down far. It piqued my interest though for sure. Wonder if those gates would get camped (the answer is probably)please pursue this gate concept further in a different map. i think the main issue with this set up is how rewarding getting button is. instead of it being used to make cool plays periodically, the 4v4 meta would almost certainly require somebody to sit on those buttons / block out the person on the buttons at any given time. encouraging people to camp in the enemy base is just a recipe for disaster in pubs. in terms of the rest of the map, the shape encourages and it is wayyyyyyyyy too tall.
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DaiquiriCAEUOCLA
ngl this is probably a lot better than Grenadine. It also removes what little character the map had to begin with but I guess that's to be expected. If we really wanna put in another comp map I would not be upset about this one going in... The base island is cool, every boost feels balanced and has several neat routes, same goes for bombs, gates are probably more useful now. It seems like it'll be reeeeally fast but hopefully not to the level of astm. I don't know if it will be all that fun in pubs, both for the lack of variety and for the potential chaos it brings, but I'd be ok with it getting tested.ngl this is probably a lot better than Grenadine. It also removes what little character the map had to begin with but I guess that's to be expected. If we really wanna put in another comp map I would not be upset about this one going in... The base island is cool, every boost feels balanced and has several neat routes, same goes for bombs, gates are probably more useful now. It seems like it'll be reeeeally fast but hopefully not to the level of astm. I don't know if it will be all that fun in pubs, both for the lack of variety and for the potential chaos it brings, but I'd be ok with it getting tested.this seems like a good comp map but a very dull pub map. the fact that it is a remix of grenadine does not help its caseMy general sentiment towards TPM and comp maps is well known. I don't think Grenadine needed a remix in the first place and while this admittedly looks better, I don't see it being a map that does that well in pubs.leddy please stop making maps I want to die playable. thx.this didn't get much support last time because of how similar it felt to grenadine... i don't think the competitive remix version is something that belongs in pubs. i'm usually all for adding comp maps into rotation (with some exceptions ofc) but i don't really think this will play better in pubs than grenadine.this didn't get much support last time because of how similar it felt to grenadine... i don't think the competitive remix version is something that belongs in pubs. i'm usually all for adding comp maps into rotation (with some exceptions ofc) but i don't really think this will play better in pubs than grenadine.
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WichitaCAEUOCLA
you forgot the flag dumbassyou forgot the flag dumbassblundered mate in one with this lol. no flag aside the map still has other issues like the huge height and super long route all the way around the outside that leads basically nowhere. portal doesnt make much sense to me alsoencouraging people to camp in the enemy base is just a recipe for disaster in pubs. these gates make catching up wayyyyyy too free if nobody has button, and if somebody has button then they're also likely way out of position. the rest of the map is fine tbh but without a solid central idea the bar for NFs is just too high atm. I don't feel so good mr starkdoes NF stand for No Flag????No flag is certainly unique, well done
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HadesCAEUOCLA
I mourn the loss of literally everything that was cool about Empire by Rapture. I guess this isn't terrible, especially the outer pup areas, but overall this feels way too poorly structured to be enjoyable more than a couple times. You've got the classic Citadel shape which lends itself well to lots of chase, and the entire mid is just a big empty wasteland. There's not a whole lot to do except for hide in the pup corners to slow the game down. You could maybe fix this by bringing the flag and outside areas closer to mid, and then redoing mid itself, idk. Also remove anything tying it to Empire because it makes me sadi like the gameplay of a grabber boosting into the back of the pup area and the chaser using the teamboost to try for a return. however i really dont like the mid - its like 5-10 tiles of unnecessary width, the gated lane feels super awkward to use. i loathe the triple boosts at top because it looks like it should be interesting but in reality you can only ever do the same route over and over.homie what is this flow http://prntscr.com/1ba5sz2

in all honesty tho i really do enjoy the spike area and gate, and while some of the polish may be :thonking: i don't think it justifies passing up on this.
i'm super frustrated about the placement of the defensive teamboosts, leading me to question about half of the spike placements. I love the gate lane.this is a well made map. the shape isn't super unique but isn't like anything we've had in rotation in the last several threadsIt took me a while to adapt to the way certain elements mesh within the general flow, but even when I got used to them I didn't enjoy them very much. It seems pretty well balanced overall but is not something I feel like rotation is lacking in any way.
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JetpackCAEUOCLA
Hearth got robbed :(

I don't like this one quite as much, and tbh I'm not entirely sure that they're even comparable, but hopefully other people who are afraid of bigger, less boosty maps will find this more palatable. The structure is obviously the strong point of this; you've done that well. The flow seems similar to Kleptomania except people will hang out in areas relevant to play instead of the weird corners. I think the gate on here could be executed much better but that's not a big deal tbh. I'm down to test to see how people deal with this shape and flow
This one is a staple in the 'playable but not that interesting' catalogue I think. There's nothing overly wrong with it but it's just a little shallownot sure if im keen on adding such a tall map into rotation, but that's a problem for voting decisions in this context tbh. i really enjoy how the increased height allows for chasers to get ahead easily if the FC is using the outer lane. as an added plus, it does this pretty organically (which is hugeeeeeeeeee for pubs).overall shape and flow looks like it could be alright, though maybe the top corners are a little bit too big. im not sold on the bases though, especially the floating block seems to make it more awkward than desired.Hearth got robbed :(

I don't like this one quite as much, and tbh I'm not entirely sure that they're even comparable, but hopefully other people who are afraid of bigger, less boosty maps will find this more palatable. The structure is obviously the strong point of this; you've done that well. The flow seems similar to Kleptomania except people will hang out in areas relevant to play instead of the weird corners. I think the gate on here could be executed much better but that's not a big deal tbh. I'm down to test to see how people deal with this shape and flow
thanks for the suggestion, descriptionbot
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ooga boogaCAEUOCLA
the bomb combos in mid are intuitive and polished and the portal lane is extremely interesting. however, i'm concerned that the top lane in mid is going to lead to a fair amount of confusion and chaos.idk. It is unique compared to what's in and I do see a sliver of potential. Elements are really restricted though which is kind of how it has to be with a structure like this, but I think people tend to be a little more attracted to maps where they have more room for creativity with the given tools (Wamble is an exception bc the structure is so unique).hmthis is 'different' for sure, but seems very offensive due to lack of defensive team gates, exit portal placement, and the two lanes through mid. the team boost through top is especially powerfulI recall Ye Old Skool having a concept we ultimately liked and then pleaded for a more refined version of, so I guess this is it. While I'm not sure this is the best version of what the final product could be, I feels like a worthwhile testthe portals being open to mid is meant to be a selling point but being able shift so far instantly with the flag is gross to play against. the teamtiles dont work as a catch up because if you follow them thru the portal-explosion pushes them out of your range anyway. i also dont think the bottom corner portals work that well. mid also has 4 bombs...
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CavaquinhoCAEUOCLA
I'm a bigger proponent of small maps than most, but I don't think this has the same charm (or quality) that Market or even Jardim had. doubtful that so much can be crammed into this small a space, but i am intrigued because this looks like something we haven't seen beforeinitially felt that it was a poor mans jardim but tbh this has a certain charm to it. i question the position of the button, but I think this is pretty neato.Never been a fan of this tiny circular style of map and this one does nothing to change that.after rolling on for a while i dont think either the portals or gates are as interesting as they may seem. portals only add to chase on an already circular map, the gate buttons are too far to be useful.I liked this significantly more running around solo than I thought I would based on the preview. All the lanes out of base are pretty cool and I like how the mid portal area is kind of secluded from the more travelled parts of the map. I'm a little concerned that this abstract of a structure won't do well 4v4 especially given how tiny the map is. I think there will be a number of blind collisions with the easily accessible boosts and teammates blocking each other trying to get through the tighter areas in mid. Despite that, this is a maybe bordering on a yes. I think this could be a fun, balanced map that satisfies some of the clamoring for something fast and boosty.
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JukeBlox 3CAEUOCLA
kinda inter esting but way too similar to hockeywithout boosts, this is slow and unfun to move on, and recovering after a score is painfully slow.it's really just worse hockey, but honestly I would like it more with no bombs.I mean I guess you could chuck it in groups as a minigame but I'd probably just rather Hockey because boosting is funBombs are either free past 4 or just frustrating because you get swarmed and returned. Either way somebody feels cheated.bombs will lead to sudden cross map caps with no counter-play. just like last thread, a boostless, bombless nf map is an interesting concept, but it needs a good map with shape and walls to bounce off - not a rectangle.I could only see this going in as a group map, and even then I'm not sure how fun it would be. The three tile endzone is better than the one covering the entire map on JB2, but I think it might lead to a slog of who dies last especially with the lack of powerups and boosts. I guess it could be good for teaching people how to block but even for groups I don't think I would give it a yes. Someone will probably nom it though and I'm fine with testing this
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'v'CAEUOCLA
haha this map looks like a face

Very nice structure. I was worried that it was gonna be chasey af but after running around on it some of those concerns are alleviated. Size and spacing are better than I'd thought. The bottom mid is a nice little area reminiscent of Lights, and I think it's sufficiently deadly without souring the rest of the map. The boosts through the diagonal islands are all pretty fun to hit. Honestly the worst part imo is the base. That's not to say the base is bad, it's just fairly normal and I like the rest of the map more. Very well done; I look forward to giving this a 4v4.

edit: dude this spike wall is so easy to avoid, over half the map including the fastest path is an almost completely safe path up top. people aren't gonna die when they're just trying to cross the map normally which is the important part. spikes are fine stop being so afraid of death
idk, something about this map appeals to me. i guess the super dangerous bottom lane is thing ive always liked in maps, and the rest of the map seems ok. the bases are pretty plain, and i think with some edits to spice it up a bit the map could be good.I must be an idiot because I don't see the face. I also don't really see any appeal in the map. Dumb and blind? Possibly.haha this map looks like a face

Very nice structure. I was worried that it was gonna be chasey af but after running around on it some of those concerns are alleviated. Size and spacing are better than I'd thought. The bottom mid is a nice little area reminiscent of Lights, and I think it's sufficiently deadly without souring the rest of the map. The boosts through the diagonal islands are all pretty fun to hit. Honestly the worst part imo is the base. That's not to say the base is bad, it's just fairly normal and I like the rest of the map more. Very well done; I look forward to giving this a 4v4.

edit: dude this spike wall is so easy to avoid, over half the map including the fastest path is an almost completely safe path up top. people aren't gonna die when they're just trying to cross the map normally which is the important part. spikes are fine stop being so afraid of death
26
SnaxCAEUOCLA
defending on this is going to be pretty difficult which is a big concern for pubs. i'm honestly not sure there needs to be 2 curl boosts in base... it just feels awkward and bulky.S tier aesthetics, a novel shape and not obviously unbalanced. very grabby but pretty small to compensateI could go some snacks right now, but I could also go without this map. Base needs to carry the map and I don't think it does. I feel like the map is destined to be figured out relatively quickly which severely reduces replayability and any life span it may have.not opposed to testing, but not real excited either. i went in solo expecting the base setup to be flawless considering its the only interesting thing, but the boost curls into portal dont even work a lot of the time.Just don't think this will be fun. It's a straight line without any of the fun boosts offered by Haste. Behind base portals aren't the worst thing in the world but these curls are not good I don't think. The mid is just super uninspired and feels super back and forth in an even less fun way than Moon Base. Make it less diagonal, keep the portals without the boosts, and try again.Just don't think this will be fun. It's a straight line without any of the fun boosts offered by Haste. Behind base portals aren't the worst thing in the world but these curls are not good I don't think. The mid is just super uninspired and feels super back and forth in an even less fun way than Moon Base. Make it less diagonal, keep the portals without the boosts, and try again.
27
Las Vegas
CAEUOCLA
a lot going on in this map, but it is very unstructured. so many boosts and bombs means it is chaotic and hard to keep track of the actionAt its best this map just turns into a member of the Bombing Run family but likely jankier and with more boostsI think multiple people have told you in #workshop that this shape just isn't gonna cut it. I'm not sure why you submitted this without changes but I don't have much to add here that hasn't already been said. I will say that the mid pup area could be cool if you made the rest of the map less of an oval and more something S or U shaped, as well as giving the lanes some more structure.if people don't enjoy bombing run in modern tagpro i can't imagine this map being received well either. it's definitely fun in a minigamey way but realistically not something that the pub community would want At its best this map just turns into a member of the Bombing Run family but likely jankier and with more boosts
28
Beltsville CrucibleCAEUOCLA
the top half of the map is insanely cramped and INSANELY unpolished. this could be unique but honestly i have no idea what you were going for. i'm not saying that there isn't any potential here, but this definitely needs another thread.this is irredeemable levels of clunk i couldnt achieve even if i was trying to. it feels like the author misunderstood the unique nf directive and just threw a whole bunch of things into a box shape without trying to make them work together. I'm not really sure this map has anything going for it, even with severe edits if I'm being brutally honest. feels like a slightly better AI than the mapbot tried to make a map based on a really small sample of nf maps.the top half of the map is insanely cramped and INSANELY unpolished. this could be unique but honestly i have no idea what you were going for. i'm not saying that there isn't any potential here, but this definitely needs another thread.Good god this is bad. Did you roll around on this at all? It feels awful. Why is there an incredibly limited top bomb that only kills the person who uses it? Why is every boost awkward and janky? What is the one tile gate even doing?

Column O judge is correct, the mapmaking AI has made comparable (arguably better) maps. And honestly I have to say it's pretty frustrating/demoralizing to see people vote yes to this and vote no to much better designs.
this is irredeemable levels of clunk i couldnt achieve even if i was trying to. it feels like the author misunderstood the unique nf directive and just threw a whole bunch of things into a box shape without trying to make them work together. cute wiring bro

I would not consider this a particularly unique nf, but regardless of the originality I like it more than a lot of the ones I've tested recently. The top corners are probably the most interesting part for me. Some people might call it clunky, and they'd be goddamn right. I do think that's part of its charm. Each boost is pretty different but has some unique routes and features. I don't really like the teamboost corridor; would rather it were a bit tighter and smaller. Also unsure about the inside base entrance but that's not a huge deal. I think base is good enough except for maybe the unwired gate and the teamboost; would rather it be a block or something. If someone lines up behind that it'll be really hard to defend against even with something blocking the straight line score. Same goes for the bot boost tbh. Despite that, I think it deserves a test for these top corners. oh yeah pup area is neat too

edit: How is this not a good design? A map isn't automatically bad just because not every wall is buttery smooth. This map is more interesting than a lot of the "good" designs and potentially more balanced too. Maps like Cosmic prove that clunk can be a form of balance
the flow/polish leaves a lot to be desired, but the fundamental shape is new and viable. the islands are all awkwardly shaped, and the boosts and bombs on walls all feel awkward to use. nevertheless i think this can be fixed after a test
29
Big Rip CityCAEUOCLA
Honestly it's not terrible. Vert sym NFs are incredibly tricky and for the most part, this shape and structure works. It needs some refinement and some polish but there's something to work with. this is like the 5th blooper-vertical sym NF I've seen in the last 10 threads and honestly I think I just don't like it.Yeah this is solid. Every boost does its job pretty well. I think base entrance might be a little on the defensive side but that's ok given the general lack of curve once you get in. Gates are neat, pup areas are neat. Actually I just noticed you have 3 pup areas, that's not good. The one on the left is neat I meant. Polish is pretty godawful but that's not a huge concern tbh. Ths is the best vertical symmetry nf I've seen in a long time, and even though it has plenty of flaws I think it deserves a test. It shouldn't be too hard to fix up in tops.The balance and structure of this is extremely solid tbh. Polish definitely leaves a lot to be desired but this would be playable for an initial 4v4. with some polishing this would make for an interesting addition to NF rotationHonestly it's not terrible. Vert sym NFs are incredibly tricky and for the most part, this shape and structure works. It needs some refinement and some polish but there's something to work with. the lanes are all pretty tight, and the map as a whole feels uninspired. i haven't seen this specific combination of elements, but i have no reason to believe it would be better than a different basic NF.pup areas are cute (though people could sit on the ones in bases indefinitely) but there's really nothing in the way of depth to this map. Gate button is bad
30
JuketownCAEUOCLA
I disagree that 0 elements is the best chance for double NF. Arguably the most loved (and hated, to be fair) 2NF was the most complicated one we've seen.

I think for something like this to really work, you need to make more return portals (tuck them into the sides somewhere, idk)
darkhorse map of the threadI disagree that 0 elements is the best chance for double NF. Arguably the most loved (and hated, to be fair) 2NF was the most complicated one we've seen.

I think for something like this to really work, you need to make more return portals (tuck them into the sides somewhere, idk)
boosts and bombs are critical to what makes tagpro fun. without them the game is slow and not dynamicboosts and bombs are critical to what makes tagpro fun. without them the game is slow and not dynamicDescription is likely accurate but I'm gonna pass on the idea of another 2NF map for now, I think the community would prefer a longer cooldown period before we thrust anything like ths back at them.Description is likely accurate but I'm gonna pass on the idea of another 2NF map for now, I think the community would prefer a longer cooldown period before we thrust anything like ths back at them.
31
FlimsyCAEUOCLA
yea cut the top off and burn it. i didnt find the portals on the bot or sides that great tbh, they felt either cheap get ahead mechs or fairly pointless. being able to sneak under the teamgates as the fc may also be an issue, its not that hard to do at a decent speed.cutting the top half off is definitely a good place to start. i really enjoy the layout of the portal area and how it connects to the base. with some reworking to the top of mid, this could make for a neat NF. just make sure that you don't accidentally create cloud 2.0uniqueness is a stretch... maybe cutting the top off would be helpful? people are going to be lost constantly on this, it's huge. Even without the top being able to slip through gate is a nuisance and none of the boosts seem to work particularly well. Just not much here that I can see being enjoyable sorryuniqueness is a stretch... I think I'm in favour of giving this another thread to produce an improved version but conceptually there is definitely a map to work with. Cutting the top off probably will help.maybe cutting the top off would be helpful? people are going to be lost constantly on this, it's huge. Even without the top being able to slip through gate is a nuisance and none of the boosts seem to work particularly well. Just not much here that I can see being enjoyable sorry
32
NosferatuCAEUOCLA
worth a test. seems plausibly balanced, though sort of littered with elements, and with the natural hesitation of going through a mid with multiple lanesNice. Width that is. God, that's kinda girthy when you think about it. I'm gonna stop thinking about that and talk map.

I personally always liked this map so am happy to see it brought back but I think endzones like this along with the structure of the map spell trouble.
i was skeptical at first but sheesh this is just a well thought out and balanced map. I remember liking this a lot and there's no way i'm not going to test it even if it turns out to be ass.just cant see this being enjoyable in pubs sorry. super choked up in areas makes it real hard for fc to make a good play to cap, so most will probably come from random bomb blasts that let you get to that op boost > bombswitch > wall > boost > cap combo.Nice

portal wiring on the right side

Split endzones are tricky enough to balance, it's even harder when you have no base curve at all and three different paths the flag carrier can take straight out of mid. Maybe the teamtiles and teamboosts will help with positioning, idk, but especially with bombs everywhere in mid I think there will be more cheap caps than there were on Convoy.
33
StampedeCAEUOCLA
Curious to see how much of a difference the edits make, not a lot else to comment on besides that.Those new base boosts are clunky as shit but also probably better than the giant curls you had earlier. Nothing wrong with them necessarily. I also don't really love the way you've neutered the sueprboost; now it barely gets you to the flag and not at all in a way that you can grab with. I like the new bomb corner and everything else is still good. No reason not to give it a test; it was nearly ready last time and now it's that much better.you can't convince me that those superboosts actually matter, but it was an almost rotation map previously for me, I'm not going to ignore this.this is definitely a huge improvement. all of the boosts and bombs feel satisfying to use and the supers are a surprisingly versatile grabbing mechanic. Those new base boosts are clunky as shit but also probably better than the giant curls you had earlier. Nothing wrong with them necessarily. I also don't really love the way you've neutered the sueprboost; now it barely gets you to the flag and not at all in a way that you can grab with. I like the new bomb corner and everything else is still good. No reason not to give it a test; it was nearly ready last time and now it's that much better.you can't convince me that those superboosts actually matter, but it was an almost rotation map previously for me, I'm not going to ignore this.
34
Hurricane 2021CAEUOCLA
Basically gonna echo everyone else's sentiments here, I generally liked hurricane, but not enough to want it back really in any capacity, even if this is better.Don't know if the right changes were made here. In my experience most Hurricane games end up with the flag carrier circling around the outsides for ages, and those are basically the same here. The mid is shrunken into a boost highway which isn't horrible but feels pretty bleh. I think this is sort of the same situation as Transilio 2020 from last thread; it might be a little better but it might be a bad idea to try and modify such a classic for pubs. Also, I think this one still has the same flaws despite the reduction in size.hurricane was not good enough to warrant adding again. mainly the base play is quite static, especially when bombs are down (which is usually)So I'm a huge Hurricane fan boy, I love and miss it dearly. I've played this in OCE TPM and actually really enjoyed it. However, once again I'm just concerned that it's a good TPM/comp map that won't translate to pubs. I'll start by saying that this is a factual improvement on the original in many ways. One note, I do think that the original spike area in the pup corners were better and more interesting. All of this said, I can't say I'm particularly the kind of person who really feels like hurricane was a missed opportunity, but more of one that never really needed to exist? I won't be upset if someone nominates this, but I'm not particularly interested in this.this is very polished and well executed but at the end of the day it's hurricane and i doubt it'll play well in 2021 pubs.
35
GravisCAEUOCLA
outsides are bit plain and i absolutely hate how the triple boost thing feels. however i really would like to see how this tests with the top lane backdoors into base. i suspect they might be a little close to the endzone and end up broken but its worth checking out.a lot of clunk, including the mid portals and the triple boosts. the top lane seems very unfun, especially considering you spawn there. either a pointless back-and-forth or a bullshit capYou can say a lot of things about Nige, but you sure can't say that he's skimpy about his portal timers

I don't think this is too bad, and I commend you for trying a different structure. However, I don't think it'll work. To compensate for the second entrance, you've made the endzones tiny and horribly defensive and they'll be a slog sort of like Mighty. Also, if defense gets the flag on the mid side of end zone they can walk over and cap before the other team knows what's going on. All that in addition to the problems already experienced by floating end zone maps. The outsides aren't bad per se but they are very bland. The only reason I'd want to test this is for the mid path into end zones and I fear that it's more broken than it is interesting. A setup more like Mosque by Thep is a better way to approach this imo.
if we test this i think it'll be fun for the same reasons that lenin was fun. however, for many pubbers, it'll be frustrating for the same reasons that lenin was frustrating.none of this works. I'm not going to say this is one for the bin, but it's close.bottom triple is pretty shit but I like pretty much everything else and it feels like it will have a distinct play style. Might consider opening endzones a bit more if this is too defensive. Outsides are generic af but they aren't an explicit detriment to the map. Sort of wish there was one boost right below mid portal on top.
36
2020CAEUOCLA
it's kinda awkward that this showed up before 2014 in the spreadsheet. However, I tested that one in the thread earlier, so I still see what's changed. The tighter mid here maybe makes it less chasey but now it feels too cramped for its own good. You're right about it having less depth. The big base island provided structure that better defined the lane divisions out of base. Now that's gone, and it's easier to boost between lanes. This leads to more collisions and chaos. Plus the bomb can spike people basically everywhere. I'm not sure about the number of spikes in mid. We're putting *some* version of this in rotation, but I don't think this one is it.reducing the immense height is a good change from last thread, although perhaps it was taken slightly too far? also i wonder if a tiny bit more width in mid would make the bombs less obnoxious, but otherwise im ok with testing this again to see how it goes. EDIT: actually the second version further down is better imo, so id rather test that one.I'm about it. I generally think the update has done all the right things by catering to modern meta. I wanna give it another go.previous version was close, and this one seems to improve the base island without drastically ruining anything elseyall got your dicks so hard on this but it's really just okay. IDK tbh, it could be good and this is pretty well improved, but there still feels (to me) like there's a lot of room for growth. this mid is much more realistic for pubs and is miles better than the previous version's. the mid bombs are a bit overpowered and will be too disruptive imo, but i'm down to be proven wrong in a 4v4Loved the first one, honestly thought it was fun af even with all it's flaws. I'm willing to try basically any remix of this to get the best version in.
37
Calypso CrunchCAEUOCLA
not convinced the flow and gameplay of the map will be any good. seems like you'll either endlessly grind out returns in mid or you boost/bomb ahead of 3/4 into a boost route into the endzone.a unique flow, but needs some significant polish and spacing improvements. vertical shapes are tricky but dealt with well in this case. the lane with the bomb and 3 boosts is slightly cramped and has awkward flow--reminds me of the gumbo pup area in a bad way. mid corners are weird but probably fine? i do think this has strong potential, hence the vote.idea of how this is going to flow is really interesting, but there are large flaws which others have written through very thoroughly. Structure is pretty intolerable and none of the elements really make sense inside of itI applaud listening to all the workshop feedback and trying to make this map work but as has been said, it's pretty big and vertical which isn't very enjoyable for most maps, but particularly NF.verticality is definitely a problem when essentially every capping mech is vertical to some degree. mid portals feel great when you hit the 45, but taking the portal from other angles can lead to some clunk and unpredictability. i think that this shape could work if you take steps to reduce verticality, especially in the bases. mayhaps move the endzone to the outer edge of the base and implement some similar capping mechs horizontally.not convinced the flow and gameplay of the map will be any good. seems like you'll either endlessly grind out returns in mid or you boost/bomb ahead of 3/4 into a boost route into the endzone.
38
Spaceport CanadaCAEUOCLA
Heart of the map is the gates and unfortunately I think they detract from what it is otherwise a reasonably well put together map.this shape / setup could be extremely interesting but i agree with the other judge... the heart of the map is the gates and i'm just not a huge fan of this implementation of sequential gates. they seem like more of a novelty than anything else and dont function much differently than a singular button in this context.I mean I could see this being ... interesting ish? BUt no it's nothing special. Heart of the map is the gates and unfortunately I think they detract from what it is otherwise a reasonably well put together map.this shape / setup could be extremely interesting but i agree with the other judge... the heart of the map is the gates and i'm just not a huge fan of this implementation of sequential gates. they seem like more of a novelty than anything else and dont function much differently than a singular button in this context.tiny and pretty basic. the gate concept is just not that interestingI think these gates are most likely just stupid. However, they are fun and I could see some interesting situations where somebody hits two buttons but not all three and the other guy can still boost through. The short timer is a little tuff but that's fine; however it does make me feel like it won't get used all that much in a 4v4. The structure is pretty bare bones but with all the nooks and crannies everywhere I don't think that's necessarily bad. I would prefer a single powerup up by those top spikes instead of the two where they are now. This is a weak yes but I think it could be potentially fun to test and it's one of the better wide open maps I've seen, plus the entire top half is very interesting. We'll see how it goes.I'm not particularly interested in this. I don't hate the gate idea but the button location is garbage and that's the only unique thing about the entire map.
39
ToffeeCAEUOCLA
that teamboost route through the portal is reason enough for my yes tbh. the spike lane is surprisingly nonlethal and satisfying to boost through, and while i don't understand the team tile area i really enjoy everything here. being able to die from the gate in mid while you're in base is definitely an L tho"taw-fee" like a normal fuckin person

This is pretty good, but those portals (THE MAIN GIMMICK ON THE MAP) have ass exits so Imma M
Wasn't aware those kind of people existed but if they do then I would like a stern word with them. I get how the portal works, I just don't think it's all that great, and the structure is unappealing to me. the little team tile pockets don't accomplish anything and I don't think the spike field is as good as it could be.
Wasn't aware those kind of people existed but if they do then I would like a stern word with them. "twahfeey" - naga and fronj probably

Your description is pretty spot on. Unfortunately I'm not one of those people who thought Decisis was great but needed portals and a pipe. Portals are better than Poisson, I'll give you that. Pretty low bar tho. This is not one of the better pipes I've seen and the general shape just doesn't seem to work very well at all. I think it'll be more frustrating than interesting especially due to the lack of good tools to get around the outside.
40
White NoiseCAEUOCLA
gates are ok but there's really not a lot of room for creativity here once you're out of base. you just kinda go in a straight line across the map Kinda got hyperdrive vibes in a weird waygood polish, but i don't think it goes much beyond the polish. the lane behind the gate is the only lane other than the main one, but it basically sucks because you can't juke in it and it's slow.it has just enough character that it gets a maybe for testing, but i suspect it would need to improve a lot to be top map/rota material. currently the portals feel pretty ass, its like i can see what the intention is, but to pull it off you have adjust your ball so hard it doesnt feel good or natural at all. the backdoor lane is also unnecessarily narrow at the entrance to base - give fc's a fighting chance of getting through there without the bomb being up.can't be mad about a perfectly accurate map name. I think the entire base setup/structure is actually pretty neat but I hate the entrance portalcan be helpful when you have a snoring roommate

The boost combos are pretty cool. Gate could be nice if the button wasn't halfway across the map. Aside from that, there's not much to like here unfortunately. The lane behind base wil only ever get used to stay alive, the mid is nonexistent, and everything feels pretty one dimensional as a whole. There's not much to do and I think that's what that outer lane was trying to compensate for, but it's best not to tack on extra lanes just for that. There's definitely a lot of potential here and I think you should stick with it, but right now it's just not enough of a map for me to give it the go ahead for testing.
41
StadiumCAEUOCLA
I share your sentiment that we're in dire need of a good spike field in rotation. Unfortunately, I think you've made this worse. The rotational one worked because it made it so that the spike field was that fastest route from base to base and every boost was better off going through it. Now, the spike field feels like an afterthought because you didn't know how to make a different mid. I'm not saying that you didn't, that's just how it feels. Now, every boost is able to go straight across the map and the spike field is so much less relevant. It's way easier to just ignore. Also this tallish horizontal shape will probably be chasier especially with the extra islands you've added. Appreciate the experimentation but please go back to the rotational one. Also don't give up, that one was starting to get goodi dont think this has improved over the older versions in any significant way sorry. it still has the same spacing, chase, and clunk issues.i honestly like this mid but at the end of the day this map is still too circley. mayhaps this could work if you opted to make it a short & long boi instead of a oblong blobthis is unique, and not obviously broken, but i am skeptical due to the sheer number of islandsthis is a lateral-downward change at best. Make a map that isn't this and save me.I feel bad because I'm pretty sure my feedback/advice/suggestions probably contributed to this existing but this might actually be worse than the rotational version after all.
42
Fractal
CAEUOCLA
the shape is cool, but there is not a lot of open juking space and big islands are generally questionableboost/wall placement in base is a bit odd and feels slightly unintuitive to use. the gate boosts are a really cool idea but hitting that wall with back spin is kinda ick. there's definitely room for potential here but a decent amount of balancing polishing needs to occur before this is ready for testing.a version of this map that isn't shit would be fun. That gate set up was a blast the last time we tested it on that one dove map. This map is a mess.i worry about the potential chaseyness here, but im ok with testing it of other people feel good about it i guess. a few areas could some hard polishing. i wish the bottom boost area didnt hurl you into the wall with the wrong spin, but i guess theres not much to be done about that.i worry about the potential chaseyness here, but im ok with testing it of other people feel good about it i guess. a few areas could some hard polishing. i wish the bottom boost area didnt hurl you into the wall with the wrong spin, but i guess theres not much to be done about that.Blazeth died for this and it's not even good... I guess the big islands and larger lane divisions are neat but it's not like there aren't plenty of other maps that do the same thing. The bottom grail is just kinda silly and not any faster than the other ways from base to base. Seems like it's nothing more than a little hidey hole to slow the game down unnecessarily. None of the base boosts really seem to work either. Overall it seems like it has not that much that's interesting but a lot of things that could be annoying. Not much that I think we need to test on hereThe biggest issue with this map is that we're in the year 2021 and not 2015.I mean, it's alright.
43
I named my Roomba ArchibaldCAEUOCLA
I like the velocity pups, for some reason wish this was a negative slope instead of positive (maybe bc velocity). Map is pretty well-designed but I was just a little unenthused. This is closer to a yes than a no, but it'll take a little convincing to change my vote, and you're welcome to try me.structure is unique and every boost and bomb is extremely versatile and has multiple viable skill routes. favorite map of the thread so far for sure.great polish and all, but that is about all there is to itI'd be lying if I said I didn't dig it but I also don't really love it and just wanna see if my feelings of hope are gonna be crushed.this man named his roomba archibald isn't he great folks

I *almost* love what you've done here. It feels like a better executed version of Podracing in some ways. The velocityness is good but the mid unfortunately just feels super underwhelming. None of the boosts are as cool as they should be and the mid feels excessively long. The rest of the map is a big ol safe space so there's nothing wrong with condensing it and adding the velocity spikes back imo. The outer lane doesn't seem to do much besides add chasiness. I get why it's there but don't think it does its job particularly well. It's a little ambiguous as to which outer lane I'm talking about but I think that applies to both tbh. tl;dr velocity remake good, execution bad
get rid of those single 45-tile islands in base, they ruin the spacing and dont add anything worth keeping. other than that i really like this and am keen to see it tested.
44
TurboCAEUOCLA
lot of boosting on a very small map. the basic flow is "boost from base to base over and overl"waste of a triple gate boostSmall maps need to be more interesting than thisThis is like 5th map I've seen this thread that is nothing without its gate gimmick. you certainly do, but this map seems to lack any form of substance whatsoever. There's nothing to do besides boost straight back and forth between the bases. The rest of the map is so nonexistent that it almost feels like a minigame. I can't really find anything about this that I think is salvageable except for maybe the gate, which is done better by EMERALD anyways. Pubs don't need comp levels of speed everywhereprobably fun as fuck with comms but fast paced circle maps aren't going to translate well to pubs. these teamboosts are going to make gameplay insanely quick and 1 dimensional.
45
AphidCAEUOCLA
Nothing much to enjoy about this. The portal gimmick is pointless and everything else is straight formula. The only part I almost like is the outside pup areas, but those aren't too special and they're done better in other maps. The rest will be boring pretty much instantly; nothing cool to do and not many options offeredportals seem fairly useless outside of using them purely to make chasing annoying. maybe i couldve got behind testing it if the dynamic after a grab led to juke vs contain in the pup area, but due to the awkward rolling off the wall after boosting i dont think it will.not opposed to testing these portals but im worried that the rest of the map is just too tall and empty to be fun in a 4v4. in particular, the base pup area feels way taller than it needs to be.Modern map with all the problems that come with making a map that is devoid of personality.this is exactly the kind of map that spawns into existence when two people work with eachother without criticism of either's efforts. Nothing works together well.this is exactly the kind of map that spawns into existence when two people work with eachother without criticism of either's efforts. Nothing works together well.Has an oddly flame-esque feel in terms of balance. Doesn't bode well.
46
MayhemCAEUOCLA
i really enjoy Marauder-type bases and i think this map does a good enough job of differentiating itself. however, i'm not a huge fan of any of the bombs except for the one by the pizza block behind flag. this could definitely be playable with some rebalancing but right now there's just too much (hate to say it) mayhem. this is a mess why do you have 4 bombs that are all useless in uniquely bad ways.the back lane out of base after a grab could have lead to some interesting juke vs contain moments - except there is THREE bombs FC's can use to delay delay delay. also taking the curly boosts into that floating spike feels awful. im giving it a very weak maybe, cos maybe without so many bombs and some polish it has potentialYou couldn't have put those mid spikes one more tile outside so they don't kill you on mid curls have the time? Three bombs in base is a little yikes, most of this bores me, don't like the double boosts, and don't really know why I'm even giving this a maybeBase looks neat but mid seems to suck, intrigued but not convinced.i suspect this will prove cramped, but it could be cool. the base design is neat, though the bomb on the 1 tile island seems detrimentalNow this is the kind of back of base lane that I can get behind. Not literally. Actually definitely literally. Anyways it has the typical thanos ball lack of polish around all the bombs but I think that's fine. The general structure is the important part here and it does its job well. The routes through pup areas and around the blocks are all pretty well thought out and fun to take. The bombs seem excessive but I don't think they are. Mid is pretty interesting, fast without creating a base to base superhighway. I think this is a nice, structurally different map that might offer some funky plays with all the chaos going on behind base. Down to give it a go
47
AlabamaCAEUOCLA
This is definitely a map to interest at least one person on this committee but it certainly aint me.I don't hate some of the general ideas/structure but with so much open space this is just going to end up being annoying to do anything on. Flags too close to walls here, too - anti re will barely have to do anything to secure a returnI don't hate some of the general ideas/structure but with so much open space this is just going to end up being annoying to do anything on. Flags too close to walls here, too - anti re will barely have to do anything to secure a returnso much empty space and boosts on walls leads only to chasey gameplay.mid has a very clear dividing line, which is cool but probably too hard to juke through as is. other than that mid line, there is very little happening on the map. namely the base presents few options and is especially tough because the flag is against the wall. with some edits this could be pretty cool, thoughSome good ideas here but I don't think it'll work too well overall. You have a few tight lanes to get from one side of the map to the other and aside from that it's just one giant empty space without much creativity offered by the boosts. Supers are a little silly bu I do like the boost spike tunnels. If you could cut down on some of the vertical space and build the map more around those that might be good. I think there's definite potential here but as is it would feel more like a minigame than an actual capture the flag map.i don't hate this conceptually but in practice these boosts and bombs dont feel great to use. they're pretty far apart and oddly placed (particularly the ones around flag)This is a no but it's not far from being something I'd be intrigued by. I honestly feel like I'm the worst person to provide feedback on this as it would quickly turn into a standard map, so I'll see myself out here and watch from a distance.
48
HeftyCAEUOCLA
seems fun to test, though probably doesn't have a future in non-groups rotationi'm mostly worried that the top mid platform is going to be OP when trying to cap tbhI'm not too sure how well this base is balanced given the lack of spaces for 8 ppl to jump on, but this is still a pretty strong yes. Nobody really knows what is and isn't balanced in gravity modes yet, but this seems like it a has a good chance of being playable. Nothing too broken for either side except maybe the lack of platforms. I'm particularly excited to try dropping down on people like a spider from hanging in the gravity wells on defense. This has more potential than DTF imo, no reason not to give it a shotMay be worth a test to see how this kind of grav NF works works compared to something like The Morgue but my solo experience felt like it's too easy to jump around and cap with how accessible the boosts and platforms are.im still not convinced gravity maps would be well received in rotation, but the endzone and general design of this one is interesting enough that its a maybeOkay, fine, I'm down to try this one. Well-designed, even if I don't think gravity has a chance in rotation.
49
MosqueCAEUOCLA
Strongest nf of the thread thus far for me. The front base entrance is coated in enough teamtiles that it should be reeeally hard to catch defense that much off guard, except maybe with the top bomb. That might need a bit of nerfing but we shall see. The outsides are pretty interesting and very solid; I'm interested to see how the offensive teamboost works given how cramped everything else is. Mid is probably the area I'm least sure of but I don't feel strongly enough about any of it to say for sure before a 4v4. I think this is definitely worth a test.Top lane kinda sucks, don't like gateup to test this one again, though i'm not sure how much better it's gotten if at all. i just don't think this is going to translate well to pubs. capping in bot mid is going to be way more common than it should be. top mid definitely feels cramped, and the walls surrounding the bomb up there just feel invasive. kind of interesting concept, but seems cramped and generally full of stuffNot convinced by the widest parts of the map but the endzone + mid is certainly very interesting.its very cramped in a lot of areas, and probably has a few more boosts than it should. but its structure is pretty solid, so it could be good with some minor changes and polish.kind of interesting concept, but seems cramped and generally full of stuff
50
QuatervoisCAEUOCLA
there is very little going on outside of the portals, and the portals don't add much to the gameplay except complexityMy brain hurts.i think its a bit cramped around the edges but that might be necessary for a concept like this to work. looking forward to 4v4ing on thisIs that a potato with googly eyes on it

also "they add nothing but complexity" on an otherwise barren map is kind of a positive thing right
giving out yeses like an old lady on halloween

This might be a complete shitshow, but I think it has a chance of being fun. Regardless, I want to test it. These close portals offer an interesting juking mechanic that I don't think I've ever seen before. The rest is like if that one dude had actually updated JB2 and done everything we said. I think it'll be balanced; the main thing is seeing how these portals work. I don't see why we shouldn't test this.

Don't be scared it's not even as bad as the gargantuan url in fronj's note
no. this is not fun or even interesting gameplay, going through a portal isnt the same as juking somebody. i'd rather spend our time testing maps that have a shot at being well received in rotation, rather than ones like this which would be on a one-way journey down to the lowest ratings in tagpro 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W+qyvqMg2s54UGwoHQev9zGUHtL6AmpqdSEIBrt95zb1d662k58V6Y5LO8AeVeVycuSiAR3H7y1Huampy/EAelgmM57pPUpka1P5Td/O+K+c6+DHX1mkEKVXIqxxySe9T0PgGl94wyEfCvS/wAx9PSbevteRTWuTr03gOn91jF/ibk/LsP8852kyTmI82UeduJ6zkctvb10FeWBppI0vR5dVsRKlaZgx1DKJEmSERECIiIQRIiEkgwZiYEGYPMzMGkJa2UX1nlPG8OMNSj4wrvVcFAwDX68ieudZoavTqw5FyupLOVaXleFOHiu1hgKBAI6GiO3nLtBoG1We8jXwNzdCB2A4/ab+p0fuzYsr9xOa+dl3qrFdy0GQ0wB7g9iP6zl9bNSa/G9vZ2fr1Hh3g+PTZw+8NuFJuIPxCyQDXNgfYzieOeOJnx5QcL42x5fdoMgC+8INF056bd30nL8S1zZcWPB8RVNpZ3PxuUsAmu/NzSdGamZmauBuYtQ9LMvvy5zm5zFZ49Wy1TkZmJ4u69f1uR7vg2OvW/6S5jUx39/5Tj9tN+NVU930B5rgf56zcXLxMGPEwPWV+1PxXn1WyyTx/nlNfJjGZQfr9pOqxsw4NG+vpYl+LFtXky8zyd/qvRFodZW6DIwSjzfPn6TZxaf511r/wCzo6LSgkGq/cDyl8/qLeNnReH+8J3H4Rxx39BPTadQoCqKA6ATR06gAAToYhOnGeMNa62kM2UM1kE2VE2jNeplymULLVlkLlMsBlKyxYFoMmV2a4+naZgwhlEiJIiIiSgkSZEhKJBkmQYGJkGSYMhKphNfIk2TKmEJcnWae55vX6Wuv09D5z2jpOdqtIGErrM0tnVleGyaoIKegvXfXw/Xy+coyJ+ZOQQDxypv5Ts+KeEMLKf2P0nmXyNpT8WNlWyTs5WzyTsPI+hnNvxOjO5V6E0Dz/T/ADmYqfPrMMXi2nycB0BPYnYf0aptrtI4YH9JlcVbrSdW3X2liG+sv2CauXMiH4nVR5Ei/pzEyrWW3npLkBPT6TnZfEA3w47J86r9LnR0eLIwt/oBxL+qPaNnTJ5/adfTLNfTaedTT4ZfOeKa11sYEm7iWVYsc3MaTaRlWaLNhBMEWWqJZDNZYomKiWKJZDJZYJgBMxCEiZiYiZCBlEiJIiTIBiShMiIkCIiKhLEyDMjMTAwMxImZmJEhKpllTpLyJiwhLRy4Qe05Ot8JTIDxPQMsqbHKnXzfxX2Mx5LIWj6TzWb2MyIbxkj5Eg/afaHw32mvk0QPaLlaar4z/wDncx/E7H5sx/czd0ns5R6T6g/hantMV8MA7Svqn3eR0PggXkidjBoa7TtrpK7SxNPK+qPZz8WlqbmPDNlMMuXHLzKvVSY5ciTNUlqpLcGCrLVWZKsyCyEIUSwCAJkBLISBJEASYEiZCRJEkTEmIFSGZ3NdGloMlDKIi5ARcSDAiQZJkGEoMgiTEgYVIImcioSr2yCktqRCVRxyPdy2RAq2TE4xLqkVAp92I93LoqEKhjmQSZ1JgYhJIWZSYEATICRJuBkJMxuSDCGVyZjFyRlckGYXBaBZcSrfEkUJNhIiEMhERAykGTEDAx2kRISGIiBjERICYxEJDIiISSIiEIiIgBJiICTEQJiIhCRJiJImTEQIMraIkoYxEQl//9k=

Part of me thinks this would good for a laugh, the other has been given anxiety from thinking about testing this.
51
RenderCAEUOCLA
seems pretty similar to fishnet crucifix albeit with a better end zone. That offensive teamboost is blind as hell btw. Actually pretty much every base tool is. I'm sure freshnut fans will see something in this but it aint doing much for me right now. Even if I did want to test a very generic neutral flag there are many other options that are better than this imo. Gonna be a lot of confusion with all the boosts and bombs everywhere. I don't see a reason to test this nor do I think it would be enjoyable at all if we did end up testing it. ope i said nori'm okay with everything except for the bases here tbh. the area on the outer edge of base (above / below endzone) feels a bit too cramped as a result of that 45 cluster (which feels kinda bleh when comboed with other mechs anyways tbh). mid is mayhaps a bit too chaotic as wellrolling around on it just made me wish i was rolling around on fresh nut instead. i think the offensive teamboost into triple boosts route leading to endzone will prove to be op and be the foundation of many unsatisfying caps. the mid isnt bad, but 4 bombs feels like a bit much.the triple boost thingo is actually prettty great but it truly feels as if that's the only way to cap. It's adeqaute but I'm not as enthused by this as I am by most other Nigel NFsnot particularly interesting, but not a carbon copy of anything, and it's very competently made (i think--one concern is that it may be too tight)
52
chuggCAEUOCLA
honestly don't have a lot of complains about this one. bot mid might be a bit too tall but i don't think it's a big deal. perma gates are versatile and feel clean to hit. i'm not entire sold on the base gate though. this is gonna get tested and I can't say I'm surprised, but I sure am nonplussed.yes its definitely worth testing, well designed and has balle polish. im hoping this could be the map that makes me enjoy perma buttons? cuirrently when i play maps with them (ie corduroy) i end up just resenting them when i feel like i have to go out of my way to press the button or be at a disadvantage. thats my only concern with this map, but its kind of just my concern with perma buttons in general i guess.I am not nearly as high on this as everyone else seems to be. I think it's fine.It would remiss of us to not give this at least one test nothing revolutionary, but it's a super competently made mapOne of my favorite maps this thread probably. These perma gates are just insanely well done. It's one of those larger, less boosty maps unless your team has the gates, in which case it speeds up considerably. All 3 base tools are the big fun to use. I guess the gate boosts are sort of base tools, in which case all 4 are big fun. Mid spike tunnel is well done, I almost want a pup there and the other two down in the perma gates. But they're fine where they're at too. Tbh there isn't much wrong with this except polish, which surprises me a bit. Particularly up top none of those walls around the boosts feel natural and I end up clunking off stuff and losing all my momentum unless I like up just right. I suppose that's a form of balancing but it still feels unnecessarily awkward. Regardless, looking forward to giving this a go
53
mmmm... mapCAEUOCLA
I really just don't want to play this and I don't think many others will either. As far as a map like this goes, it's well-designed, but that's not the only qualifier.i think its fairly clear by now that a gwell map needs to be absolutely flawless to stand any chance in rotation, and i dont think this map achieves that. you guys need to be more aware of when ball-e is memeing you and when you need to recognize that and then just keep moving. what is this,,,,,,,,,

the Meme Test Commitee?
Probably better than Schneef. I doubt it's better than actual schneef but the map itself is executed worse than this I think. Schneef that is. Gravity well seems easy to get through in solo testing but as I've found out from testing Schneef 4v4 it's way harder to get through when there are other balls to worry about, so it's probably fine. The boosts are all fairly mediocre but they don't detract from the map. They all have enough options to make things interesting. Definitely worth a test.

@nige please test this one and go to the top of the map
this just seems way too balanced not to test out. the infinite portals are kinda memey tbh and i feel like something more inter esting could be done with that area. aside from that i really don't have any major complaints.Can't decide if I love or hate this map, leaning towards the latter because of the well.
54
SouvenirCAEUOCLA
im honestly not a fan of either of these portals. the ones in mid are really jarring to take and teleport you a fair distance. it's particularly wack when fighting for that mid pup. i also found mid in general to be way too thicc and wide-open. mid portals are totally op for flag carriers moving through mid. then you get to base and again the portal is super strong for capping.i like the base portal, and the base is solid in general, but the mid portals and mid just don't work with the map.Seems like you really only accounted for one boost into each portal when there are multiple that can hit each, and the exits should be planned for accordingly. I like mid pup a good deal. The rest of this is very bland to me.fix ur SPAWNS

this is pretty average, but i do like the base portals.
Update has admittedly done a good job of imrpoving things but I'm still not soldThese bases continue to be really sexy in an awkward kind of way, but this mid is not good at all. The portals don't do much except make things more confusing and make it harder to track down a flag carrier in an already somewhat vertical map. I hope you got the feedback from last thread and I'm not just rambling to myself but all that still applies. We should probably ask Dave to train someone else on how to make feedback sheets
55
LokiCAEUOCLA
Some neat ideas but overall lacking a bit of execution to bring it all together.empty beyond those gimmicky items that to me are pretty bad. I actually had to step away from the test to after that portal bomb thing...good god that bottom lane is insufferable. Finally hit the base bomb perfectly to go through, hit the button bomb thru portal, and boosted myself into top corner spike. Did you not even test that? Everyone is going to try to do it. Supers are dumb here too. It's almost straight line from base to base with no curve, you just managed to make it annoying af to walk that line. There is nothing compelling about the structure to me tbhthis is a basic map dressed up with a gimmick. and the gimmick is just not that compellingPretty balanced, generic map outside of the bottom bomb portal thing. I do think that concept is pretty cool, but I'm afraid that people will just try and sneak through there all the time since the bombs will be down constantly a la Kleptomania. I wish bomb timers could be edited so these cooldowns could maybe be half of what they are normally or something? It's not a brokenly powerful lane so I don't think it'll be a bit deal even if it is open most of the time. I'm not particularly enthused about most of this map but I'm definitely not opposed to testing for this bottom thing.its well made for the most part, the gate seems kinda useless though. would like to test the viability of that bottom lane. execution aside, i think the general structure here is extremely interesting and something that should be explored further. superboost feels a bit half baked
56
BottomCAEUOCLA
Better than Bikini but badder than rotation i think

Feels awesome to get that grab from your own base boost thru mid spike field. Kinda wish there were more edge spikes in mid (and maybe even one more bomb on each side, just one tile inside of existing bombs) so that they become more of the focal point of the map. Potential chaseyness criticism is valid imo
mayhaps the pizza blocks are a bit too obstructive, especially considering how binary boosting through mid is.I want to like it because the spike field but the rest of it means I don't.I want to like it because the spike field but the rest of it means I don't.I can see this being added to rotation to moderate reception and then removal within 6 to 12 months, only to be forgotten about completely outside of a handful of cult lovers.unique shape. i appreciate that the spike field makes some routes genuinely difficult. not gimmicky besides the shape and spikes
57
ConserveCAEUOCLA
please turn that spike near the portal into a normal block to avoid the portal feeling weird af. i think this version is approaching as good as its gonna get so maybe its worth a testImprovement over last thread. You've got an actual shape to the map now, although the number of islands is pretty over the top. The mid gates are pretty pointless considering the most natural routes for those boosts are diagonal anyways. Portal just doesn't seem to work anymore, idk why. Also you can loop it backwards which isn't good. Overall better but the shape is still holding it back, both in making the mid gates far weaker than they should be and in adding a ton of unnecessary chase. Maybe having the portals and gates more in line with each other horizontally would help.Not sure how much of an improvement the updates really make to the grand scheme of things. Clunky city, bitch, clunk, clunk, city bitch. Gross flow.I don't understand this portal set up at all.all of the elements are fine in isolation, but in combination i think they make the map too gimmicky. i still won't rule out that it could be a good gimmicky map thoughall of the elements are fine in isolation, but in combination i think they make the map too gimmicky. i still won't rule out that it could be a good gimmicky map though
58
NewzelaCAEUOCLA
The pain of aesthetics being by far the best part of the map is something I struggle to put into words.the portals are not too gimmicky, and i think the gameplay they encourage is positive. there is a risk that the rest of the map is boringnearly every time there is a large distance between portal entrance and exit it breaks the map. this is like a textbook example.I really like the portal lane *idea* like the boost from mid into that portal. I don't think that jump from mid to the back of base would function well, and on top of that I don't feel the exit portal area is well made. That's pretty much the whole of the map to me, though. Overall feels pretty uninspired. This map is similar to Aphid from further up in a lot of ways. My note there is pretty applicable here except this one doesn't have a cool powerup area. If I were you, I would scrap this and try out something new, but if you want to keep working with this I'm not gonna stop you I guessOverall feels pretty uninspired. This map is similar to Aphid from further up in a lot of ways. My note there is pretty applicable here except this one doesn't have a cool powerup area. If I were you, I would scrap this and try out something new, but if you want to keep working with this I'm not gonna stop you I guessthese portals are just odd to be honest, as are the floating gates. i'm not convinced that this would be fun to play at all tbh.
59
OcarinaCAEUOCLA
feels like it hasnt been tested thoroughly by the author, lots of clunky routes taking me where i dont want to be. on an overall level there is a ton of empty space, and the really long islands generally make for frustrating chaseDefinitely cool conceptually but most of this map is just an empty blob. Once people get used to the big lane division I think this will get stale incredibly quickly. Instead of having a bunch of stuff clogging up mid I think ti would be better to have something near flag to break up the emptiness a bit maybe? Would also be nice if this were less of a circle but that's harder to correct. Finishing the map is more important.Definitely cool conceptually but most of this map is just an empty blob. Once people get used to the big lane division I think this will get stale incredibly quickly. Instead of having a bunch of stuff clogging up mid I think ti would be better to have something near flag to break up the emptiness a bit maybe? Would also be nice if this were less of a circle but that's harder to correct. Finishing the map is more important.it has interesting ideas, but flaws big enough that i think it ruins the map. namely: the outer lanes are defined by a huge island that is cumbersone to chase around, and the main path between bases is straight and involves a boost taking you most of the way. if you tag FC in outer lane, regrab can get to their flag before you can.It do be round and that do be a problem
60
ClarksonCAEUOCLA
i found testing this pretty tedious. I don't really get how anything on this map is meant to be used?i found testing this pretty tedious. I don't really get how anything on this map is meant to be used?darkhorse map of the threadi really like the portals as a grabbing mech and want to test it. i think the mid was a problem last time but it seems better in this version. my only concern is the portal being op for coming in to capI think I've already told you how I feel about these edits in DMs. You've ruined everything that was cool about base. Mid is probably of about the same quality but without the base that made the map it doesn't really matter anyways.I think I've already told you how I feel about these edits in DMs. You've ruined everything that was cool about base. Mid is probably of about the same quality but without the base that made the map it doesn't really matter anyways.
61
bandito
CAEUOCLA
Better than last thread in general although I am very concerned about these portals. They make it that much easier to get on re and could lead to some garbage Poisson-style play. If you insist on taking off the gates I think it would be better if you removed the portals entirely and just added a pizza block or something around base. Nerfing the gate makes me sad but probably not the worst idea. Doing so does make it already very easy to get into base and I'm not sure how good of a thing that is.i think the bases are pretty good now, i just still dont like how the mid exists as a space to basically only boost thru. its a maybe i guess, im not real keen on it but i'll test it if others are.Looking for an aspect of the map to positively comment on that isn't the aesthetic and having a wee bit of troubledoubtful of this shape--it lends itself to being either axel or mode 7Better than last thread in general although I am very concerned about these portals. They make it that much easier to get on re and could lead to some garbage Poisson-style play. If you insist on taking off the gates I think it would be better if you removed the portals entirely and just added a pizza block or something around base. Nerfing the gate makes me sad but probably not the worst idea. Doing so does make it already very easy to get into base and I'm not sure how good of a thing that is.doubtful of this shape--it lends itself to being either axel or mode 7
62
FlytaCAEUOCLA
lacks any substantial open spaces, so juking is primarily about choosing the right lane and not making good movements in open space. getting through mid is a little more daunting than necessary. the semi-permagate seems unnecessary and further clogs up midGravity wells are already kinda tough to get around in 4v4, and then you add a timed gate with no indication as to when it's reverting back to normal? Seems like it'll lead to lots and lots of frustration... Grav well placement isn't bad but the shape just seems flawed even if you did take out the gate or something. I'm glad you're trying a horizontal sym grav well map because I think that's the future but this iteration isn't it.despite having a gravity well this is pretty unexciting tbh. really not a fan of having both the low outer lane and high outer lane at the same time, as it makes the map pretty tall.not feeling it sorry, and i think if it were to make rotation it would rate quite poorly. any map with a gwell has to be totally perfect to stand a chance in pubs.Disagree that the map is pretty okay without the GWell

It's a huge nothingburger for me
The grav hold the map back significantly because it's actually pretty okay without it.
63
SherwoodCAEUOCLA
Comparing this with Hefty and The Morgue, I feel like this would has a bit too much going on, even though I understand why. Could be a pointless experiment, but testing this alongside the other two seems necessary to know which style works, if any.Comparing this with Hefty and The Morgue, I feel like this would has a bit too much going on, even though I understand why. Could be a pointless experiment, but testing this alongside the other two seems necessary to know which style works, if any.I am still not fully on board with the gravity train, but I think people are misjudging this. There might be just a few too many islands and a smidge too little space, but I think to facilitate creativity in gravity maps, you really do be needing more elements. I disagree with the "undertested" sentiment. The more I played it the more I understood what was happening, and full disclosure I came into the test with a "no" mindset. The little grab grails work very well, though I still think flag area is too congested as is. Much of this is well-thought out and moves cleanly in solos, but I think 4v4s will be a bloodbath. I do think it'll be nearly impossible to get somebody off of the top gate as well. I'd like to test my theories.seems fun to test. could be a good groups mapim mainly worried this will be a bit cramped but im down for a test
64
FrongCAEUOCLA
pretty huge for nf, gigantic for 2nf. the boost route around seems too powerful with quite a wide endzone at the end if it.y u have 2 flag on 1 flag map

good name tho

Most of y'all would not make it as a fake spotter at an art museum

reminds me of xenon
If you told me fronj made this I would accept that as fact instantly. As a 2nf I don't think this really works... It's huge; it'd be hard to find even one flag carrier much less two. I guess it's not too hard for defense to get back to where they need to be but still tuff. Portals are absolutely impossible to defend against except for the fact that it's blind to everybody. Just too much space everywhere which isn't what you want in 2NF. I think a solution might be to make it more diagonal so the bases are more in line; that makes it easier for defense to get in mid and back again as well as trimming out some of the extra space.I think this would work considerably better as a regular NF and even then I worry it's just too kinda basic.Hitting those edge doubles into portal is crazy OP, and if someone's camping exit portal you just walk in or adjust slightly so you hit boost combo but don't go port. This would pique my interest as a 1 flag map, but with two flags we'll see a ton of <1m games.i just don't think those team gates are going to be fun at all tbhthis seems like a better NF map than 2NF... likely very offensive given the shape and endzone size
65
Cross-stitchCAEUOCLA
Fascinated to see it in action but concerned that it's really just cool looking at not gonna play well in the slightestat the end of the day the portal is still going to be broken no matter how smooth the rest of the map might feel.map seems very defensive because of how small it is coupled with pretty weak grab mechs. the portal isn't bad per se, but doesn't do a lot for merosary's portal was one thing but bruh this one puts u right next to the flag AND is blind. this is just going to be a chaotic mess in pubs.The super is cute but in practice it feels like you could have done something more satisfying with the exit (and also something less OP when you consider an FC getting behind anti like that). Taking boost out of the boob instead of in works fine. I am mostly intrigued by the structure.

IMO, better solution for the super exit: Look at mid islands. In red base, take the leftmost tile of that three-tile island, and make it an up>right 45 (so bottom of the island is 3 flat and top is 2 flat). Put the exit port one tile above that 45. It'll roll you into flag for grabs (but to back of base), it's easier for pub OD to counter, and it's ever so slightly less blind because you have a chance to see what it looks like just before you go up. You'd have to do some testing though because that change might require removing the super tiles (at least going into portal). Replace current exit with single neutral boost. It would be very hard for me to vote no that.
I love it but it's gonna be more hopelessly confusing than Rosary. There's not much substance; just a gate leading either straight to the other base or to a portal that also leads straight to the other base. I think it'd definitely be fun for a few tests but as a rotation map it wouldn't work well at all. Appreciate the effort thoughThe super is cute but in practice it feels like you could have done something more satisfying with the exit (and also something less OP when you consider an FC getting behind anti like that). Taking boost out of the boob instead of in works fine. I am mostly intrigued by the structure.

IMO, better solution for the super exit: Look at mid islands. In red base, take the leftmost tile of that three-tile island, and make it an up>right 45 (so bottom of the island is 3 flat and top is 2 flat). Put the exit port one tile above that 45. It'll roll you into flag for grabs (but to back of base), it's easier for pub OD to counter, and it's ever so slightly less blind because you have a chance to see what it looks like just before you go up. You'd have to do some testing though because that change might require removing the super tiles (at least going into portal). Replace current exit with single neutral boost. It would be very hard for me to vote no that.
66
SpaceshipCAEUOCLA
i gotta say this looks very defensive. even a clean grab and boost out the side still is countered by the teamboost position. the gate dynamic is fine, i can see that being fun, but thats about it tbh. floating spikes at the top are ghastly, you blindly hit them taking the double boosts at full speed 90% of the time. thats a thicc gate to squeeze through for it to just send you backwards. getting out in the other lanes also looks wildly difficult because of those teamboosts. top mid being an empty void just makes them even more OP. I hate (everything about this) by Three Days GraceEverything above the teamboosts feels like an afterthought.very dull map. that's really the big issue hereThis would be a yes if it had a mid. Base is fun af, the gate works well, lane divisions are all solid, bomb area is decent, and then... top is just unfinished. It's not like you have to worry about the rest of the map being cramped or chasey. Adding a boost and an island or something won't detract from anything. As is it's just a space to pass through so people can hang out in one base or the other. Give mid some substance and you'll have a great map.
67
HaggleCAEUOCLA
a lot of the stuff here just plain doesnt work like it should, and without it all the map doesnt have really much going on.superboost feels underwhelming when you hit the block by spikes tbh. the mid portals are kinda wack as well... it's jarring to get thrown backwards by a bomb after taking a portal to go forward. this map (especially mid) is covered in gimmicks, yet none of them have any reason to exist besides novelty. couple with a tall and mostly shapeless shell, and there's not a lot to like hereChaotic in ways that don't make sense. The crying frown that the middle of the map forms about sums up how this feels to me. The only part that almost works is the base but even that is pretty uninspired. Every boost into mid portals sucks and the rest of it just feels like it's there because you didn't know how to finish it off. Unfortunately I think all of this should be scrapped.superboost into spikes in 2021Chaotic in ways that don't make sense. The crying frown that the middle of the map forms about sums up how this feels to me. The only part that almost works is the base but even that is pretty uninspired. Every boost into mid portals sucks and the rest of it just feels like it's there because you didn't know how to finish it off. Unfortunately I think all of this should be scrapped.Chaos be thy game.
68
ProbeCAEUOCLA
just make it a boost, leave a 1 tile gap then put your ring of yellowtiles. same effect, except now you can see whether the boost is up or not. its also kinda big, mostly too tall, the top could be trimmed a bit and the wall/spike islands could be reduced.I don't really feel like playing a bad map with a good gimmick. Apply it to a map that's not chomp-sized?I don't really feel like playing a bad map with a good gimmick. Apply it to a map that's not chomp-sized?Fully in agreement with fronj, good gimmick with potential, bad map without potentialThis is wildThis is wild
69
AquamarineCAEUOCLA
Lifeless maps like this make me weep for humanity.this might be a good comp map. but for rotation, if it's going to be this boring we may as well put tetanic, lemon and willow back inLifeless maps like this make me weep for humanity.this might be a good comp map. but for rotation, if it's going to be this boring we may as well put tetanic, lemon and willow back inSmall map with 4 boosts and 4 bombs... I think this ends up being way more fun in a 4v4 than in solo, but I agree with the sentiment that solo testing was pretty drab.needs more than what there is, but the skeleton is borderline solid here. yikes... I think even the pre-102 MTC might've considered this one too boring. There's absolutely nothing to like about this, not even a single cool boost route. Electro's bot could make this if it knew that 45 tiles were a thing.
70
NaloxoneCAEUOCLA
the giant strip of yellow tiles is literally the point of the map so idk what to tell youif you want to have a teamtile highway, why not force people to cross it without a portal? iirc in just about every version of this map the portal contributed to a decent amount of chase and confusion. i'd much rather play a defensive version of this than the opposite, especially considering that pubs consistently rely on solo chasing and containing. i'm not saying to dumb it down further in the next version, but as is i'd much rather 4v4 on one of the earlier versions. I sort of liked what you were doing with n4l0x0n3 or whatever the fuck it was called, but this is nothing more than a teamtile superhighway. It's like if you took Fiend and stripped out everything besides the checkered teamtiles. There's not really much of a map here unfortunately.you all killed it i hope you're happyforget the portals and curly boosts that almost kinda work, just the giant strip of yellowtiles alone gives me pause for this map. the quick catch-up is frustrating to play against, especially after you work hard to pull off a clean grab and escape.i still love the concept of the speed strip, but it's so hard to design around. such a narrow map leaves few interesting options for juking besides "hope the other team flies past me in mid before they can react". the portals seem detrimental--don't see why mid needs another way to fly through itI'm just gonna keep giving this a yes because it's what my heart wants.
71
Moon BaseCAEUOCLA
still a strong yes. it boggles my mind some of the experimental maps that the mtc has just chucked into rotation over the years, but is unwilling to give moon base a chance.I don't personally love it (or the author, who's generally one of the least pleasant people I've interacted with in TagPro), but I do think it would rate well. This isn't the only consideration, of course - we have to look at rotation holistically to truly do a good job - but at the same time, the rating is still relevant. Part of me thinks it might be worth doing something drastic like a straight up subreddit vote if we're clear that it's a one-off thing. We can set the threshold at 70%. The other part of me thinks it sets a horrible precedent if we put a map in on the 8th time it was submitted with no changes.For the love of god, we're not doing this again. If it didn't get in last time after the insufferable and exhausting debate we had last thread, there's no reason to go through the process again.strong yes. fuck the mtc. dismantle the system. disrespect your surroundings.i don't think anything's changed, but this was borderline last time so a couple more tests could change thingsstrong yes. fuck the mtc. dismantle the system. disrespect your surroundings.great googly moogly fuck

Do the twitter thing it'll save me some time
72
GambitCAEUOCLA
This is probably my sketchiest yes of the thread. I think it's pretty terrible but still balanced. Like the base has the right number of grabbing tools and isn't too hard to defend once bomb is defused. I'm mostly interested to see how the grav well portals play. It's a long shot for sure but in testing they actually feel pretty smooth. I was concerned about the ease of camping mid and shutting it down Polka style but there are definitely more ways around that here from what I could see. Even if we did test this, which I highly doubt we will, I don't know if it's the kind of map that I would vote into tops. However, it seems interesting enough and I think the mid portals could be neat on a more complete map. Yes bc I want to see how it works

edit: changed to a maybe, I don't know if I really want this getting tested as interest as I am in the portal thing
the gravity well gimmick seems counterproductive. why have a mid where the only thing to do is skip through it? the rest of the map does not help. the portal gimmick is ok, the corner boosts uninspiring, but the main issue (other than the mid) is the the whole map has no lanes or islands to juke around.mid would be a huge awkward mess tbh. not really excited about the base either, its just a lot of flat wall with a few random elements around.Tested it with an open mind and that door shut real quickmid would be a huge awkward mess tbh. not really excited about the base either, its just a lot of flat wall with a few random elements around.mid is cool in a solo test, sure, but with 8 balls rolling around i am not looking forward to trying to get through mid.This one's a doozy.
73
GLHFCAEUOCLA
What's with all these weird ass 10-mile-apart portals this thread

Outside of that I think structurally this map is conducive to lots of awkward chasing and I generally don't like the positioning of the interior elements. Don't really hate midgate but I also don't think there's a lot of strategy to the gate, it's mostly just "if it's on your way, hit the button," which I think is kind of lame
the mid gate is extremely focal to the map, which i guess is kind of neat? the portals seem mostly unnecessary, or at least there should only be one set on each side.mid is actually kinda cool but neither these bases just have weird flow, not to mention portals that quite literally take you halfway across the map.midgate insta noWeak maybe from me. The portals are much better executed this time around imo. Could still be a little confusing if you aim for one portal but hit the other, but it's unnatural enough that I don't think it'll happen that often. The staying alive plays with those could be a lot of fun, and I sense some cool nubstepping opportunities. I'm not sure I like the power of that middle gate. There's nowhere to hide on the outsides and whoever controls midfield has two opportunities to snipe anyone coming through. I think if you condensed to one boost it would be a little less OP (but still about as powerful as the one on Axis) with the added benefit of not looking like a swastika. I think this might be one of the best, if not the best, maps you've made, so definitely don't give up on this. I think this mid spoils it a bit though. Also I just had a thought, another option is to make the rows and columns an odd number and add a block between the boosts. That blocks sniping maybe more effectively since it's harder to line up

edit: increasing to a yes bc this is already really good except for mid boosts being too powerful
despite the distance its possible these portals might not be totally broken. im not enamoured by the map overall and the mid gate is a bit gimmicky but im open to testing it if others are.
74
EnigmaCAEUOCLA
extremely tight map in all sections. there is just nowhere to holdThe real mystery is the thought process that went into the making of this map if you ask me.far too small, kinda weird cos usually newer mapmakers start off far too big lol. mid portals could be replaced with floor tiles and the map would play exactly the same. quite a few spots on the wall that just add clunkiness for no good reason.i'm neither confused nor intriguedif this was a bit larger it would undoubtedly be your best map yetwell it sure brings me sadeness

Might wanna read Tumblewood's "mapmaking for scrubs", it goes over the basics of how to make a map like this including the amount of spacing you need. This is way too tiny for its own good. You could start by adding a bunch of columns in mid to make it wider
In contention for least-polished map of the thread
75
RegolithCAEUOCLA
I am super enamored with the no-spike-whatsoever theme. I think Pizza was the first person I saw do portals like this, and I think this frame is a bit more traditional and probably has a better chance to work. That said, there's not much depth to it, and not much curve, so I think you're going to have to toy with the shape a little more for this to have a real shot.maybe i guess. i think it may fall into the horizontal nf trap of allowing cheap ahead of 4 caps though. also i want to be juking people when coming in for a cap, not just using uncounterable some op element.pretty neat endzone concept. seems hard to catch up if you're behind, though, because FC does not have to take any turns and you only have teamtiles to speed you up.I don't care for the entire portion of the map from the bomb on the island inwards, but boy do I love the endzone and portals after I wrapped my tiny mind around them with some testing.I think outsides need a little something more. I know that's tricky because you don't want people boosting in to score from halfway across the map. That's just an inherent problem of straightline neutral flags and there's not much you can do about it. I think you've balanced the straight line better than pretty much every attempt I've seen as of late, plus you executed the no suicides mechanic very cleanly. These base boosts could be a lot of fun and I'm excited to see how defense tries to get out of hairy situations in back of base. This would be my favorite NF of the thread if it weren't for the lackluster outsides. At least add a couple more wallboosts or something... Regardless I'm looking forward to testing and I don't see why others wouldn't be as well.pretty neat endzone concept. seems hard to catch up if you're behind, though, because FC does not have to take any turns and you only have teamtiles to speed you up.
76
NeoKoalaCAEUOCLA
sick 2v2 mapThis map seems pretty similar to LoveSick by GOOBR. It shouldn't be hard to find feedback for it because it got submitted 10 threads in a row or something like that. Anyways the shape here is good but the problem is it's just one giant lane the whole way. That makes for very predictable play and people are gonna get bored fast as soon as they get used to the curve in mid. There's just nothing to discover on this. zero depth here. if it were my map id start by bringing the gate further upwards, and maybe add a few columns of extra width. then using that new space id try to flesh out the bottom mid with some interesting space, maybe even a pup. as it is right now there is almost no replayability.what kind of koala resembles this??? anyway, it is extremely hard to get from base to base with the flag, because the lanes are so tight and there is only one that doesn't have a huge gate.tbh this is just too small for a 4v4, and if you make it bigger u just get geokoala. it do be a koala doebig nose koala my guyIf I had a dollar for every koala shaped or inspired map I've had to make a note on, I'd be building a pretty nice amount to fund my retirement.
77
Block PartyCAEUOCLA
you can't tell me that this isn't the most well suited map to the namethe good part of this map is the interest of having basically one lane across but it is covered in tiny islands. the bad part is that the map feels very uniform because of this, and that when you fuck up a boost it feels somewhow even more awkward than dying.I think it'll result in a ton of camping around/between blocks. I know you hate to see it but some team tiles might go a long way here. Still want to give it a go.do i see this making it into rotation? probably not.
do i want to see how it plays?
probably.
do you want a sub 50% map in rota? cos this is how you end up with a sub 50% map in rota. How dare you take a prestigious name like Block Party and tarnish it like this.
78
The MorgueCAEUOCLA
already said yes to a couple other gravity NFs, and this one seems a little excessively sparse. or maybe it's the only one with enough space, who knowsnot enough island space for 8 balls jumping around at once. i also spawned into empty air and falling which is terrible. perma button things is a decent idea for these grav maps tho.I'm giving this a yes because we should be testing every gravity map that was submitted, but you know why it'd normally be a no. There's just nowhere to jump at all and it'll lead to people mostly sitting on the bottom of the map in a bit of a clusterfuck. Defense only really has two or three capping routes they need to defend against and each is accessible by only one ball at a time. It might be interesting if Hefty and Sherwood are incredibly offensive but I feel like this is just going to lead to way too many people colliding because they didn't have any other place to jump.I'm giving this a yes because we should be testing every gravity map that was submitted, but you know why it'd normally be a no. There's just nowhere to jump at all and it'll lead to people mostly sitting on the bottom of the map in a bit of a clusterfuck. Defense only really has two or three capping routes they need to defend against and each is accessible by only one ball at a time. It might be interesting if Hefty and Sherwood are incredibly offensive but I feel like this is just going to lead to way too many people colliding because they didn't have any other place to jump.not enough island space for 8 balls jumping around at once. i also spawned into empty air and falling which is terrible. perma button things is a decent idea for these grav maps tho.obligatory yes but i dont think there's enough space for 8 ppl to peacefully exist at once. it will be interesting to see how long holds will be in an environment where you can really break away from the pack.
79
Hollywood
CAEUOCLA
y'all that portal set up is fire, the rest of the map is a miss though. I'm not really sure why others like the base portals so much. They're just kinda there, trying to make an otherwise boring base interesting. I think they almost succeed but they're still pretty meh. Mid is lackluster, I don't mind the spikes but they're somewhat poorly executed. The map as a whole just feels like it's missing something. Maybe part of it's that there isn't much of anything once you get outside the boost vomit in base.portals feel like they were bolted onto the map at the end to spice it up, ditto for the triple boost setup at the bottom. the top isnt bad or anything, just a bit uninspired.the portals are ok but not sure they add much depth. shape is ok but maybe a little simple? great polish though. idk, the best case scenario is that this is a better trepNot entirely sure why I'm giving this a maybe, probably has something with a number of the maps above this lowering the bar to unspeakable depths.portal is inter esting and structure is definitely viable. this isn't the most interesting map but i wouldn't be opposed to giving it a shot.This is a soft no, pretty close to a maybe, but the portals are about the only thing unique about this and while they are pretty consistent, I don't think they're enough to make a boring map not boring. portals feel like they were bolted onto the map at the end to spice it up, ditto for the triple boost setup at the bottom. the top isnt bad or anything, just a bit uninspired.
80
Bleached CoralCAEUOCLA
bruh what's happening im lost in the saucei have never tested a map with rooms like this that worked well at all. typically the viewport is confusing and it's best to just camp the exit portals anyway.see tumblewood's hodor note. there is no way people are going to be able to keep track of this many portals going every which wayDon't hate this as much as other people do because I think as far as a "rooms" map goes, this one isn't that complicated, but I also want to note that I ended up wanting to go out the wrong way a lot, because when you go through portals behind bases, you come out on your opponent's side of the exit portal, then you have to loop back to grab the flag, at which point you have momentum back into your own side. I don't really think the rooms add anything at all, as a matter of fact.How I'm feeling now.
81
MorosisCAEUOCLA
Too tiny for its own good, but I'm giving it a maybe for the mid bomb thing. I think that could lead to a lot of fun, chaotic pup battles, without spreading the chaos to the rest of the map that people are moving more rapidly through. except it will because you made everything toddler sized for some reason. If you could add a few columns on either side of mid to make it comfortably wide I could see this being fun tbh. Gates are whatever, nothing too great but nothing wrong with them either. I hope you don't scrap this, it's one of the better CTFs you've made lately along with portalless Lypophrenia.not suitable for pubs.The level of concern I have right now is disturbing.this map is very tight all the way through, in a way that will make it unfun to juke on. like Toe Tag but possibly worse. adding a defensive team gate exacerbates this problem. the bombing run thing in the middle doesn't seem particularly necessary but whatever. the double boost thing feels very nice to use thoughthe pup area is cool but aside from that i'm not really rocking with anything. the portals are just kinda odd and really don't add much character to the base, and mid is quite cramped and linear. the bomb to boost combo in base is nice af though
82
BakuganCAEUOCLA
The successor to JukeBlox I didn't know I wanted. The only reason it's not a yes right now is because you don't have any endzone portals, which is pretty important. Right now, as soon as one team scores the other can score right back if they put someone on re. This means the other team has to have someone sit back in base to prevent this which is no fun. All you need is a little teamgated portal along the back wall somewhere and I think this could be a ton of fun. I'd want to test it as is but I know people will hate it for the lack of back-to-base mechanics and would shoot it down despite the potential otherwise. Definitely bring this back once you fix that though.i don't hate the shape but portals are definitely helpful. the giant spike wall just makes for some annoying deaths and while im skeptical, im definitely willing to test out that pup chamber in a future version of thisActually kinda dig that pup chamber lol but unfortunately we still have to care about counter caps. Give people a quick way back to their own base pls

lmao @nige
this is so different from existing NF maps that i'm curious. but the lanes and endzones are so tiny that there are few opportunities to gain an advantage by juking. no return portals seems to encourage unfun gameplayWe're at the point where I wanna see how poorly some of these maps actually play. We're at the point where I wanna see how poorly some of these maps actually play. This would be the way to go if it didn't have so many spikes. I think this has a future but this map is a bit of a mess rn.
83
Jukebox 2(021)CAEUOCLA
i really cant express enough how little interest i have in gravity ctf. i'd like to know where or who this sudden push for gravity maps came from, cos i'd heard nothing about them from the broader community afaik.the polish and spacing here is just insanely good when solo testing. im a bit concerned about the lack of a large platform below flag but this is an ez yesEasily the best gravity map of the thread for me. I'm glad somebody tried close together islands reminiscent of Toodahoo's map; I get the feeling that they'll make for much better juking opportunities than they would from anyone trying to make a map with normal spacing. Yeah it looks cramped but this is basically perfect. I don't really have much to complain about pre 4v4. I don't know how this is gonna play but I'm highly optimistic about it. It'll probably be my first nom if everyone else shuts it down.i'll be honest, this is my least favorite of the two grav ctfs i've tested, but that bot lane / boost area is crazy smooth.this seems like one of the weaker gravity maps submitted due to how small the lanes are. and frankly i don't want to test more than a couple of themi really cant express enough how little interest i have in gravity ctf. i'd like to know where or who this sudden push for gravity maps came from, cos i'd heard nothing about them from the broader community afaik.I mean I guess? If we're taking these seriously at all? I truly doubt the demand for gravity maps is as high as the submissions this thread would suggest. This is pretty well-designed though so if we're gonna try it we might as well try this one.
84
PocketCAEUOCLA
Everything is absurdly flat around the edges so there's not much wall juking to be had, but the interior design is pretty good I suppose. Feels like it's straight out of 2014i remember last time i tested this it was better than i expected. though i had low expectations. this seems like an improvement, though the size of the base exit and the horizontal nature of the map give me slight pauseI thought we killed this map last time and yet it's back. We've surpassed the days of box maps like this surely.the flat walls are anti fun bc they prevent juking... i'm really not willing to look past that for the aesthetic value of this.look its not terrible, but i have doubts about whether it'll be interesting to play long term. i feel like its only getting a maybe because of how dire the thread has been up until this point.bruh how tf does this play like a box map? The outsides are rectangular, sure, but you've got a big wall dividing base from mid and it ends up being more of a wide U shape. Somewhat reminiscent of Wraith by Rapture except the portals are backwards. This doesn't play like a box at all, don't put so much stock into aesthetics

Rant aside, I'm not a hundred percent sold on switching portal direction. Last time the big complaint was that base was hard to get into, and you've certainly fixed that. However, the portal coupled with a much wider base entrance might be a little excessive. My main concern is the mid boost being able to get people straight to re and resets never happening. I guess that's better than OD being powerful af, but still. Would like you to nerf the portal somewhat if you insist on keeping it in that direction. Aside from that, everything's pretty clean. Bombs all do their job, boosts all have some fun skill routes, mid structure should make for interesting play, etc. I think this could be significantly more fun to test this thread, really the only thing I think needs to be changed is the portals.
85
Hot Top VolcanoCAEUOCLA
this is the definition of half-bakedI'm just incredibly overwhelmed even looking at the preview. It's another map that feels like it's unnecessarily been made a 2NF to its detriment.super gimmicky 2nf is not what rotation needs or wants. mid is gonna be a shitshow with those gates covering so much space in the most heavily trafficked area.lmao these gates are wild. I also think this is one of the better 2nfs I've seen lately. I don't think defense will have a problem creeping out into mid a bit, and there are sufficient choke points for a reduced team to contain the flag carrier. However, it seems like there's a lot of stuff that will just be frustrating. Most of this is blind so a lot of passes will be made by getting lucky instead of good jukes. As funny as the gates are, I feel like people won't know how to use them and it'll lead to a lot of unnecessary confusion. Mid is absolutely impassable if a single person sits on that gate. If callsign mid was bad, this is gonna be so much worse. Tbh that's my main problem with this map. If you made the outside gate normal and made a new mid, I might vote more favorably.i'm generally uninterested in 2nf at this point, and this iteration seems messy and confusing, though possibly balanced.
86
Whiskey JackCAEUOCLA
All the spacing on this just feels off somehow. Mid is too tall, base is tiny, and the base curve is kinda bad. That gate on the portals isn't gonna come close to stop people boosting in with where the button is, especially since there's a boost coming out of mid that combos with it. Basically if anyone gets to a boost it's a cap I think. In addition, none of this is particularly neat so I don't have any reason to consider it past its flaws. I know you can make good neutral flags but I don't think this one is it sorryi wish the base were a little spacier, but this is a solid looking NF map with a slightly unique shape + base designpretty weak maybe here. im concerned about the outer boostiness of it and how strong that portal boost is gonna be. also doesnt seem to be setup in a way that facilitates juking, its more using a boost or bust.It might be neat but I have reservations.I disagree with the placement of basically every single button here. I think both are too far from the gates they control. The interior ones are like the perfect placement for trailing offense to fuck over chasers, even if their FC doesn't go through the gates. The other one is basically an absolute necessity to be on and it's in an awkward spot. The rest of this map is ok but I agree with the sentiment that it involves a lot more boosting than juking.mayhaps a bit boosty but this is polished and balanced. definitely willing to give it a shot this thread and give jack some more time if he needs itagree w p that there are some serious spacing issues on this right now. I would definitely think a little more about how those portals should work with their surroundings / how strong that boost might be. I would think that it would pay dividends to expand the back of base section a little bit on top of that. That team tile wall in mid, while possible pretty functional, does not make me feel like this is ready / balanced appropriately. Room to grow, probably worth a test to expose just where to do so.
87
CairoCAEUOCLA
i'm not opposed to giving this a shot just bc of how clean and well polished it is. i think the structure provides some intrigue tbh but it does err on the boring side of things. theres definitely potential for this in tops if it isn't an absolute snoozefest imo.It's a boring map that's trying to disguise itself as interesting by having a little bit of everything element wise. Pretty much just lacking team or yellow tiles.At least it felt like you were trying to be original here, but I get the feeling that this will turn out like Orion where nothing is nearly as interesting as it felt in a solo test. I like this gate placement and think the portals could be neat, but they don't really do too much to change an otherwise very boring map. That's not to say you need to add a bunch of chaos or anything, it's just that 95% of this will play like every other map out thereIt's a boring map that's trying to disguise itself as interesting by having a little bit of everything element wise. Pretty much just lacking team or yellow tiles.I really look forward to the map that master the "i studied the blade" mid portals. This map just barely pulls them off with the two boosts that use it ... You have a lot of options with them, and these feel entirely neutured. the polish and spacing are very nice. the portal seems unnecessary. the spikes behind the portal should be replaced with a wall or 45degree wall, because as of now it encourages you to take the portal at an angle that spikes you on the other side.Normally hate double boosts with this setup but I think they're good here. Gate is like... ok? Feels oddly shapeless and like it was ripped out of the Cedar era and placed here. I'm really not interested in playing another map like this. They score well because they are simple and balanced but never become fan favorites no matter how good the polish is.
88
SliceCAEUOCLA
I am not understanding even a little bit what you guys like about this map. I think it's the worst polish that we're going to test this thread.shape is interesting but with the current polish and bulkiness i have a hard time seeing this version of the map in rotationthe superboost may or may not be good, but it is handled well so as not to be frustrating. the shape feels pretty old schoo, and not in a bad way. the doggy door gate has potentialI don't see a map where the central function and play is around a particularly janky gate. I see what's going on with the concept though and it's not so horrible that I hate it. The pup portal concept is one i think i saw on a leddy map recently that dissappeared. I liked it then, and this may be even better?This is way more intriguing than it looks. The gate is gonna offer a lot of neat plays, definitely influential but not to the point of being broken. Pup area is simple but solid and offers more ways to juke. Mid boosts are nice for Vardo-type snipes. Lots to like on this fairly simple, balanced, yet unique map. Haven't seen a good S in a while. I think the most interesting play will revolve around the doggy door. Definitely good to have your team holding it but not all-important. Don't see why we shouldn't test it

why the fuck do you guys care so much about polish? that should be the last step of an already mostly complete map, not what makes or breaks the map itself
it looks a bit more unpolished that it feels surprisingly. the base is maybe a bit plain but id like to see how the mid plays with those gates.I suspect this one will encounter many an issue should it reach the 4v4 stage.
89
FrybreadCAEUOCLA
not digging it currently, feels too boosty and unpolished atm, the boosts themselves actually are also kinda one-dimensional.Yet another map that's potentially in need of another thread to improve upon some of its ideas.the boost routes are nice on this one, but the spacing is pretty tight. like tetanic if you lopped off the bottom 20%. and despite the polish there is little to differentiate this mapLooks like you were going for small and quicc but I think this is a little excessive. It's way too easy to boost into other people due to the number of boosts and lack of major lane divisions. At best it would play sort of like a horizontal ASTM. I do like the powerup areas, though. Maybe if you added some more width to this it would be better?mid is decent, albeit somewhat bare. boosting around this feels great but i'm sure it would be much different with 8 balls at once. definitely agree that these bases feel a bit cramped right now. if you want to keep this approximate size you're going to have to reduce the boostyness.Bases are too tight and I had a hard time moving around smoothly on this. Really boring overall
90
Viandel CAEUOCLA
This almost got a "fuck it" yes out of mePortals straight from base to base are no bueno, and I don't even speak spanish. The shape is potentially interesting but you have too many superboosts everywhere and generally too many elements with too little structure. Might be better if you put an island where the team superboost was and went from there. There's potential here, and it looks like you at least sort of know what you're doing, but it's not there quite yet.Small map with many boosts, a lot of them supers, that's a yikes from me chief. waaaay too much going on at once here. map needs some structure too, atm its just a box filled up with a bit of everything without any consideration as to how its going to play.you clearly put a lot of work into making these superboosts feel fun to use. mainly the ones on the wall feel very nice. but there are simply too many superboosts and too little else going on. i would recommend you stick to just one superboost on each side of the map, and create interest with the contour of the map rather than more chaotic elements. also, the passage between the bases is very short, making regrab very easy to get to.
91
BasaltCAEUOCLA
compared to cairo this is a snooze and considering that others were already concerned about genericness there i can't imagine this going over much better. polish is nice, spacing is nice, but there is nothing going on here and the axel-esque shape does not figure to be that funDump this one straight into the uninspired basket without hesitation.Dump this one straight into the uninspired basket without hesitation.it's like Axel if it were remixed by somebody who hates funY'all there is room for a mode 7 remake in rotation ... I would prefer mode 7 to anything like this though, but I could see something improving on that concept spawning from this starting point.

What I'm saying is that this is not so completely worthless to throw it out, but it's far from being something I would be excited about.
The double boosts suck here and everything is a snoozefest.

@others: Why have I seen two Mode 7 comparisons in this thread on two maps that were nothing like Mode 7? Put some respect on the name, that map was one of the best defensive CTFs the game has ever known.
92
Brittle HollowCAEUOCLA
i got caught in a hellish gravity well/portal loop lol. map is mostly open space filled with boosts, base walls feel clunky.ok so hear me out, take this outline but take out the grav wells and add a spike field in the middle as well as an island near flag

I'm not entirely sure what the point of these portals are. They seem to do nothing except take you across the map vertically which makes chasing slightly more of a pain. The rest is just plain boring. This is the shape that Stadium should be. and tbh a grav well thing like that might be better in a horizontal map. also wellington is double grav well what you talkin about
a box-type mapThe portal/well idea is certainly... an idea, i guess... but what does it actually accomplish? Feels like it's only in the map because you thought it was cool. The walls are bad and this basically doesn't have a shape.what is the purpose of the grav wells? the whole gimmick could just be one pair of portals, no? and the rest of the map is a big empty space with boosts and three islandsOne grav well is bad enough, nobody wants or needs two. Glad you've acknowledged this is bad, we stan some self-awareness. i got caught in a hellish gravity well/portal loop lol. map is mostly open space filled with boosts, base walls feel clunky.
93
PretzelCAEUOCLA
I will never understand the completely unquestionable loyalty to this stupid triple boost. It just holds this map back so much. the polish on this map seems pretty nice, though perhaps a boost or bomb too many. last time we tested this it didn't play well, but i think the bomb refuges have been added back or something. the shape is almost novelI've had a categorically bad time with this, or at least the version OCE uses and I find it hard to believe this fares betterThe addition of the bomb lane makes this significantly better than last thread, but it adds a ton of chase and doesn't fix the core issue of the map -- it's boring afthis shape is interesting and i really enjoy the outer lanes, but this is honestly a bit simple and the triple boosts in mid don't particularly excite me. not opposed to giving it a shot.Nonplussed. I really wanted those triples to be more useful but their positioning is just kind of awkward and it always feels like there's something more efficient I could be doing rather than using them. I wanted to like this, but it just seems ok.first impression is that its an improvement over the version we've been playing in TPM. the bombs in the corners now having switches so you cant bomb and stay there to buy time is a good change. 2 pups instead of 3 also cuts down on the chaos around pup times too which i think was a good choice. really strong yes for me.
94
2014CAEUOCLA
one change i think should be considered is the removal of the small island between flag and teamboost. it really fucks up the spacing in base and makes it feel awkwardly cramped. rest of the map seems better now that it used to be, my only other concern is it may have gotten chasier.lowkey like the other version more but i think im the minority hereyall got your dicks so hard on this but it's really just okay. IDK tbh, it could be good and this is pretty well improved, but there still feels (to me) like there's a lot of room for growth. Think I like this one a bit more but I'm not too keen on the mid boosts against walls. First version of this map had some of the best base play I've ever seen.think i already voted yes to the other version. this one doesn't seem better. one of them should be tested thoughmuch, much better than the "modernized" version imo. The lane structure feels coherent now, and mid isn't as horribly spiky due to one side being shielded. There's more room to move around everywhere and the boosts feel much more natural as a whole. Mid feels a bit like EMERALD which isn't necessarily a bad thing. I do think you could stand to bring the top and bottom of mid in a tile or two without making it all cramped and stuff. As a whole I would say this is an improvement over PRP, we should at least test it.Happy to give this and 2020 and go in order to see which is better. I prefer this one I think, but that might well be a reason we go with the other one.
95
THE BOOM ROOMCAEUOCLA
I didn't want to like this but I do

Not a fan of top team boost positions. Gates are probably stronger than we think (not implying that's bad). Let me pop the top bomb please
probably turned out better than it has any right to be tbh. shorten that vertical island a tiny bit and make the bases a tad more interesting please, but i'll still give it a yes for testing as is.I would have given the boost room a yes, that was my favourite. Maybe I'll nom it. probably turned out better than it has any right to be tbh. shorten that vertical island a tiny bit and make the bases a tad more interesting please, but i'll still give it a yes for testing as is.skeptical about the rng aspect of this but conceptually im intrigued. the rest of map outside of mid leaves a lot to be desired though.when i was in college my friend had a birthday party and we all pitched in as a senior vacay like thing so we all ended up getting a pretty great multi-room penthouse thing, with a large common area, kitchen and like 4 bedrooms. One of them was used exlusively for couples/people to have sex in. It was called the boom boom room. Thanks for reminding it.
96
Pineapple ExpressCAEUOCLA
I realllly like the spike pipe but the rest of this isn't really captureing my attention. I also think you should strongly avoid spikes so close to endzones.i'd make the top of the T in mid a bit longer (or something to that effect) in order to make it a bit harder for an FC to get past a defense and into a base.this map is different, for sure. there are so many offensive tools that i don't think the ease of handoffs will save it. but it could be cool to tryPineapple Express didn't deserve to be done like this. This has like everything that makes NFs bad - vertical bases, minimal curve from flag into base, and infinite spikes. Pineapple Express didn't deserve to be done like this. No base curve means that cheap caps are gonna happen constantly especially with the mid boosts. If FC gets ahead of defense in mid, it's a cap and there's nothing anybody can do about it but sit and watch. Doesn't seem like something people would enjoy. Top pup area is kinda sick tho
97
REDLINECAEUOCLA
mtc bait smhyou know i made that line red at one point but i thought it looked weird lol. redline just refers to high rpm, ie ball spin.That bottom boost in base is soooo strong. Can't let anyone get there with any space or it's a free cap. Wish the double boost was on a double flat wall instead of one side being angled. The outside portals are just a little weird to begin with. Everything else makes sense to me. Triple bombs on top took me back to the glory days of Rocketballs like I was Anton Ego in RatatouilleAt first, this one made my brain hurt but then I gave it a go to experience what it had to offer and it still makes my brain hurt, but I understand it enough to say yes.machine head was robbed

anyway yeah, cool concept with the spawns and endzone.
Calling it "unique" might be a bit of a stretch but this is a very good map regardless. I enjoy all of the portals. The path back to mid might be about as annoying as a suicide but it's fine I guess. It's also situated further back and has a much smaller area than two teamgates so it should give offense at least a little more of a chance. I like the mid spawn, means you have more of a chance to help your team if you die on offense instead of having to traverse the entire map. There are three other things I dislike. First, I don't think the outside portal is particularly good and it makes the double boosts a little annoying to use. Would prefer if you just didn't have the little pocket for a portal there and made the wall flat or something. Second, what's the turtle spot in mid for? I know there are measures in place to counteract that now but it could still get annoying and it's definitely a temptation. Also I feel like devs didn't put a whole lot of effort into it as it seems to break a lot so could lead to some veeeeery boring games. Third, and perhaps most important, how you gonna call it redline and then have the line below the map be yellow

downgrading to a maybe because it makes no difference, it's still the highest rated map of the thread going into initials and i will not stand for such a glaring issue
98
HeksensabbatCAEUOCLA
as a rule of thumb, pubbers just hate dying. i'd make everything, especially those green gates, a bit less lethal. while verticality is definitely a concern with mid here, it's nothing a simple flip can't fix. this design could at least be tested if the entrance into base was wayyyyyy wider. considering 2NF is basically dead i'd probably change this to NF. This might have felt fine rolling around on your own but you've got to try and think about what it's gonna be like with 7 other balls on the map with you. The base is incredibly tight and will be impossible to score on with one competent defender, and the mid is so insanely boosty that nobody's going to be able to tell what's going on. Take a look at other NFs that made rotation and try to figure out what similarities you need to add to your map to make it a little more playable with full teams.Your description is bad and your map is worsei think most people have had enough of double NF, given the poor ratings of every double NF map. there are also far more superboosts than there should ever be on a mapUpon seeing this, enough is enough, death to the game mode pls.
99
CompressCAEUOCLA
i see nothing but wacky for the sake of being wacky and frustrating gameplay here.this looks extremely chaotic and frustrating in just about every area. mid does indeed have a neat shape ( ͡° ͜ʖ ͡°) I'm fairly skeptical that this will be enjoyable as anything other than a meme. The mid structure is honestly pretty cool and I would like to see something like that get tested but I get the feeling that the outsides will devolve into mindless chaos and ruin the most meritable parts of the map. If somebody else gets this into testing I'm definitely fine with that but I get the feeling that it might get ugly.lol prepare to be sadge, it is a neat shapemainly because i'm having an impossible time imagining how it'll 4v4mainly because i'm having an impossible time imagining how it'll 4v4Finding it hard to believe this won't be awful but want the experience of it nevertheless.
100
DadaikoCAEUOCLA
realized i forgot to make a note for this but shadow most of what the other people that liked it said. the button bomb and gate are both kinda sus. aside from that everything is a ok, polish isn't that big of a deal and i really don't get why there are a couple of people that keep overreacting to negligible flaws therePotential sleeper pick for a map that plays better than it looks. Hoping to be right, expecting to be wrong. bomb switch is very underwhelming and the gate is almost totally useless. not real keen on mid either tbh, it just feels overly wide and i worry about how hard it will be to reset.No, stop, this is so bad. What even is the point of the team gate. Why are the double boosts ass. Why is it so thicc for no reason with a line of spikes through the middle that just don't really do anything except make it chasier and more obnoxious to move through. Why does anyone like this please help me understandhoping for good vibes but that gate looks dumb as shit.definitely agree... this is a sleeper map. previous test(s?) have gone poorly. this is just such an open map that i really have my doubts. its closest comparison is maybe reflex 2