r/TagPro • • 4d ago

Release TagPro Future Group - Update #39 - UX Cleanup, mars ball fixes, preset group links, reducing lagout issues, and a new plan for TagPro development!

21 Upvotes

Hello and welcome to TagPro Season 4! It’s been a chaotic few months since our last update with everything from code changes to redesign discussions to internal restructuring underway and we have finally reached a checkpoint worth updating you all on! Most important is a change to posts like this one because after nearly 6 years, today marks the final edition of the TagPro Future Group Community Updates series. 

Starting in (exactly) two weeks, and every-other-Wednesday after that, TagPro will receive new updates with everything completed during the previous two weeks. To accommodate this increase, release notes will transition to being hosted directly on tagpro.gg in the upcoming ‘development’ tab and will only include content like our usual “New Features/Improvements” and “Bug Fixes” headers. That slimmed down announcement will still be posted to the subreddit but there will be no ceremony so you can jump right into the changes! Please see the comments for additional details.

New features/improvements

  • Group presets can now be shared as links! A preset link can create a group with and apply your desired settings with just a single click. Try it out with this link for crazy-hockey!
  • Group presets can now include a game server or region selections.
  • Rejoining a game from a second tab now kicks the original tab instead of blocking the new connection. This allows players who lag out to reconnect to their game successfully instead of being redirected to the homepage.
  • The vestigial “Competitive settings” button has been removed from group pages.
  • The Mars Ball siren has been removed.
  • A mechanic allowing Mars Balls to award returns has been removed.
  • The /spectate page has been reformatted to fit more cards and make better use of vertical space.
  • The shop flair refresh button has been rebuilt with more intuitive explanations and obvious outcomes from clicking. (Based on your feedback!)
  • All links on the TagPro website which direct away from TagPro now open in a new tab by default.
  • Tagcoin alignment has been tweaked in the Shop for vertical centering.
  • Player names in groups which are too long and truncated can now be viewed in full by hovering over that name.

Bug fixes

  • Momentum is now properly applied to players with no momentum and an active rolling bomb when contact from another player forces the rolling bomb to defuse.
    • AKA: A rolling bomb flag carrier standing still used to not move from the bump if they were defused, now they do.
  • “Spectate” buttons on the /spectate page or while waiting for a game now work even when clicked quickly after the page loads.
  • Links intended to open in new tabs now do so consistently as expected.
  • Seasonal flairs are now properly reset for all players between seasons.
  • A stray white pixel on the 238 degree Uranium flair has been removed.
  • Disabling Map Testing Mode restores duration and mercy rule settings to their defaults.
  • Long player names in groups remain on a single line instead of wrapping.

If you are wondering “Where are the big features we were told about?” They are almost here! The friends feature, native video file exports, profile highlights, player vs player stats, and more are nearing completion and will be out in some of the first releases of our new process! The site redesign, steam release, and much more are still moving along and we will have more to share in the coming months! Thank you for sticking with us, exciting times ahead!

  • The TPFG

r/TagPro • • 5h ago

Highlight My last montage... and the reasons why

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24 Upvotes

I don't know how many people will actually care about this, but for those who do, here's my tagpro story and why I'm retiring from playing.

Beginnings

I found this game in 2016 when I was 10 years old on an iogames website. I didn't have any gaming systems, just my dad's old macbook, so browser games were the best I could get. I loved the idea of a game where you could juke people, it felt so natural and fun. I would play most days when I came home from school, and got up to about 50 degrees before I even considered playing defense (ew, boring). I started to get better at defense, which in turn made me better at offense. I was still playing on a macbook, but I was starting to feel good at the game. The best part about tagpro is the super high skill ceiling. You wouldn't think such a simple game could be so complex, but there truly is so much depth to this game that I don't even understand all of it yet. At 88 degrees I unlocked the sword flair, and from then on I was a bit obsessed with win rate. Probably an unhealthy amount, but having something to quantify improvement was motivating. At 111 degrees I unlocked the hammer, but I just couldn't get the axe. I kept trying and trying, sometimes getting within a few percent, but it felt like an impossible task. How could anyone be that good at the game? I was almost always the best player in the lobby, was there really much more for me to grow?

Discovering Competitive

Yes. Yes there was. I was having a normal night of playing tagpro about two years ago when I saw a message in the chat about competitive signups. I had looked at the competitive tab on the website before, but I'd always felt like I wasn't good enough to join, despite it saying everyone gets drafted. Something felt different that day though, I finally felt ready to try it out. It was a pretty big step for me, I had barely ever used discord or reddit at that point. After submitting my signup, the first thing I saw in the comp server was people arguing about me. Apparently I have too high of a skill score to play in novice...? I had no idea what that meant, but the last thing I wanted was to be a problem on my first day. I learned that there's three tiers of play, and I signed up after the deadline for the middle tier, minors, which is apparently where I should be. That seemed crazy to me, I didn't even know anything about this whole comp scene, and people thought I should already be in minors? They had me play in novice, and to be fair to the complainers, it was kinda easy. It didn't feel that much different than a good pub lobby. We had to be in a voice call, but I didn't say much and just kinda did my own thing.

My First Season

My coach wasn't about to let that slide. ASAP saw potential in me, and would spend many hours over the course of the season helping me improve. He taught me how to communicate better, how to play defense with a teammate, and most of all how to hold. Offense gets so much more complicated when you realize you shouldn't just run straight to your flag every time. I was really enjoying learning more about the game, there was so much I wasn't aware of. After two weeks I was called up to minors, and was now playing in two leagues at once. It was a bit of a challenge to switch between the two constantly, but overall it was great for my growth. I actually learned more from ASAP coaching me in novice than my minors team, but both were awesome. One thing my minors team (especially Batman) had a big impact on was my setup. I was still playing on a macbook on wifi, but I was being told over and over that I should get ethernet. I scoffed at the idea of spending money (even $10) on tagpro, like come on now, I'm not about to spend money on a silly little browser game. A few weeks later I bought an ethernet cable, and boy were they right. The ping difference was helpful, but the stability was huge. I wasn't getting lag spikes every few seconds anymore. About halfway through the season I finally unlocked the axe flair. All it took was treating tagpro like a part time job. In the end I won the minors championship and lost the novice championship (as Misery reminds me to this day).

Welcome to the Big Leagues

My rookie majors season I got drafted to ASAP's team, and was excited to play with him and Waterwheel, but unfortunately there was some disagreement between those two and we dropped Waterwheel. He would get picked up by Alphachurro and win the Superball that season. I still learned a lot though, especially about using defensive backboards and prevent defense in general. Spending my first two seasons of comp with ASAP in my ear was incredibly helpful to my growth. I was extremely lucky to have such a great coach and teammate. Despite dropping Waterwheel we almost made the playoffs. I still remember in the last week of the regular season we were in a must-win game and I got nubbed by Fender on Moon Base. I was very upset with myself after that game, but I think it was actually a good thing for me because it motivated me to get better. I spent a lot of time that offseason training. I watched every game I played that season, as well as some recent Superballs. I went in private groups by myself practicing boost routes, and even made a map to practice precise boosts and bombs. I was determined not to miss playoffs again.

Forced into Leadership

The CRC (I don't think anyone actually knows what this stands for but they're the governing body of comp) couldn't find enough people to run teams in majors so they made me be a "playing captain" where I would draft my own team. I didn't even know half the people who were signed up, so I made a google sheet and scouted each and every one of them, watching their games and analyzing their stats from previous seasons. Some of them hadn't played comp in a long time (like Yawn who I drafted) so all I had to go off of was their casual games (this was before ranked was a thing). I went with a strategy of having a well rounded team with no weaknesses, in line with the saying that a chain is only as strong as its weakest link. Maybe my teammates from that season could speak to this, but I don't think I was a great leader. It was only my second season of majors and I was still figuring a lot of things out, so to have to lead 3 other people was a challenge to say the least. I made videos once a week reviewing our games and saying what we could improve on, but I'm not sure how much they really helped. We were playing very well together though, my draft strategy seemed to be working. I also bought a $100 monitor halfway through the season, increasing my fps from 60 to 144. We finished as the #1 seed with a bye week in the playoffs, and I was racking up stats with the perfect support team around me.

Playoff Pressure

I had experience as a top team in the playoffs before, but never in majors, and never as the leader. Our first series was in the semifinals against the #6 seed LBT with Jig at the helm. I remember in the week leading up to the game, Jig was significantly more hostile towards me on discord, and was being weird around picking maps for the games. I'm not sure if that made me play better or worse, but it certainly made me lose respect for him. The series began and right away we lost the first two games. Maybe Jig's antics did have an effect. We were feeling dejected after game two, and no one was talking in the intermission. It felt like we were on our way to getting swept. I took a deep breath and re-centered myself, then did my best to rally the troops. I don't remember much from it, though I do remember asking everyone individually if they wanted to win. If they wanted to play in the Superball. After that it was different. Maybe it just took two games for us to knock off the nerves, but we won the next 4 games and secured our spot in the Superball. Next we would face the #4 seed Blockettes, led by Rina and NameLEss, who were the only team we lost to in the regular season. The game was set to be played on July 27th, my 20th birthday. The excitement and nervousness were off the charts for me, I so badly wanted to win, to finish off this amazing season with a trophy. I'd guess my teammates felt similarly, as this was everyone's first appearance in a Superball. The opposing team was very different, I think all of them had played in a Superball before, and multiple of them had won before. The experience showed. We won the first game on Centenaria, but after that the Blockettes were completely in control. My strategy of having us hard commit to winning powerups was being punished by Rina, as she over and over would grab the flag as we fought for powerups, walking in easy caps. This had happened to us before, but never at this scale. I wasn't sure what to do, this strategy had worked all season, so I just assumed someone else was doing something wrong, someone else must not be staying ahead when they should be, someone else must not be communicating fast enough. I was arrogant and stubborn. I should've stepped up and made a change to counter their strategy, but that wasn't the only issue. We were all playing worse than usual, making mistakes that we almost never did normally. The pressure was just too much, and we lost 4-1. I didn't feel like I played badly, so I blamed others internally. It wasn't my fault, I was just unlucky. Let me tell you, that is a terrible mentality, a loser's mentality. I held a disdain for Anti-re for months, childishly blaming him in my mind for the loss. I suggest you watch the end of game five and see just how badly I played. I couldn't even take a boost straight for goodness sake. Don't be like me, don't blame others for your failures. It won't lead to anything good. The only way to grow and improve is to look at your own mistakes and how to fix them.

Searching for Success

I thought that if I could just get back to that moment, back to the Superball, it would be different. I never did get back there. I never even won another playoff series. I would put up decent stats in the next three seasons, but I would miss playoffs twice and lose in the first round of playoffs the other season. It all kinda blends together looking back now. I'm still not exactly sure why I struggled so much, I felt like I was playing well and had good enough teams to make a run in the playoffs, but it just never worked out. I even set a modern (since season 10) record for hold in a season, but then again that was partly just because there were rarely cap opportunities. I think the biggest difference between me and the "elites" is leadership. I don't think I'm much different from CarrotCake or Alphachurro in terms of skill (I'm sure people will disagree with that), but when it comes to leading teams in comp I'm just not very good at it. I try my best but I struggle to be a field general while playing. I have pretty good game sense, but when it comes to telling others what to do and organizing a team in real time I fall short. Part of me always wished I had more time to develop, more time to learn from others. Don't get me wrong, ASAP was an amazing teacher, but I wish I had learned from more people, gotten more perspectives, and gained a more complete understanding of what it means to be a 1st ball before I was thrust into that role. I still really enjoyed playing though, I love playing tagpro no matter what. I always think it's funny when people in comp don't want to scrim, like why are you playing the game if don't enjoy... playing the game...? Anyway, I'm grateful to all my teammates for the fun times, even if we didn't win that much.

Coaching

I've been a coach/general manager for 6 teams now, and I gotta say it's sometimes more rewarding than actually playing myself. My franchise the Furballers has yet to win a title, but man has it been fun. I haven't really been in a coaching role before, but I love teaching people who really want to learn. Seeing them grow and improve is so cool. It wasn't too long ago that I was a lowly novice ball being taught by ASAP, and now I get to do that for others. Special shoutout to DiegoOnMac for always being the most wholesome and positive guy around, love you man.

Mapmaking

This was a part of tagpro I was always a little curious about, but never knew how to get started on. One day I found the channel in the tagpro discord server about how to make maps, and never looked back. I've been making maps since October of 2024, and been on the MTC (Map Test Committee) since March of 2025. I implore anyone to try out mapmaking if they haven't, it's super fun. You will be bad at first, as everyone is, but over time you'll learn what works and what doesn't, and hopefully you'll bring your own ideas and style. I love the open-endedness (that's a word right?) of it. Even though there's not that many types of tiles, there's an infinite amount of combinations and unique interactions between them. My goal for a while was to get a map into comp and play on my own map. It's pretty hard to do that, partly because I was still learning what people like in a map, but also because there's no clear pipeline for a map to get into comp. Currently you have to go through casual first, but often times casual players and comp players like different things. I did eventually achieve my goal with Oncilla, though it almost got removed from the game early on in its life because a certain MTC member with antlers thought it wasn't getting enough votes... silly guy, right?

Personal Life

So this is the real reason I'm retiring. It's not because I'm burnt out, or tired of losing, or tired of dealing with MTC arguments. I'm just going through a life change that requires stepping away from tagpro a bit. I've always loved animals and the outdoors, and want to be a Zoologist or something similar. I've been studying Animal Biology at the University of Cincinnati for the last two years, but felt like I needed a break. I was looking for a wilderness program to do for a year, and found one near Seattle. I've been to the area twice, once to visit Olympic National Park, and once to do a Wilderness First Aid course. I loved the nature and environment, and knew I would come back at some point. About a month ago I moved out here, and have been loving it so far. I'm living in a cabin in the woods on a 60 acre property, and as you can imagine the internet connection isn't quite as good as it was in Cincinnati. I wouldn't really want it to be anyway, as I want to spent as much time as I can outside. Not to mention the program I'm doing which has multiple week-long trips where I'm totally off the grid. I have to admit, there was a part of me that didn't want to go so that I could keep playing tagpro, but ultimately there are just other things more important.

Conclusion

I've loved playing tagpro over the years, it's taught me so much. I've learned how to communicate better, how to coach, how to work in a committee, how to video edit, and so much more. Thank you to all the people that run this game, putting hours and hours into something they don't get paid for, just for the love of the game. Thank you to all the people I've pubbed with over this decade. Thank you to all my teammates for building me up, and all my opponents for tearing me down. Thank you to all my coaches for giving me a foundation to build off of. Thank you to all the players I've coached for being willing to listen to me yap about tagpro. Thank you to the members of the MTC that helped me get better at mapmaking, and for telling me when I'm wrong.

I'm sorry to all the players I was mean towards when I was trying to boost my winrate, and all the players I was mean towards in ranked. I truly am at my worst in those settings, and I hope none of you took it personally. I'm sorry to my season 36 team for not being the leader you all deserved. I'm sorry to Anti-re for blaming you for so long. I'm sorry to Cheetos and Curry for calling you washed and bad behind your backs. I'm sorry to all the people that drafted me expecting better. I'm sorry to all the teammates I lost with.

I'll still be around, at least a little bit, in mapmaking and coaching probably. I know this is all kinda dramatic, but I thought it'd be cool to put my experience into words before I forget most of it. Hopefully at least a few people read through this and gain something from it. I hope you enjoy my final montage.


r/TagPro • • 11h ago

Throwback Where's my old balls at?

21 Upvotes

TagPro randomly skipped across my smooth brain this week after not having played in years, and I was so happy to see it's still kicking.

I'm (still) cheeks at the game, and I forgot my stats have been permanently turned off since hitting 69°, but if any of you geezers from 12 years ago are still playing, let me know. I'd be honored to call RE and immediately get popped.

Thanks you for your attention to this important message.

  • meow_meow

r/TagPro • • 2d ago

Highlight What caused yesterday's mega rolling bomb? - A closer look at TagPro's physics!

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21 Upvotes

r/TagPro • • 2d ago

10/2/26 Future Group Friday - Development + Release updates, Q&A/feedback, mega rolling bomb (fix)!

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3 Upvotes

Hello everyone! I am continuing to stream weekly on Friday afternoons to discuss recent development progress on TagPro, answer any and all tickets posted to our feature request tab on the homepage, and build/troubleshoot features that will be added to the game in the future! Tune in to twitch weekly at 1:00 PM Eastern for ~90 minutes or catch the recording later on! All past recordings are stored on youtube and are posted to the subreddit weekly as well.

Submit a response to this form to have your question answered on stream!

Cheeze's summary:

Ran through a few bugs from Wednesday's release, ongoing projects (large things on the way!), and discussions happening behind the scenes. Finally got through the feedback backlog and found some good ideas in there! Also some good Q&A and too many glasses swaps.

AI's summary:

Intro
0:00 - Future Group Friday Intro & Recent Release Recap

Release Bugs
1:00 - Release Notes: What Went Live on Wednesday
1:34 - Minor Release Addition: Tag Coin Icon Centering Fix
2:21 - Minor Release Addition: Long Player Names Now Truncate with Hover Tooltip
3:05 - Post-Release Bug: Async Disconnect Handler Caused 5v3 Games
5:45 - Post-Release Bug: Rolling Bomb Physics Made Them Overpowered
9:02 - The Mega Rolling Bomb Clip: Three Players Sent Flying at Once
10:55 - Post-Release Bug: Spectate Game List Overflowing Below Screen

Game & Dev Updates
11:19 - Dev Updates: Mobile Replay & Spectate Zoom Fix Now Awaiting Review
12:27 - Dev Updates: 2NF Map Fix Merged & Ready for Next Release
12:51 - Dev Updates: Server Load Balancing Fix Awaiting Review
14:21 - Dev Updates: Timer-Based Hold & Prevent Stats Awaiting Discussion
15:13 - Dev Updates: Stuck Launcher Bug Fix Merged Pending
15:41 - Dev Updates: Duplicated Substitute Bug Fix Merged Pending
16:43 - Dev Updates: Versus Profile Stats Almost Done, Awaiting Final Review
17:19 - Dev Updates: Native Release Notes Tab Awaiting Review
19:31 - Friends Feature & Video Exports: Still On Track for Next 1-2 Releases

Non-Dev Updates
19:35 - Non-Dev Updates: First Bi-Weekly Future Group Meeting Recap
20:18 - Meeting: How to Handle 2NF Casual Games Going Forward
21:39 - Meeting: Highlights Will Live in Replay Tab, Published to Profile
22:26 - Meeting: Versus Stats Display - Two Bars & Sorting by Skill Decided
24:11 - Meeting: Shop Flare Rarity Colors Updated for Better Visibility
25:20 - Non-Dev Updates: Designer Meeting Coming Next Week for Redesign
25:41 - Non-Dev Updates: New Steering Committee Member Grant Being Onboarded
25:54 - Non-Dev Updates: Creative Committee Shifting to Internal Core Group Selection
26:34 - Non-Dev Updates: Dallas Server Expiring in Two Weeks Unless Sponsored

Q&A
27:46 - Q&A: Is Steam by End of Year Still Doable? Target Is February for Steam Fest

Feedback Forum
30:00 - Feedback: Balance Points for Ranked vs Casual Leaderboards - Clarified & Closed
31:07 - Feedback: Mars Ball Mass Bonus Should Be a Toggleable Group Setting
34:11 - Feedback: Allow Scoreboard Clock & Score Display Variations with Custom Uploads
40:43 - Ticket Created: Reduce Opacity of Exit & Volume Buttons When Mouse Is Idle
44:53 - Feedback: Add New Shop Flares Each Season - Deferred to Creative Committee
45:44 - Feedback: Randomize Ranked vs Casual Queue - Already Handled by Finish All Games Setting
50:18 - Feedback: Earn Old Seasonal Flares in the Shop - Under Review, Steer Co Discussion Needed
57:41 - Feedback: Ranked Flare Progress Meter - Ticket Already Exists, Progress Bar Planned
60:00 - Ranked Flare Progress Bar Ticket Already Exists & Linked
61:34 - Feedback: Ranked Win Streak Lobby Notification & Bonus Coins
63:29 - Existing Ticket: Win Streak Display on Post-Game Scoreboard Planned
65:16 - Feedback: View Ranked Games While in a Group - Blocked, Under Review
67:24 - Feedback: Queue for Public Games While Playing Private Group Games
69:24 - Feedback: Opt Out of Rolling Bomb Physics Bug - Already Fixed & Closed
69:44 - Feedback: Ball Skins & Cosmetics Coming as Part of Shop Expansion
73:00 - Profile Identity Overhaul: The Bigger Vision for Customization
75:29 - Rocket League Style Pattern Skins: Pros, Cons & Player Visibility Concerns
79:31 - Feedback: Disallow Registered Users from Using Sunball Display Names
83:55 - Why This Change Would Be Pointless if the Game Grows: Leaf System Is Enough

Wrap Up
90:04 - Stream Wrap Up: Every Other Wednesday Releases, Testing Sessions & See You Next Friday


r/TagPro • • 3d ago

Highlight Petition to call it Rolling Nuke from now on

26 Upvotes

r/TagPro • • 3d ago

Is the Website Down?

2 Upvotes

I get a "problem loading page" every time I try to go to koalabeast.com

-metalhead


r/TagPro • • 4d ago

Bug Somehow this game ended up being 5 vs 3

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7 Upvotes

r/TagPro • • 9d ago

Highlight 9/25/26 Future Group Friday - Development + TPFG structure updates, Q&A/feedback, rolling releases!

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5 Upvotes

Hello everyone! I am continuing to stream weekly on Friday afternoons to discuss recent development progress on TagPro, answer any and all tickets posted to our feature request tab on the homepage, and build/troubleshoot features that will be added to the game in the future! Tune in to twitch weekly at 1:00 PM Eastern for ~90 minutes or catch the recording later on! All past recordings are stored on youtube and are posted to the subreddit weekly as well.

Submit a response to this form to have your question answered on stream!

Cheeze's summary:

Holy yapping. Took 45 minutes just to talk through the last 2 weeks of projects and I probably missed a few things but there is a LOT moving on the development side of things! The new approach is focused on freeing up smaller changes instead of getting them stuck behind larger features, and getting large things out when they are ready instead of bundling them together. The first release in this new approach will be next Wednesday!

AI's summary:

Intro
0:00 - Future Group Friday Intro & Two Weeks of Updates

Going Live
1:36 - Going Live Wednesday: Season 4 Release Overview
2:20 - Bug Fix: Disconnected Players Can Now Rejoin Their Game
2:57 - Removal: Competitive Settings Button Removed from Private Groups
3:40 - Bug Fix: Map Test Mode Now Reverts Mercy Rule & Duration on Disable
4:19 - Mars Ball Siren Sound Removed Entirely
5:17 - Mars Ball No Longer Awards Returns Near Flag Tiles
5:56 - Bug Fix: Stray Pixel Removed from Radioactive Flare
6:24 - Improvement: Unused Vertical Space Reduced on Spectate Page
7:04 - Bug Fix: Rolling Bomb Ghost Position Server Sync Issue Fixed
7:39 - Might Go Live: Shop Flare Rarity Indicators on Profile Flare Tab
8:41 - Might Go Live: All External Links Now Open in New Tab
9:18 - Might Go Live: Group Presets Can Now Specify Server Selection
10:05 - Might Go Live: Versus Profile Stats & Ranked Launcher Indicators
10:47 - Might Go Live: Shop Refresh Button UI Overhaul with Local Time Display
12:02 - Might Go Live: Pizza Timer Now Default for New Players Instead of Blinker
12:46 - Might Go Live: Rank Points Text Updated to Tag Coins Sitewide
13:15 - Might Go Live: Long Player Names Now Truncate with Hover Tooltip in Groups
14:05 - Might Go Live: Animated Flares No Longer Appear Above Page Header

Game & Dev Updates
14:46 - Season 4 Feather Flare: Earn by Completing 150 Games
15:32 - Friends Feature: Notifications, Requests & Players Tab Reorganization
16:22 - Friends Feature: Player Search Tab Renamed & Volunteer Lists Moving There Too
18:19 - Friends Feature: Left-Side Tab Layout Chosen Over Top Tabs
21:41 - Dev Updates: Double NF Map Bug Crashing Games & Decision Needed
22:44 - Native Release Notes: Moving TagPro Updates onto the TagPro Site
25:02 - Why Internal Release Notes Help SEO & Rolling Update Cadence
27:40 - Dev Updates: Disk Monitoring & Crawler Protection Branch in Review
28:00 - Dev Updates: Hold Time Counting Logic Ready for Review
29:07 - Why Hold Time Calculation Has Always Been Slightly Wrong
30:59 - Timer Countdown Display: Standardizing Timers Across the Whole Site
33:01 - Ranked Tier Expansion: CTF Going to 7 Tiers, NF Going to 5 Tiers

Non-Dev Updates
33:48 - New Release Approach: Every Other Wednesday Releases Starting This Week
35:19 - Testing Every Other Sunday & Future Group Meetings Before Each Session
37:14 - Why Rolling Releases Motivate Developers & Clear the 321-Ticket Backlog
39:17 - Non-Dev Updates: Snowball Onboarded & Added to Developer Tab
39:55 - Non-Dev Updates: Tag Coins Now Awarded to NA LTP Streamers
40:36 - Non-Dev Updates: All TagPro Accounts & Domains Now Centralized
41:10 - Creative Bot Now Under TagPro Umbrella, Fortunate Maps Next
41:37 - Tutorial Bot Design: Should Bots Cheat or Follow Cardinal Directions?
42:04 - Fortunate Maps Integration: Linking Map Codes to the Maps Page
43:55 - Non-Dev Updates: Creative Committee Almost Ready to Open Applications

Feedback Forum
46:41 - Switching to Discord Community Feedback
47:47 - Feedback: Four Hands One Ball Cooperative Game Mode
51:40 - Feedback: Count Saves When a Cap Happens Due to Ranked Disconnect
55:43 - Feedback: Ranked Queue Should Prevent Same Teams Forming Repeatedly
57:00 - Why Season Week One Uses Closest to 50% Matchmaking to Avoid Blowouts
60:00 - Ranked Matchmaking: Proposing a Narrower Win Probability Window for Week One
63:29 - Why Season One Used 40-60 Window & Why We Reverted to 50% After Blowouts
68:57 - Feedback: Organize the Flare Page with Headers by Category
72:50 - Feedback: Swap Tag Coins Between Accounts - Declined, Use Account Merge Instead
74:48 - Feedback: Gambling with Tag Coins - Not Happening Right Now
75:29 - Feedback: Rolling 100 Ranked Stats on Profile

Q&A
76:58 - Q&A: Native Video Export Feature Almost Done - Render Speed & Highlights Explained
79:31 - Q&A: Why Do Rank Points Decrease the More You Play?
82:04 - Q&A: How to Count Keystrokes from Replay Files

Wrap Up

84:50 - Stream Wrap Up: Release Wednesday, Testing Sunday, See You Next Week


r/TagPro • • 13d ago

MLTP TagPro Guides: a new website/tool for making detailed map guides for TagPro

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17 Upvotes

Gone are the days of fighting against microsoft paint tools, screenshots, and typing up notes in discord. Put together a complete gameplan for your team in the website and share it with them to explore and understand!

At the end of the season, make your guides public so everyone can learn and get better together!

Note: TagPro Guides is in active development, feedback is appreciated and some things may change/evolve as time goes on.

https://tagpro-guides.vercel.app/


r/TagPro • • 13d ago

Highlight Season 40 Hype

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7 Upvotes

r/TagPro • • 14d ago

Season 3 Ranked Ratings

13 Upvotes

Hello. This is an update on the rating system I developed for ranked TagPro. Previously I posted ratings for the end of Season 0, Season 1, and Season 2; now this is for the end of Season 3.

Explanation of the rating system

My dataset was all the ranked games logged on tagpro.eu, excluding those voided in the first two minutes. This comprises about 100,000 games overall, mostly CTF.

Here's how the rating works:

  • Each player has a rating and a variance. High variance means their rating is more uncertain.
  • Ratings update based on team performance relative to expectations. For example, if the ratings say red team is favored by 1 cap, and they win by 3, red team gets a boost to their rating and blue team gets the opposite.
  • A player's rating changes more if they have higher variance. Variance starts high and goes down with each game played, as the system gets more confident about the player's true skill.
  • Players get a bonus for having good stats compared to other players on their team. The most important stats tracked are caps, hold, and returns. Stats are weighted heavily in a player's first few games and less when the system is confident about their rating.

There are some other adjustments for the sake of accuracy, but I won't explain them all here. If you want to learn more, look at the source code.

The system predicts about 62% of CTF games and 66% of NF games correctly, which is pretty good considering the matchmaker won't create a matchup it thinks is more lopsided than 60/40.

Ratings

Ratings for all players who played in Season 3 are here. tng. continues his reign of terror. Good luck to all in Season 4.


r/TagPro • • 14d ago

So I suck at tagpro..

20 Upvotes

Hey, i've just come back to tagpro after years and i've been having fun, but I don't know if I can handle the toxicity anymore. Pretty consistently I get flamed and people calling me out directly in chat that I am horrible and I suck at tagpro. I've read through most of the strategy guides and I understand the basic premises.. But that doesn't change my ability to execute. I feel like other balls move faster than me, they can see where I'm going, and they are stronger than me. I know these things aren't true but it just feels like it. Every once in a while I get a good juke or end up high on the leaderboard but most often than not I am down on the bottom. I feel like I get pushed off buttons, people can see the whole map and hit me with snipes, and I don't know how to use the .25 seconds of immunity properly or how to defend against people with their immunity.

All of this to say I'm trying to get better playing casual matches, but I just can't handle the toxicity and the flaming anymore. I don't know how to get better other than to practice.. but every time I get on to play some matches there is some 360 degree sweat lord telling me how trash I am and that I suck. Is it worth it to keep playing and tough it out and ignore the haters? Or is this community just too far gone and the only 50 people left playing are too bitter and cranky to care about the new player experience?


r/TagPro • • 15d ago

Meme I knew UnfortunateSniper had some good left in him.

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15 Upvotes

r/TagPro • • 16d ago

Highlight umad threads the needle

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33 Upvotes

r/TagPro • • 16d ago

MLTP The Tox Tax Podcast - s40 Week 1

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5 Upvotes

r/TagPro • • 16d ago

Highlight GetPupsDeep with a great last-second return and cap!

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10 Upvotes

r/TagPro • • 16d ago

Tonight, 9/18 at 9 PM Eastern, The Nightcap Presents: A Discussion on Maps ft. IcePlatypus. MTC Considerations, The Competitive Map Pipeline, and Your Calls

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1 Upvotes

Tune in and call in! Instructions for calling in will be discussed during the stream intro!


r/TagPro • • 18d ago

Interviewing Nuperball winner, dirty push member, and TagPro Documentarian, josh61616!

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19 Upvotes

r/TagPro • • 24d ago

Maps Classic Map Vote September 2026

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6 Upvotes

r/TagPro • • 24d ago

9/10/26 Future Group Friday (On a Thursday) - Development + TPFG structure updates, Q&A + feedback, button portals?!

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11 Upvotes

I WILL BE OFF NEXT FRIDAY, Sorry for the inconvenience!

Hello everyone! I am continuing to stream weekly on Friday afternoons to discuss recent development progress on TagPro, answer any and all tickets posted to our feature request tab on the homepage, and build/troubleshoot features that will be added to the game in the future! Tune in to twitch weekly at 1:00 PM Eastern for ~90 minutes or catch the recording later on! All past recordings are stored on youtube and are posted to the subreddit weekly as well.

Submit a response to this form to have your question answered on stream!

Cheeze's summary:

Introducing the "Going live soon" video! In anticipation of the new development flow my streams will now include a section for any changes coming to the site in the very near future. You can watch that part of the stream in its own video here. Most of this week spent on discussing development progress and structure changes. We are gearing up for some big changes in how we operate!

AI's summary:

Intro
0:00 - Future Group Friday Intro & New Four-Part Stream Format

Going Live
1:19 - Going Live Section: What's Changing on TagPro Before Season 3 Ends
2:52 - Bug Fix: Leaderboard No Longer Crashes When Seasonal Flare Is Missing
3:11 - Bug Fix: Season Reset Now Clears Game Counter for Casual-Only Players
4:11 - Bug Fix: Spectate Button No Longer Breaks When Clicked Too Quickly
4:40 - Bug Fix: Underscore Blank Links Now Correctly Open in New Tab
5:04 - Improvement: Better Socket Error Handling for Game Servers
5:31 - New Feature: Group Preset Shareable URL Links for One-Click Group Creation

Game & Dev Updates
8:17 - Dev Updates: Group Presets to Include Region & Server Selection
9:04 - Dev Updates: Rolling Bomb Ghost Position Bug Fix
11:12 - Dev Updates: Group Settings Now Revert When Map Test Mode Is Disabled
13:14 - Q&A: Any Plans to Grow the Player Base? Steam Release & Friends Feature
18:25 - Dev Updates: Versus Profile Stats Held Up by Backfill Script & Display Design
20:01 - Dev Updates: Long Player Names No Longer Wrap Badly on Groups Page
20:38 - Dev Updates: Animated Flares No Longer Display Above Page Header
22:33 - Dev Updates: Casual Game Substitution Bug Sending Players to Spectate
26:06 - Dev Updates: In-Game Tutorial Bots Working on Pathfinding & Chasing
27:26 - Tutorial Design: Don't Overload Players - Motion & Objective Is Enough

Non-Dev Updates
30:00 - Non-Dev Updates: GitHub Org Complete - Ticket Status Tracking & Developer Pipeline
32:28 - GitHub Org: Wiki Recovered & Community Repos Being Centralized
35:04 - Non-Dev Updates: Redesign Discussions Paused for One Week
35:51 - Non-Dev Updates: New Developer Snowball Joining the Team
37:02 - Non-Dev Updates: Domains Centralized & Scraper Protections via CloudFlare
37:49 - Non-Dev Updates: Season 3 Ending - Cutoff Reminders & Season 4 Flare Teased
39:06 - Non-Dev Updates: Creative Committee Still in Progress, Applications Coming Soon
39:41 - Non-Dev Updates: Merged Tag Renamed to Duplicate in Discord Tickets
40:01 - Stream Format Changes: Clipped Dev Updates, Going Live Sections & YouTube Shorts

Feedback Forum
41:50 - Switching to Discord Community Feedback
42:26 - Feedback: Bring Back Ranked OFM with Anonymous Matchmaking
44:55 - OFM Better Fits as a While You Wait Mini Game Than a Ranked Queue
48:51 - Feedback: Transparent Name Opacity Slider in HUD Settings
50:40 - Ticket Created: Add Slider for Name Opacity in HUD
51:33 - Q&A: Are There Ranked-Specific Stats Anywhere on the Site?
54:21 - Feedback: Button-Activated Portals That Change Color Like Gates
60:00 - Feature Build: Button-Activated Portals - State Logic & Gate Comparison
63:07 - Can Buttons Change Portal Color While Respawning? Technical Deep Dive
68:18 - Ticket Created: Button-Activated Portals Handled Like Gates
72:56 - Feedback: Egg Ball as a Rotating Third Ranked Queue Option
76:56 - Feedback: In-Game Hand Emotes as a New Macro Type
78:24 - Feedback: Require Players to Click a Button Before Entering a Game
81:35 - Why Adding a Join Barrier Would Create Longer 3v4s Not Better Games
84:11 - Could Reducing the AFK Timer Be a Better Solution?

Wrap Up
85:00 - Stream Wrap Up: No Stream Next Week, Season 3 Ending & Rolling Updates Coming Soon


r/TagPro • • 24d ago

Throwback TBT - How Wormy Came To Be

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5 Upvotes

r/TagPro • • 25d ago

Highlight Interviewing decorated streamer and captain, Misery!

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10 Upvotes

r/TagPro • • 26d ago

S40 Power Rankings Compiled (majors, minors and novice)

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10 Upvotes

r/TagPro • • 27d ago

A 21-cap ranked game on Combine tonight

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12 Upvotes

Quite the fun one. I don't think I've ever seen so many caps in a ranked game before. Not even on WF.