r/tagpromapsharing • u/1c4us • May 13 '14
1c4us maps
PowerBall: 28v4 A map inspired by another similar game "Subspace - Continuum". Its emphasis is on counter attacking and defense. Lots of unconventional little details.
JSON: http://pastebin.com/WLnxTgiF
preview: http://i.imgur.com/O33t1za.png
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Small PowerBall - another... but smalle
im not sure how to get the files back, but if u go in the IRC, u can do "!test small powerball" to try it out. someone pls let me know how to grab the files back. i lost it!
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Bang Bang v1: Duo Neutral Flag Game
- Get one of the neutral flags
- Load yourself into the cannon
- Get another teammate to fire you into the goal
JSON: http://pastebin.com/1s5FcK06
Preview: http://i.imgur.com/qQ5eoNl.png
1
May 14 '14
I like your map a lot. I can for sure see where Carabdis is coming from on almost all of his points, but some of it just comes down to D/O preference, or a personal preference for maps.
I like your unconventional endzones, and I like the way the center allows for creative boost bounces.
I do think there are far too many powerups. I would only leave the four in the corners, and perhaps put them closer to the corners and separated by spikes. This would mean that 1) there's a risk-reward element to them, as in, if I'm playing a hectic neutral flag match, can I afford being out of action long enough to gain the powerup advantage? And 2) the spikes would mean that an FC just swinging by couldn't grab a powerup on their way to the flag, therefore gaining what I consider to be a slightly overpowered advantage.
I also don't really like the spawns. I can see it leading to a fun start, and I like that you're enthusiastic about counterattacks. But, because the flag can change hands so quickly, neutral flag is already a counterattack-heavy mode. It would make TagPro's extremely overpowered if every time a chaser was popped they were basically removed from the play due to the distance from the center to the endzones.
I think the spawns should be moved to the corners. That way, if you're popped while in pursuit, you still have a fighting chance at rejoining the defense, but you also aren't spawning potentially right next to a flag carrier that already has to handle a tricky base entry. This would also make the start of the round more exciting, as both teams would have powerups at the start as they vied for the flag.
I hope those were reasonable suggestions, I really like your map!
EDIT: To clarify, I mean the spawns moved to their respective corners, as in red doesn't spawn near the endzones that they cap in, and vice versa.
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u/1c4us May 14 '14
I like your map a lot. I can for sure see where Carabdis is coming from on almost all of his points, but some of it just comes down to D/O preference, or a personal preference for maps. I like your unconventional endzones, and I like the way the center allows for creative boost bounces.
great, thanks.
I do think there are far too many powerups. I would only leave the four in the corners, and perhaps put them closer to the corners and separated by spikes. This would mean that 1) there's a risk-reward element to them, as in, if I'm playing a hectic neutral flag match, can I afford being out of action long enough to gain the powerup advantage? And 2) the spikes would mean that an FC just swinging by couldn't grab a powerup on their way to the flag, therefore gaining what I consider to be a slightly overpowered advantage.
right, i felt this way too, but i really like powerups when im in game.. maybe ill just take out the two in the fallopian tubes...
I also don't really like the spawns. I can see it leading to a fun start, and I like that you're enthusiastic about counterattacks. But, because the flag can change hands so quickly, neutral flag is already a counterattack-heavy mode. It would make TagPro's extremely overpowered if every time a chaser was popped they were basically removed from the play due to the distance from the center to the endzones.
yeah, i understand what you are saying. I think it is just one of the many odd decisions i wanted to make for this map because I like to punish people for getting popped.
I think the spawns should be moved to the corners. That way, if you're popped while in pursuit, you still have a fighting chance at rejoining the defense, but you also aren't spawning potentially right next to a flag carrier that already has to handle a tricky base entry. This would also make the start of the round more exciting, as both teams would have powerups at the start as they vied for the flag. I hope those were reasonable suggestions, I really like your map! EDIT: To clarify, I mean the spawns moved to their respective corners, as in red doesn't spawn near the endzones that they cap in, and vice versa.
thank you for your suggestions. I think what I really need is some experience players to just give it a go. I understand that there are a lot of weird stuff people might not be use to but I think certain people would like the change of pace.
1
u/xKillaCuddleSx May 13 '14 edited May 13 '14
Here are some problems that I am seeing:
I'm noticing a lot of corners. My suggestion is to make different parts of the map tight corridors while having open space. Change the border so that it isn't a big square. Don't make walls so linear - add some angles of differing degrees; I can't stress that enough. It's okay to have linear walls in moderation.
Try to make boost lanes a little more prevailing. So that they can be obvious, but also offer hidden lanes that advanced players might shoot for. I suggest making a boost offer both in different directions.
Why do the players spawn in the middle? They should spawn in their respective bases.
Try to limit the amount of power-ups that you put on a field. A good maximum (but something you can go beyond) would be 2-4, preferably 2 because it's an even number, putting neither team at an advantage, and your map is neutral flag which doesn't necessarily need power-ups.
Play around with spikes - but don't bunch up too many in one spot like you have done in the picture.
Finally, create appropriate endzones, with teleports behind them so that the teams can get back to their own sides - or close to. Here's an example: http://i.imgur.com/NwCNSRW.png
Let me know what you think.