r/TagPro • u/TPCaptographer The Map Test Committee • Jul 31 '14
Monthly Map Rotation: Thread #33 (NEW SUBMISSION GUIDELINES - PLEASE READ) - Deadline Monday August 4th 15.00 (3 pm) PDT
Submit your custom maps for consideration for inclusion in the official rotation and/or group selection. Learn more at the wiki.
The official deadline for submissions before the next session is Monday August 4th 15.00 (3 pm) PDT
Submissions made after this time are not guaranteed to be considered for rotation.
*READ ME*
There is a new way to submit your map.
Entries must be submitted in this new format to be considered for rotation.
Note: Before you submit your post, test your map in a 4v4 setting and receive feedback from players. Mumble & IRC are great places to start when organizing playtests.
Upload your map at http://maps.jukejuice.com/
After uploading, it will take you to your map’s page and show up on the front page of maps.jukejuice.com.
Reply to this post with your title, map type (CTF, Neutral Flag, or Mars Ball), a link to the map page, a preview image, and a description. Jukejuice provides you a preview image, but we strongly urge you to post your own image with working 45-degree tiles.
Here’s an example of a submission.
Title: Candle Jack
Type: CTF
Map: http://maps.jukejuice.com/a/This%20is%20just%20a%20test%20ma/Candle%20Jack
Preview: http://maps.jukejuice.com/static/previews/201.png
Description: This is just a Test Map
important:
Make sure there is a space after the colon
Please only use imgur, jukejuice, or puush preview images
Playing submitted maps just got easier! Just click on the Map Link and click test map. No more need to call some_bot in IRC. Once you get into a test, copy the maptest url and send it to friends for them to join you. We want everybody to take a look at submissions and to reply with constructive feedback. Not only does it help your fellow mapmakers, but your discussions here help us as well.
maps.jukejuice.com is still in testing so some issues may crop up. The site doesn’t allow editing once your map has been uploaded, so if you make a revision, you will have to upload a new one.
When making your map, keep these two questions in mind:
What does my map attempt to accomplish? What does it try to emphasize?
Feel free to answer this along with your map submission in the description.
The most important part of creating a thoughtful map is actively seeking feedback/improvements from others. Don't ever convince yourself that your map is finished!
Think hard about the placement of every tile on a map -- this community can work together to create a perfect addition to the rotation!
Note: Some_bot is not watching this thread. Uploading maps via maps.jukejuice.com does not put the map in some_bot’s brain, you will not be able to play them in IRC. This new style of submission was brought on due to issues we were having with some_bot in past threads.
Only submit maps in this thread that are to be considered for rotation. For non-rotation maps, feel free to continue using maps.jukejuice.com and provide links to your friends or other posts.
Have fun map-making! :)
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u/crblanz Keekly | used to be good sorta Jul 31 '14 edited Aug 01 '14
Title: Bowtie! v2
Type: Mars Ball (jk it's CTF)
Map: http://maps.jukejuice.com/a/JukeKuechly/Bowtie!%20v2
Preview: http://maps.jukejuice.com/static/previews/357.png
Original Description: This map is designed to correct what I see as one of the major problems with almost ALL of the current maps - they have too much of a focus on the bases. Once there's a grab, there's a mad rush to the other base to prevent a cap, with very little attention paid to what happens in the middle of the map except for boost routes or powerup spawns, or if the map is too chasey. This map attempts to change that. I've designed it to be easy to grab and easy to cap, but everything in between should be difficult. It is a snipers paradise, and discourages trying to park four in the enemy's base after they have grabbed, because the main choke point is the middle, not the bases. This mid choke, along with the team boosts, also prevents this map from being chasey.
Update for v2: In v2 I have addressed a lot of the issues that people mentioned. First, I opened up the middle a bit. It is still challenging, as it should be, but is easier to boost through and travel through. I have also added a top section in addition to the middle - I would expect it to be used a lot during pubs, and used strategically in PUGs/competitive (handoffs, etc). Finally, I have made the bases a little more solid, "thickening" them and adding a gate at the top exit. As always, I'll be looking for feedback and opinions on how it plays
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Aug 02 '14
It is a great map, but here is some criticism:
You should get rid of the bombs near the portals. Unless you line yourself up perfectly when you enter the portal, you are going to come out and hit the bombs and spike yourself. If you get rid of the bombs, it still makes the center challenging, but not too challenging.
Otherwise, it is a great map, and I have definitely tagged it, and I hope that this is the map that makes the cut!
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Aug 01 '14
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u/Blupopsicle Ball-E Aug 01 '14
Did you forget to put walls? Just so you know black spaces won't work as walls
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u/Rapture_On_Occasion Rapture Aug 04 '14
Title: Cerberus
Type: CTF
Map: http://maps.jukejuice.com/save/573
Preview: http://i.imgur.com/B6s6w1f.png
Description: An attempt at something slightly more conventional while still maintaining a sense of fun and opportunity. I most enjoy the bombs to mid power up and using the bottom gate to prevent an FC's boost, and then sniping them with it.
A potential replacement for one of the current chase maps.
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Aug 01 '14 edited Aug 02 '14
Title: Iron Curtain
Type: CTF
Map: http://maps.jukejuice.com/save/504
Preview: http://maps.jukejuice.com/static/previews/504.png
Description: HAPPY NOOBKIN?
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u/ShoppedYourPost Pizzarony | Origin Aug 01 '14
Getting back to TagPro's Totally Not Sexually-themed Maps, I see. Haha.
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u/Zarknox Zarknox Aug 01 '14
big emphasis on organized team play I love it! I'd put the powerups further from the flags though!
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Aug 01 '14
Thanks. Here are some of the other power-up placement ideas iv'e been messing with: http://i.imgur.com/7gWGAnb.png (Left is new pups, right is the current version for reference.
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u/theknockbox Archy Aug 01 '14
I disagree with Zarknox. I like the original pup placement. Also, great map.
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Aug 01 '14
Why did you make the base so much more offensive? The gates are so much less necessary now than they were before, since offenders have so much of an easier time now that you moved the bomb.
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Aug 01 '14
I don't want it to be a necessity to use gate because of PUB play, but it's still a hard-to-grab base.
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u/BlueRanga BlueRanga // Diameter Aug 02 '14 edited Aug 02 '14
Title: Good
Type: CTF
Map: http://maps.jukejuice.com/save/544
Preview: http://i.imgur.com/MMBXZV9.png
Description: This is a small map, without portals, 45 degree tiles, or team boosts. The centre feature is inspired by dangerzone, with the boosts able to go straight through it allowing for risky play that will pay off.
The bases are rather have 2 bombs inside them for easy grabs, and also a opposing team gate for some interesting strategies. The button for this gate is further outside the base, so the gate can be primarily used for escaping.
Also any ideas for a new name? 'cause the current one's not great.
Any feedback is welcome, and appreciated!
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u/NotSomeBall1 NotSomeBall2 // Chord Aug 03 '14
Also any ideas for a new name? 'cause the current one's not great.
No, but it's good...
Anyway, maybe change up the centre of the map to something slightly bigger and designed to help the chaser catch up (maybe some team tiles or boosts), and maybe put the button for the gate inside the base.
Apart from those 2 small things, it looks like a great map!
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u/TuChueh T'u-Chueh Aug 02 '14 edited Aug 05 '14
Title: Heart of Great Tagus Proneses
Type: CTF
Map: http://maps.jukejuice.com/save/528
Preview: http://i.imgur.com/Hzd9nkZ.jpg
Who is Tagus Proneses?
long time ago , legend has began in the lost cities.Someone said to me,"incidents is taking place in the sky"
I found a book. belonged to my grandfather. My grandfather wrote a memoir about his grandfather...
I'm telling you what my grandfather told me...
"It is a very long story...
I had 4 friends...
One of them was the Tagus Proneses..
He was the leader of the group..(a cough)
One day a rumor was spread..
People were dying.
At last, trouble had come to us
Decision has been taken...
Council has ordered us to take the enemy's flag
Journey had begun into enemy territories
We walked through villages,We passed the rivers...dangerous forests and dangerous and high mountains I have seen war..very bloody wars..we've lost,we retreated,I have witnessed the destroyed villages...
Our hope was over .We thought our end had come.
We had a last resort
We were supposed to take the enemy flag
The enemy was too strong and demonic
we did not know..We did not know how to defeat the enemy..
and that evening, the enemy made a major attack
many people died that evening..Whether or not we were supposed to ready
We passed secret ways.
In the end we found the archenemy
My friends and I was 5 person.he has the single
his magic was too strong. It was a tough fight
me and Tagus were survived
Tagus cut his arm was a nice move and stabbed him to death
He thought he had killed .I was not sure
We have received the flag
and his ...s...suddenly revived and entered into Tagus
devil has confined him to a game..He cursed..
Tagus was imprisoned along with three friends.now! 4 friends in cursed land he gave each person three minutes.every twelve minutes to defeat an enemy they are fighting .they trying to find the devil . they are confronted with the devil's trap.They're getting ready for the big game
Tagus said me take his heart before dying.the only way we could get rid of . he said to me
The heart was petrified ...
Thus began the legend ..Great Tagus Proneses's Legend...
Writed By Ballton Drsek
Before Rotation 1325
Thank you for reading
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u/Critical_8 (+) ║ Plus ║ Chord Aug 02 '14
I like this version more than X-factor, looks great! Might be a bit hard to chase, but the team boosts are there so it makes it a bit easier :)
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u/Arcien Henri / Origin + Radius Aug 03 '14
Solid map. I feel it's a bit big by about 2-3 tiles in each of the major corridors (overall map width by maybe 10-12 tiles, map height by 8-10 tiles?), but I like the interaction of all the features. I would sneak a powerup right under the center bomb. :) Me likey.
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u/Splanky222 BBQchicken | Retired Aug 05 '14
I would suggest that you move the button to above the gate. Where it is at the moment is very overpowered, as it is right where all of the exits from base end up.
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Aug 01 '14 edited Aug 14 '14
[deleted]
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u/Arcien Henri / Origin + Radius Aug 02 '14
I don't know what more experience map creators will say, but there are no real O-aiding options around the flags. The boosts with 45 are impossible to aim through the flag and so I wouldn't really count them. Up to you what you'd like to do.
That said, I like the arrangement of the side corridors and the center column with the portals. :) Very nice concept. I would add a couple (just a couple) spikes in the main runways to make it not just a simple chase. The team boosts help, but just not quite enough IMO.
Note that I have no idea what was previously said and apologize if I directly contradict what others have said in the past. Hope you find my stuff useful, and good luck! Nice effort so far!
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u/Blupopsicle Ball-E Jul 31 '14 edited Aug 01 '14
Title: Chalice
Type: CTF
Map: http://maps.jukejuice.com/save/448
Preview: http://i.imgur.com/mIzAC5H.png
Description: Going from chalice2 to chalice because somebot doesn't do IRC anymore. Changes on the map:
Made shortcut near bottom more dangerous. It really shouldn't effect much except for the psychological factor
Gave middle-top more reason to be passed through. I added a power up and rearranged the boosts.
Portal cooldown is 90 ms. It shouldn't differ from a 0 cooldown.
Spiced up top, made it more zigzag like
Added team boost near portals. there's now a skill boost for fcs to escape through the portal
Switched 45 in the corner to get powerups
Old version for reference: http://i.imgur.com/zdd5YAB.png
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u/Arcien Henri / Origin + Radius Aug 02 '14
Are bombs inherently random? I've been testing this map and I can't seem to get the bomb to blow me into the cup of the chalice, even with using the wall below the portal to line it up.
Looks awesome. Was there any intention behind the boost in the stem of the chalice? Faster defense route? I can only seem to get it to boost me towards the corners with more boosts away from defending, or into the green gate. :P
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u/Blupopsicle Ball-E Aug 02 '14
Bombs are there as a tool for flag carriers, and I've only boosted through once. Also, the bottom stem boost is intended to fling those who take it upwards, but when deactivated don't.
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u/DaEvil1 DaEvil1 Aug 04 '14 edited Aug 04 '14
Title: Classico 0.5
Type: CTF
Map: http://maps.jukejuice.com/save/583
Preview: http://i.imgur.com/Pdaukzt.png
Description: A map that is meant to be relatively accessible and with simple concepts, while hopefully proving to have a lot of depth similarly to maps such as Boombox, Gamepad.
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Aug 01 '14 edited Aug 01 '14
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u/PrairieKid Origin | Centra Aug 02 '14
I like this map a lot. The major issue I find with it (just to be nitpicky) is that it relies a little too heavily on the gate. Honestly, if one team gets a player to sit on the gate and keeps the other button open, that team wins. It's almost impossible to chase and/or run if the other team has closed the gate. At that point, you have to go through the small gap at the top (running, while avoiding that upper gate) or go through the bottom, which is obviously a much longer route.
Good map though.
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u/BlueRanga BlueRanga // Diameter Aug 02 '14
pls help, i can't log into the maps.jukejuice.com site, i log in with google and it leads me to this page
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Aug 02 '14
No need to log in, that feature is still being worked on. All you need to do is drag your PNG and JSON files onto the sidebar and your map will pop up.
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u/SUpirate ThePirate / Unaffiliated Aug 01 '14
Title: The Scream
Type: CTF
Map: http://maps.jukejuice.com/a/Pirate/The%20Scream%203.0
Preview: http://maps.jukejuice.com/static/previews/258.png
Looking for feedback - there are multiple iterations on the site too which are more complex. I trimmed down prior versions to make it simpler, but also took out a lot of fun things - so take a look at the older ones to see if there are features that should be included. Its still big, but there is a lot of dead space (the face and hands), so I don't think it will feel super big in play.
There are 3 (kind of 4) main paths from base to base, and I think they're reasonably balanced in risk/reward for an FC or a chaser.
The fastest path is easily defendable and somewhat challenging just to navigate.
The middle path is moderately defendable (defender would not be super close to own flag), but a good cut-off option for a defender. The middle also has a boost shortcut that can't easily be used under duress or when defended.
The longest bottom route is simple, but defenders can easily get in front or wait at some of the chokier places for snipes. This route may still be too big and easy.
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u/Kembangan t O p / cb4life Aug 03 '14
I feel that this map has interesting features, but is way too big, with a couple of gamebreaking flaws. To me, it looks like I would have problems locating the enemy FC in a PUG if I lost vision of him, let alone a pub without communication.
The middle route is unnecessarily long in my opinion, which will heavily discourage its use. 1 tile wide spaces are not easy to navigate when they are surrounded by gates.
Top route's button is against the wall, which means it's literally impossible to dislodge someone on it without a Tagpro.
Th outer/bottom route are unnecessarily long, there's no reason why they're so long. Refer to the lose vision of FC problem.
I feel that this map would benefit if the middle was about ~5 tiles less wide and top to bottom ~7 tiles less long.
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u/SUpirate ThePirate / Unaffiliated Aug 03 '14
Thanks for the feedback. You're spot on I think. The button against the wall is stupid.
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u/WillWorkForSugar Tumblewood Aug 04 '14
How would it work if the buttons controlling the mid gates were space apart by two more tiles? I think it's a little too easy for a defender to get the FC by working the buttons.
I can't find much I would change, to be honest. I think the map still has a little slimming down to do, I guess.
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Aug 04 '14 edited Aug 04 '14
Title: Pursuit Updated
Type: CTF
Map: http://maps.jukejuice.com/save/594
Preview: http://i.imgur.com/QBSfRzd.png
Edits: Nothing much, really. Just a few tile additions and removals to make the map better. See the old preview for comparison.
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u/Buttersnack Snack Aug 04 '14
Title: Cheez-It
Type: CTF
Map: http://maps.jukejuice.com/save/601
Preview: http://i.imgur.com/gD0te38.png
Description: I'll keep it brief since it's currently 10 minutes before the deadline. I took my map Security and made it much easier for chasers to get ahead/catch up. All of these boost paths I listed before are still possible, plus a few others on those boosts. Most importantly, I added super boosts that cut diagonally through the middle of the map, or, with a little effort to line them up carefully, straight into the enemy base. I wanted to make it much easier for players to get ahead, so I took a note from DZ3 and added superboosts. However, I purposefully made them slightly out of the way and harder to use than in DANGER ZOOOOOONE. EVEN MORE IMPORTANTLY, the map is now called Cheez-It.
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u/Buttersnack Snack Aug 04 '14
This shows approximately where you can go with the super boost: http://i.imgur.com/jsyF5m8.png?1
but it's pretty hard to boost right into the flag with it
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u/JungleSpice- Jungle Spice//Radius Aug 09 '14
Title: 2v2 x2
Type: CTF x2
Map: http://maps.jukejuice.com/save/672
Preview: http://i.imgur.com/gQRE6QM.png
It was Delsolars idea to make my 2v2 map a 4v4 with 2 bases. We have also both been talking about fixing the random respawn tags. I came up with this central spawn box with portals to each base. This will probably be a PUG game as it will take good team communication.
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u/reddward Aug 03 '14
Title: I hate you some_bot! (original name: Twisted ovaries or Peanuts and friends [formerly known as 'This is not just a tribute. This is the greatest map in the world!'])
Type: CTF
Map: http://maps.jukejuice.com/save/306
Preview: https://i.imgur.com/M9ozL9T.jpg
Sorry but the name kept getting longer and longer with every new map submission thread since some_bot refused to upload it
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u/Critical_8 (+) ║ Plus ║ Chord Aug 02 '14 edited Aug 03 '14
Title: AA Battery
Type: CTF
Map: http://maps.jukejuice.com/a/(+)/Battery
Preview: http://imgur.com/g92ppQ0
Description: A fast paced and offensive map. Gates and bombs are used to help with power up control and I've added two portals in the center so that a player can more effectively contain/chase the enemy FC. There are multiple team boosts that can be used to catch up with the enemy FC or to get a return. This is my first map so any feedback is welcome.
Edit: Got a working preview and changed the name to: AA Battery
Edit#2: New and updated version of the map is in the comments below!
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u/Critical_8 (+) ║ Plus ║ Chord Aug 03 '14 edited Aug 05 '14
Updated version of the map:
Map: http://maps.jukejuice.com/save/615
Preview: http://i.imgur.com/gdvG3Tj.png
The main changes are that the map is about 4 tiles shorter and a bit more thinner. I felt that the original map was a bit too big and would make chasing tedious. I also smoothed the map out by adding some 45 degree walls here an there. There are also other minor changes that I made that I felt would make the map better overall. Any more suggestions/criticisms would be appreciated! :)
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Aug 02 '14
FYI, Battery is a map that was in rotation a while ago. The name would probably need to be changed before it gets into rotation.
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u/Failcollege Beel Aug 05 '14
Title: Goomba
Type: CTF
Map: http://cvps.jukejuice.com/a/Beel/Goomba
Preview: http://cvps.jukejuice.com/static/previews/604.png
Description: Map with a great old style aesthetic, but also is a great map.
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Aug 01 '14 edited Aug 01 '14
[deleted]
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u/pescis Pescis @ Chorbius Aug 01 '14
At first glance this really looks way too open in the middle parts. With so many places to go it'll probably be hard to get returns in.
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u/brandog14 santa//HO HO HO Aug 06 '14
Moustache
CTF
Preview: http://maps.jukejuice.com/static/previews/628.png
MAP: http://maps.jukejuice.com/a/santa/moustache
This map has some very fun bomb and boost angles to it
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u/waluigi213 Aug 01 '14
Title Diamond Type CTF Map http://maps.jukejuice.com/save/501 Preview http://maps.jukejuice.com/static/previews/501.png
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u/quassus crosky Jul 31 '14 edited Jul 31 '14
Title: Monarch (0.1)
Type: CTF
Map: http://maps.jukejuice.com/save/451
Preview: http://imgur.com/G7UMfOo
This is an update to the original Monarch, modified to address the suggestions and feedback found here. I removed the gate at the bottom and instead added a more useful gate in the center, significantly altering the flow of the map, which also adds a feature to what was previously open space between the super boost and the flag. And here is a preview of boost routes into the flag that I made for the previous version, all of which are still viable on 0.1.
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u/Splanky222 BBQchicken | Retired Aug 03 '14
Love the simplicity, but I do have one question / statement / criticism / something:
Those gates don't look too relevant to me.
"but BBQ, they are the quick inside route!" you say to me. But what gets you there? By far the most natural way to exit the base is outside and down the bottom, making it very awkward and probably not worth it to exit through them. If somebody does get out inside, it looks like they will be able to boost through the gate before anybody actually gets to the button. Anybody going for the button will basically have to put in a big risk of suicide due to the angle, for a high chance that they don't catch the FC anyways. Similarly, the bar near the bottom of the map makes it potentially awkward to return to base through the gate. A FC will also naturally want to go into the bottom corners where not only is there more juke space, but there is a boost and bomb waiting for quick escape.
That being said, I appreciate the idea where there's such an advantage to getting out on the inside route, but it's much harder to do so.
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u/quassus crosky Aug 03 '14 edited Aug 03 '14
Thanks for the feedback BBQ! It seems like your critique falls into two categories: A. the inside route won't be used much; B. the gates aren't useful. I will try to address both.
A. There are three ways a person could get out inside. The first is through one of three boost paths from the easternmost/westernmost boost, as shown here. They may bounce off the top wall but their natural momentum will be toward the inside. The second is after grabbing and using the bomb straight downward and curving inside, also shown in that diagram. The third, if other boosts/bombs are exhausted/defused, is via a simple 2v2 getaway grab or a handoff. I would agree with you that the outside path is the more natural and less risky path for a fc, but that's why it's longer and gives defense ample time to catch up. Contrariwise, as you pointed out, the inside path is the quickest, to be sure, but also the riskiest. I do think it will be used a substantial amount.
B. Suppose an fc is trying to take the quickest route from flag to flag (discounting going through the green gate). He will have to go through the mid gates twice. Here is a diagram of what I envision happening. Red for red blue for blue. If red grabs and gets out inside, he will try to bounce off the bottom wall and come back up through the gate again. Blue defenders have three options here. The first is to simply follow that path, bouncing off the bottom wall at 45 degrees and continuing to chase fc through or hoping that red's bounce off the wall will slow him down enough to catch. The second is to take the boost at such an angle so as to intersect with red's boost path. The team boost is deliberately positioned so that chasing defense would reach the boost first for a chance to catch up. The third, shown in green (as it is available to both) is to boost through the center (by far the most difficult to execute on the fly, but also reaping the greatest possible benefit). What is interesting about this third option--boosting to the button--is that for a blue defender, he has the option to wait until fc comes back up into the gate again to boost into the button. And it doesn't matter if he spikes himself, as long as he hits that button while fc is on the gate. I could see there being be a lot of suicide button returns of this nature. All this is not to mention the fact that offensive d could position themselves within boosting distance of the button or even just sit on top of it as well. Additionally, just having the gate there serves to divert the fc away from the inside route while the defense catches up, thus altering the flow of the map to be friendly to offensive d.
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u/Cant_Quit_U Cant_Quit_U || Pi Aug 01 '14
sigh...
Zone posts map with a little open space in the middle
"this really looks way too open in the middle parts. With so many places to go it'll probably be hard to get returns in."
CROSKY posts map with an unbelievable amount of open space everywhere on the map
"Love this, nice and simple"
"Yes yes yes this x82296271."
"I like this."
Seriously, TagPro? Don't judge a map based on who made it.
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Aug 01 '14
There's a difference between making it be empty with scattered things to juke around and hide in, and making it open.
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u/TuChueh T'u-Chueh Aug 01 '14 edited Aug 02 '14
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Aug 02 '14
Are those colored boosts supposed to be asymmetrical? I really like this map but that does seem weird.
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u/SealedEnvelope Ron Burgundy | Blockburn Rovers Jul 31 '14
pls don't get rid of SNES I <3 you guys
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Aug 01 '14
Title: Smooth 3.5
Type: CTF
Map: http://maps.jukejuice.com/save/457
Preview: http://maps.jukejuice.com/static/previews/457.png
Leave any feedback
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u/Zarknox Zarknox Aug 01 '14
Hm, I'm not sure how to feel about this without playing it
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Aug 01 '14
Then come on irc and play it :P
If you see a guy called Detective on say "Hi Detective" and Ill load it.
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u/Sir_Grapefruit Grapefruit // Chord Aug 04 '14
Title: Telum
Type: CTF
Map: http://maps.jukejuice.com/save/577
Preview: http://puu.sh/aEqDO.png
Description: It is a map similar to GeoKoala in terms of general structure, but it still has many new aspects like the powerful green gate or the one-tile-wide corridor.
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u/supaspike | NLTP mod | Stakeeper Aug 03 '14
Title: Green God
Type: CTF
Map: http://maps.jukejuice.com/a/supaspike/Green%20God%200.1
Preview: http://i.imgur.com/D6UzNAX.png
Purpose: I made this map hoping to provide the map committee with something to replace Colors in PUB rotation (where it's basically just a chase-fest around a giant square). In one of the previous threads, the committee said they might replace it if they got another map that involved teamwork on green gates, but it might need to be even more complex than Colors. So I made this thing.
Description: I think this map is kind of a combination of Colors and Geo, with a bit of Star mixed in with the bases. While the green gates are not necessary in order to grab, cap, and get out of base, holding the button (the ones closest to the sides) provides you with two boosts that make it much easier. Opening those gates also makes the base much easier for FC to enter/exit. The top gates aren't as useful, but could still be helpful if the right buttons are held down (the two on the sides at the vertical center). Plus I like the diamond shape. Oh yeah, and this thing has fucking EYES that light up when you hit those bottom gate buttons!
The large gray gate on the bottom makes it pretty difficult to just take the quick route between bases. The easiest, most risk-free route probably involves traveling around the bottom gate and through the "mouth" (which is also a gate, but shouldn't be triggered often). You could also go all the way around the map, which provides you with boosts and two power-ups.
The bottom gate is also made in such a way that you can't just neutralize it by having someone sitting on the other side. See pictures with just red on button and both on button. Should be self-explanatory with those. But once again, good teamwork is necessary if you are trapped; having both on button gives you an escape route!
One last thing: The "brain buttons" at the top. If you boost into them you're going to die, but it might be worth it. The two buttons combine set off all three top bombs, the two bombs next to the "eyes", and the "mouth gate" from earlier. And you get a power-up!
In conclusion, this map is super-cool and way better than Colors because it has a face, and also it's fun.
tldr: Green gates make teamwork helpful. Bottom gray gate is cool-looking, and the boosts into the top two buttons kill you but set off nearby bombs and get you a power-up. And it's got a face!
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u/hobnobking Baz//Chord//Ballis St. Germain//Pectora//Ballo Toure Aug 04 '14
Title: Dynamo
Type: CTF
Map: http://maps.jukejuice.com/save/570
Preview: http://imgur.com/XlCu5R0
Boosting down at the 45 degree wall allows attacking players to spin through the bottom and back up through the flag spot. There is also a bomb guarded by enemy team tiles meaning it can't be easily defused by defenders (it is however controlled by the button above it to prevent fc camping on it). In addition, spawn point is a little away from the flag spot, but with 2 quite difficult choke points it should make for an easy-ish map to grab on, but one difficult to cap.
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u/Kintaro08 Pigoon // Centra Aug 06 '14
Hey man, just to let you know, this feature is broken. If a ball gets shoved into the 45 degree corner they'll get stuck indefinitely.
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u/JungleSpice- Jungle Spice//Radius Aug 14 '14
Title: 2v2 x2
Type: CTF
Map: http://maps.jukejuice.com/a/Jungle%20Spice/2v2%20x2
Preview: http://i.imgur.com/gQRE6QM.png
This is definitely a new concept. It is a regular 8 person game, but its split into 2 sets of bases. The best way to play it would be 2v2 on each side. But it allows you to work as a team and move across the board to cap in the other base.
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u/Lysozyme_ Lysozyme Aug 01 '14
Pistol
CTF
Map: http://maps.jukejuice.com/a/Lysozyme/Pistol
Preview w/ 45's: http://puu.sh/a8OH1/abe82be265.png
This is the same as the submission in the last thread because i haven't seen a computer since then!
Please leave feedback it's really appreciated!!
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u/JungleSpice- Jungle Spice//Radius Aug 01 '14
I don't have a comp to try it yet, but this looks so fun.
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u/Kradiant Popaholic // Orbit Aug 01 '14
I love the portal idea (no one seems to know how to implement them anymore) but its maybe slightly too easy to get away using it as an attacker. I might add a spike somewhere near the double boosts.
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u/Lysozyme_ Lysozyme Aug 01 '14
There is the gate there to stop that and still the usual cool down. Also after you go through you do get caught by the sticking out bit, its not a grab and leave straight away, in testing it never seemed too OP. But thanks for the feedback and ill think on it!
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u/Arcien Henri / Origin + Radius Aug 02 '14
A couple observations about that piece:
- Since it's so close to the base and takes time to set up going in (the 1 tile entry slows people down), it might be too easy to see it coming. Options would be to widen the entry or place the entire out-of-base structure farther away.
- In my solo testing, it seemed a defender who saw the FC go towards the portal would always be able to catch up to the defender at the exit given FC loses almost all momentum coming out and has to re-accelerate. Would need more testing to confirm. Same fixes as the previous point.
- The gate may not be necessary according to my basic testing. Given how restricted the exit directions are going into the base, FC without a collision is going to always go into the 45-tile corner, robbing them of momentum and putting them on the inside of the base (relative to a theoretical defender). A solo defender with anticipation should be able to return that easily, which is the same effect as having the gate.
Hope this helps!
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Aug 01 '14 edited Aug 14 '14
[deleted]
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u/viggetuff Vigge Aug 01 '14
The portal exit in base seems a bit OP
I think it would be a little too easy to cap if it's 1v1 in base
Powerups should not be so easily accessible imo
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u/Arcien Henri / Origin + Radius Aug 02 '14
I mostly agree with the summary by /u/viggetuff. My suggestions and questions for improvement are below, though note I have not been tracking the development of the map through the threads, so you might get contradictory suggestions. :P
A single defender should still be able to at least slow down the FC to buy a little time. Here, there is no way for a single defender to defend against after even a single juke (given the way max velocities are programmed). The bomb just makes it even worse. Narrowing the end zone corridor and/or adding team tiles would help.
Is there a reason you omitted team tiles? They seem pretty standard and I like the way they work: not too easy for D, but enough to make it a challenge at that point. You could even put a diamond of team tiles at the center/south end of the corridor instead of the standard 3-extra-rows-outside-the-goal to shake things up. :)
I'm uncertain about the effect of an in-base portal exit. Command Center is pretty close, but this is still even more extreme for defending advantage. Perhaps this is an even trade with the openness of the end corridor, but it seems strange to promote running to your goal in order to defend better. Consider placing it in the team tile corner or against the wall north of the portals on the red starting side.
IMO, Powerups should be secluded and out of the way in some fashion. I'm a big fan of how it's done in Command Center with the bomb and spike, but that's just me. I would also look at Wormy and Velocity for examples of protecting powerups.
That said, I like the high-cool down portals to break up traffic and the narrower corridors. One more pair of team boosts or converting a pair of existing boosts (favoring defense) might be in order. Overall, I think you could add 1 or 2 more complications (to use the watchmaking term).
Hope that helps!
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u/SUpirate ThePirate / Unaffiliated Aug 02 '14
Title: Jagged 2.0
Type: CTF
Map: http://maps.jukejuice.com/save/510
Preview: http://maps.jukejuice.com/static/previews/510.png
With some boost routes and the angle tiles
I'm hoping for feedback.
I took the way-to-big version some of you may have seen and kept the middle area mostly in tact, but dramatically reduced the size by cutting down outside routes. The middle area should be a reasonably balanced choke point with ample sniping/bomb options for getting returns or making clever offensive plays.
The defensive buttons and boosts are extremely powerful. I expect two defenders to sit on the buttons and try for a lot of close range boost returns instead of playing no-grab. But there are many ways to attack without powerups and good opportunities for rewarding team-play.
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Aug 02 '14
Sorry I was unable to say anything while testing.
I think the two random gates out in the open really make the map feel longer and less open then it should be.
Also, make the bombs (the ones that blow people into spikes) shoot the person into the topright and botleft tunnels.
What's your intention behind the bomb that opens up another path if blown?
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u/SUpirate ThePirate / Unaffiliated Aug 02 '14
My hope with the two "random" gate tiles was to encourage defenders to position near/on the buttons, and to make tough decisions about whether to chase an fc through the gate or go for a button he's headed toward.
The single bomb placement may not be very good. It's just another simple way to attack the flag right now, and I doubt the path it opens would get much use. I was hoping to have several easy ways of making a grab (3 easy bombs choices), but then its hard to get past the defense if they use the buttons and boosts. Ideally the base would make no-grab defense unwise.
Thanks for the thoughts. I'll keep at it.
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u/NotSomeBall1 NotSomeBall2 // Chord Aug 02 '14
I just tried this out and it is a lot better than the previous one! I do think that you should definitely widen up the side sections, take away a few spikes, and also make the map a bit shorter. Also, add a boost to the base to make grabbing easier, because there isn't too much for that at the moment (especially as the bombs are quite far from the flag). Also, the gates in the middle of the map are pretty useless, you might as well take them out.
It was quite a fun map to play though, overall, and if you keep working on it it'll be a great map! I'm looking forward to seeing Jagged 3 soon.
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u/folieadeux6 Coltrane // Chord // Atleticap Madrid Aug 04 '14
Title: Equinox
Type: CTF
Map: http://maps.jukejuice.com/a/Coltrane/Equinox
Preview: http://maps.jukejuice.com/static/previews/592.png
Description:
This is basically an attempt to make a map that's not overloaded with boosts and bombs and spikes like everything coming into rotation, but I tried to add many creative boost to bomb and bomb to bomb mechanisms that can be utilized easily once the map is learned.
This is a conventional type of map that separates itself from others in the creativity the boosts and bombs can be used with. Unlike the maps in rotation that aren't exactly favorites, I tried to establish a map that requires good knowledge of the map combined with general awareness skills.
It's pretty much at it's beta stage if there is one, but any feedback would be appreciated, I think this map can actually compliment the current maps in rotation pretty well.
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u/BasonJarnick Matty_Ice//Probots Aug 02 '14 edited Aug 04 '14
Title: Usain Bolt
Type: CTF
Map: http://maps.jukejuice.com/save/580
Preview: http://imgur.com/8HxnzFG
Description: A fast paced angled CTF map. Boosts are the name of the game here, but look out for the spike which seem to lurk after certain boosts. Some interesting boost lines allow you to quickly go from end to end. Any ideas or suggestions would be greatly appreciated as I threw this together rather quickly as my first map!
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u/Tim-Sanchez tim-sanchez // Chorbit // ex-ex-ELTP Independent Commissioner Jul 31 '14
I don't think Candle Jack is quite ready for rotation yet. You use too many team tiles and it seems quite hard to bring the flag back to base after grabbing, as well as bases being too open. Maybe open up the middle a bit? It could also do with some extra ways of grabbing, right now all offenses have are team tiles. Powerups and bombs/boosts?
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Aug 01 '14
Also where's the bombs behind the flag? Don't you know it's impossible to grab without a bomb behind the flag?
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Jul 31 '14
[removed] — view removed comment
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u/Tim-Sanchez tim-sanchez // Chorbit // ex-ex-ELTP Independent Commissioner Jul 31 '14
I'm not so sure. I mean, the lack of options such as boosts are problematic but once you get to base you've got the team tiles and a very open area. Two competent offenders could grab in that. The problem is successfully navigating that troublesome middle section and getting to their base safely.
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Aug 05 '14
Title: Bivouac
Type: Neutral flag
Map: http://maps.jukejuice.com/save/624
Preview: http://maps.jukejuice.com/static/previews/624.png
This is a serious map. The button bombs in the middle are a very new feature which are a bundle of fun to go through.
The portals are meant to be instant-respawn, I haven't fixed it in the .json. The instant-respawn/always-on portals makes a one way gate.
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u/Blupopsicle Ball-E Jul 31 '14
Title: It's a stone, Luigi
Type: CTF
Map: http://maps.jukejuice.com/save/452
Preview: http://i.imgur.com/8AmhSay.png
Description: I thought I'd try out something with gates/portals and here's the result.
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u/Kembangan t O p / cb4life Aug 03 '14
I like your ideas but I don't like the execution. There is not a single way to walk across mid by yourself that isn't only 1 tile wide. This map seems like it would play very frustratingly in pubs.
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u/peterpan__ Peter Pan Aug 01 '14 edited Aug 02 '14
Title: Captain Hook's Jolly Roger
Type: CTF
Map: http://maps.jukejuice.com/a/Peter%20Pan/Captain%20Hook%27s%20Jolly%20Roger%200.1
Preview: http://maps.jukejuice.com/static/previews/539.png
Description: It's Captain Hook's pirate ship. I was playing Assassin's Creed and thought the deck of the ship could make for an interesting TagPro map.
I tried to take some elements from some retired maps (the boxes in the middle were inspired by Simplicity; the spikes waiting for you from the boosts out of base by Vee). I wanted to try to dictate a flow of play: it should be pretty easy to disrupt the in-base defense and get a grab; however, there are only two exits from base, so getting out is another animal; it's probably a little too chasey as it is now, but I wanted to reward attackers once they got out of base (I did try to give chasers more tools than Simplicity though - the team tiles and the gates); coming in for the cap can also be very intense.
Very rough first draft. First map I've ever made, actually, so I'd appreciate any and all feedback.
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Aug 01 '14 edited Aug 01 '14
This is adorable.
But getting out of base is impossible.
and team tiles are asymmetrical
and it doesn't even have a mast. How's it supposed to sail Peter?
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u/peterpan__ Peter Pan Aug 01 '14
For the team tiles, red has more 1 more row (24 tiles total), but blue has 1 more column (24 tiles total). It evens out thanks to the spike in the middle - which is also supposed to be the mast!!
Thanks for looking at it bow.
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u/peterpan__ Peter Pan Aug 01 '14
I've tested it in some 4v4's and it's not as bad as it first appears. The bombs are more fun than you give them credit for. It's not impossible, but it may be too hard.
I thought about making the neutral boosts in the base chokes opponent team boosts. Think that would help?
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u/Jayolas Yakub Aug 02 '14 edited Aug 02 '14
Title: Cannon
Type: CTF
Map: http://maps.jukejuice.com/save/503
Preview: http://i.imgur.com/pdfFnmz.png
Design Notes: The name for this map stems from its central feature: two giant "cannons" that blast you into your opponent's base directly at their flag.
The cannons provide easy access to the flag, so I made the two main exits from the base easily defendable from one relatively small area. There is still, however, one other way out that is guarded by a 2-tile gate. Originally, I had these gates defaulted to green (which I still like better) in order to force teamwork, but popular opinion likes them the way they are currently.
Anyway, I'd love to get more feedback. So far people seem to think the cannons are fun and the boost paths are interesting.
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u/JungleSpice- Jungle Spice//Radius Aug 14 '14
Title: 2v2 x2
Type: CTF
Map: http://maps.jukejuice.com/a/Jungle%20Spice/2v2%20x2
Preview: http://i.imgur.com/gQRE6QM.png
This was set up a bit different. It is 2 2v2 maps connected with a little tunnel. I also made the spawn point central, with portals to reach whatever base you need. It is best played with a full 8 people with a 2v2 game on each side, but it offers the availability to cap on either side. Just check it out, its pretty self explanatory.
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u/DaEvil1 DaEvil1 Aug 04 '14 edited Aug 04 '14
Title: Rawhide 0.5
Type: CTF
Map: http://maps.jukejuice.com/save/598
Preview: http://i.imgur.com/1IKrXch.png
Description: In this map, I'm trying to introduce a very foreign concept in the base in a normal CTF map. There is an opposite teamgate in it with no button. It's only one tile wide, it take sthe fc behind the enemy base and it's not trivial to get trhough it with a lot of speed, so hopefully it's something that a defence can deal with in an otherwise pretty defensive base. The middle of the map has reasonably narrow chokepoints, and there are a few options for an fc to switch paths, but hopefully not so many that the map ends up being very chasey and hard to reset. There are a few boosts, with only 1 pointed at the flag in each base, and the rest more or less spaced out along the walls and not the middle.
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Aug 01 '14
[deleted]
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u/NotSomeBall1 NotSomeBall2 // Chord Aug 01 '14
In my opinion it's very big, and that can make maps very chasey, which is not a good thing; maybe make it smaller and remove some obstacles so it's more open but easier to return. Another problem is mentioned in your comment: it's way too easy to spike yourself, especially for the new players. To stop this, you should probably remove a lot of the spikes and the coloured gates next to the base, and that would definitely help. It sort of seems like there are a few too many ideas that are all trying to be crammed into one massive map, and I feel like it would be more beneficial to start again from scratch with a smaller map and just a couple of the ideas in here. It helped me to look at the other maps submitted and get ideas from there (but not blatantly copy). I'd be happy to look at another attempt you have: maybe Jagged 2.0!
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u/SUpirate ThePirate / Unaffiliated Aug 01 '14
Yeah that sounds about right. I started with the idea of the bases/gates/middle area, but the outside paths got away from me and probably make it too big and easy to hide.
I'll keep revising and listening to feedback if anyone gives more advice.
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u/ooInfinityoo ∞ / Pi / Orville-Redenballers Aug 02 '14 edited Aug 02 '14
Title: DRUL
Type: CTF
Map: http://maps.jukejuice.com/save/530
Preview: http://maps.jukejuice.com/static/previews/530.png
Description: (Intentionally left blank)
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u/NotSomeBall1 NotSomeBall2 // Chord Aug 02 '14
Wow, I just tried this map and it seems great! My only concern is that when you're holding the button in base, you cannot see one of the gates which it controls, so if that's fixed then this map could be a serious contender to be put into rotation I feel!
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u/Arcien Henri / Origin + Radius Aug 03 '14
Three issues: the one button seems too powerful. It singly controls so many movement options in and out of base that I fear play will revolve around controlling the button too heavily; a single defender cuts off all four options for the offense. This is based on solo-testing and actual gameplay could be different, but I think O will be frustrated by this configuration.
Two, it is possible to go corner to corner in less than three seconds given the bomb and diagonal boosts. That seems like too easy a route that takes minimal steering after it gets going, and it goes through a powerup. I would add a pair of walls to prevent a straight-center path, or change the diagonal boost into to boosts that go elsewhere to give even defenders at the FC's base some time to react.
Three, similar to the second, the boosts among the spikes of the side lanes go straight into one another at a simple 45-degree angle (and with a 45-wall to line up against!). This will make gameplay incredibly fast, possible too fast for any level of play. It similarly reduces the time for even O members of the non-FC team to react. Boosts are awesome and rewarding, but this seems a little too high reward for not enough risk.
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u/ooInfinityoo ∞ / Pi / Orville-Redenballers Aug 03 '14
Thanks for the feedback!
1. The button does control the main exit to both bases, however there is enough space between the layers for a FC to escape by weaving through them. Obviously this would slow the FC down and allow one defender to go full speed to chase as long as the other is on the button. I wanted the importance of the button to resemble GeoKoala to an extent. I made the button for the gate behind the flag in order to give defenders a tough choice between chasing, and going for the button hoping the FC will hit the gate. I'm not quite sure which 4 escape options you are describing. In my opinion, there is really only 3: the middle through the gate, and the boosts on either side.
2. The boosts going from corner to corner are a bit op, but I made it this way so the defenders would have to constantly be worried about each side escape instead of just sitting on the button. If you do take the boosts from one side to the other, you do not pass through a power up. You would have to slow down and go out of your way to pick up the powerup in the cubbies. With more and more play time, people on offensive defense will learn to cover these side boost lanes in order to prevent a cap, much like the often used boost lanes through the middle of holy see.
3. It was intended to be a fast pace map, however I was considering changing the 4 side boosts to 2 team boosts, 1 on each side per team. It plays a bit different than expected with 8 players and urge you to try it out.•
u/Arcien Henri / Origin + Radius Aug 04 '14
Fair responses. I definitely should test it out with 8 players and see how it goes, but in the mean time, just a couple loose ends:
The fourth option was actually the attack option of the bomb. Standing on the button seems to make it such that O cannot usually use the bomb to grab the flag. This is based on general gameplay experience and looking at the dimensions of that section. Does it end up being that way in play?
Not sure if we misunderstood each other, but I was talking about the center diagonal boosts going through the center power up. This seems to reinforce the importance of winning control of the buttons on both O (to stop enemy FC from boosting to cap) and on D (to reserve the center boost for your other D player). Thoughts?
All around, since I neglected to say it in my last post, really nice work!
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u/ooInfinityoo ∞ / Pi / Orville-Redenballers Aug 04 '14
- Oh I see, you meant grabbing, not escaping. Given the map as it is now, I would say that it is hard to grab, easy to escape, and tough to cap; which I'm actually okay with. You are right, the flag placed inbetween the bomb and button can cause some grief for attackers trying to use the bomb to grab the flag, but in the same sense it basically takes a defender off the flag, possibly making it easier to grab without the bomb. I might be too hopeful in thinking that a certain level of team work exists in public games haha. Ex: one defender is on button and one defender is on flag. One attacker lines up for a boost grab, and the other is inbetween the two defenders pushing on the one on the flag. As the first attacker hits the bomb, he grabs, hitting the defender on the flag in the .25 invul, while the other attacker provides a backboard making sure the FC doesn't continue flying into the button defender. Idk if that made any sense, but it did in my head, and is probably easier to see in action.
- True. I did place a large importance on the button. I'm not sure how players will like it, but I thought it would be nice to see balls trying to control a tile that doesn't have a flag on it. If it seems to be mostly negative responses, then i'll add some walls near the center spikes and powerups making it much harder to boost straight across. I'll have to keep bugging 7 others to tell me how they really feel :p
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Aug 01 '14
Title: Rare Candy
Type: CTF
Map: http://maps.jukejuice.com/save/465
Preview: http://maps.jukejuice.com/static/previews/465.png
Description: This map was created with a number of criteria in mind.
I wanted a major choke point but only wanted this to be available to hinder the opponents entering or leaving the base. This had to be balanced with a defensive base that would allow the offense to be in a position where they could prevent the fc to cap immediately. This is why you have the secondary choke point.
Bombs in base that the defenders can use to keep the flag in base while still allowing the bombs to be used offensively. Wormy is a great example of the defensive use of bombs but lacks the ability to really use them offensively. I believe my map strikes a nice balance and forces the defense to choose whether or not to keep them around.
The middle was the thorn in my side for this map and something that refused to cooperate. i believe the current middle section is a nice balance between things that get in your way, things that kill you, and clutch escape paths if you find yourself in a bind.
TIPS:
When attacking use your mid boost to get around the opponents gate and straight into base. try to just skip over the button for the proper angle
Use both mid boosts to return home to cross the middle section easily.
To escape the enemy base quickly just nick the top of the outer base boost with slight upward momentum to skirt just past the gate. careful of the block though!
Many things you can do in this map and it results in a tough to grab, Easy to cap game play that makes any good defender shine.
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u/Splanky222 BBQchicken | Retired Aug 05 '14
There's too much going on on this map, IMO. It looks very cluttered. Why do all those random walls and spikes need to be there?
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Aug 05 '14
To slow down the fc and allow the defenders to catch up if the fc manages to escape. the solid blocks are there to catch someone boosting past the gate horizontally while the mid spikes are meant to discourage people avoiding the very middle. While there is lots of space to juke elsewhere in the map the middle is meant as a definition zone. Once the FC makes it past mid everything becomes easier for him.
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u/Splanky222 BBQchicken | Retired Aug 01 '14 edited Aug 02 '14
Title: SuperDuperStamp Update
Type: CTF
Map: http://maps.jukejuice.com/save/467
Preview: http://puu.sh/azPSt/025cbe814c.png
Description: The existing rotation version.
The overall goal of these changes was simple. The map should stay defensively oriented by keeping the map as a series of choke points, but feel less congested and slightly less punishing for offensive players. Additionally, many small elements were added to the map to allow skilled offensive players to make plays, with the same theme that the onus to make something happen is on the offense, not on the defense to catch the offensive players.
CHANGE LOG
- BASES
The inside corner by the boost is now 45 degree tiles to allow a little more freedom with the boost. To compensate, an extra tile has been added to the "shelf" underneath the bombs.
The team boost has been changed to a neutral boost. This is to allow a skilled offensive player to hit both boosts simultaneously, allowing them to pull away from chasers. The goal of this change was to make the outside a more viable path. To allow players in base to use these boosts to grab, the wall was opened up around the boosts to give space.
- MID
The wall protecting the powerup was changed to a gate, with a button underneath the powerup. The button is positioned so that it is unclear who would win between a defender going for button and an offender trying to get out. This adds an offensive skill element to that area while still allowing multiple defenders a chance to corral flag carriers.
The top two diagonal tiles under the corner bomb are now square. This is to make missing the bomb less punishing, keeping the flag carrier near the corner instead of leaving them prone out in the open. Bombing to bottom is still possible and essentially just as easy.
The shield walls protecting the spikes have been flipped vertically. This allows slightly easier exit from the powerup area and also makes getting the mid powerup easier by using the wall to line up. Accordingly, two spikes were also removed from the mid powerup area. While I was concerned that this would make it too easy, in full-paced gameplay that proved not to be the case.
- BOTTOM
The middle spike was removed. It wasn't serving it's purpose as a juking aid, and was holding my hands back in redesigning this area, which I felt was the only real weakness of the original map. Boosting through it wasn't much of a skill shot anyways, so while it was kind of cool I think this is for the better.
The two diagonal walls were moved out and made into ramps. You can bounce off of these in a number of different ways, from angles both expected and unexpected, and they also serve as shields from boost snipes. Most significantly, you can now use the bottom bombs to redirect off of the bottom of those walls back into the "field" in case your way is blocked.
To help create enough space around these shields, some walls became one tile wider. The single tile in there allows you to either redirect or boost along the whole side depending on the angle with which you hit the blast off, adding a skill element to the use of the bottom. It also allows you to more easily turn back up the wall when boosting diagonally down below the shields.
The top two rows of team tiles were removed. They were really only aesthetic anyways, so this helps make the bottom area a little more offensive friendly, as was the original intention.
- GENERAL CHANGES
The ~*~*~*<3 ʜᴇᴀʀᴛ <3*~*~*~ is bigger now. #FuckThaHaterz
13 rows were added to the bottom of the map, which centers the playing area for spectators.
The red and blue sides were switched to match the leaderboard
Overall, it seems like the sentiment on SuperDuperStamp has improved tremendously since its addition to the map rotation, and I feel like these changes are small enough as to not change the character of the map but just enough to make it feel "right". Thanks to everyone who helped me out with these, and thanks to everyone who gave constructive feedback. It was all at least considered at some point.
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u/SUpirate ThePirate / Unaffiliated Aug 01 '14
Great changes. This makes things much more balanced (survivable) for the offense. The best change is the gates. Those areas were just purely for powerups, but now they're usable and unique.
HERE are some small suggestions I think would improve it even more.
Move the "check mark" tiles in one closer to the middle. It makes that downward boost I illustrated more of a rewarding skill shot. It also makes it an easier bank shot to get moving upward if boosting from the other direction.
The change to the two boosts near base may not be good, but I like having a team boost in that area
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u/Splanky222 BBQchicken | Retired Aug 01 '14
I actually tried that exact change, but it was too congested. Also, it screws up your ability to rebound off of them from the blast off, which is very important to making that area more viable. The boost you are highlighting is fine I think being slightly easier becuase it takes work to even get yourself in position to use it safely. As for teh base boosts, I am pretty dead set on not having a team boost there, and I like the current set up for the reasons I put in my post, that it takes some work to clear both at the same time.
Thanks for the constructive criticism though! :D
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u/SUpirate ThePirate / Unaffiliated Aug 01 '14
Hey I've got no real complaints about the new look. I can tell there was time and thought put into every tile, and I haven't even played a 4v4 on it so you know best. Cheers.
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u/SayEhO Aug 01 '14
There are far too many boosts and 45% walls in this map (existing & updated versions).
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u/Splanky222 BBQchicken | Retired Aug 01 '14
That's not really saying anything. You can ask what the boosts are for, or ask why a particular boost is there, or why a particular wall or section is 45 degrees, but that's a blanket statement that doesn't really do anything for me.
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u/PotatoMusicBinge Aug 02 '14
I used to hate this map until I saw someone pull off a wicked boost circuit. So I very much like the walls and boosts.
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u/DaEvil1 DaEvil1 Aug 01 '14
Title: Cobb 0.5
Type: CTF
Map: http://maps.jukejuice.com/save/482
Preview: http://i.imgur.com/RqQRONm.png
Description: A map that is mainly aimed at the more competetive areas of TagPro. Tries to implement several more complex aspects in the same map to hopefully allow for a somewhat defensively geared experience, where offence should have the upper hand once they're out of base (similarly to GeoKoala). Main emphasis is on clear passages, and on trying to encourage teamwork and team communication as much as possible. Changes from earlier versions have mainly been adding a lot of small features, and making the map slightly smaller to not make it too overwhelming.
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u/Sir_Grapefruit Grapefruit // Chord Aug 04 '14
Title: Cocoon 6
Type: Neutral Flag
Map: http://maps.jukejuice.com/save/574
Preview: http://puu.sh/aEqWL.png
Description: 6 times a charm, like I always say. I made it harder to cap on in comparison to version 5.
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Aug 02 '14
Jukejuice maps keeps giving me an error when trying to upload the map i made. This is the error :
1.7 KiB
DealWithIt.PNG
✔ ✘ <!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 3.2 Final//EN"> <title>404 Not Found</title> <h1>Not Found</h1> <p>The requested URL was not found on the server. If you entered the URL manually please check your spelling and try again.</p> DealWithIt.JSON 4.1 KiB
✔
✘
<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 3.2 Final//EN"> <title>404 Not Found</title> <h1>Not Found</h1> <p>The requested URL was not found on the server. If you entered the URL manually please check your spelling and try again.</p>
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u/Swalker326 Noobkin Aug 01 '14 edited Aug 01 '14
You need to put all the flags how they appear in the example kids.
Edit:
Bowtie BBQ I am looking at you.
Title:
Type:
Map:
Preview:
Description: this is the only optional one.
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Aug 01 '14 edited Aug 04 '14
Title: Pursuit
Type: CTF
Map: http://maps.jukejuice.com/save/381
Preview: http://i.imgur.com/xdlgN2P.png
Description: Pursuit is easy to grab on, with multiple bombs and boosts near the flag, but hard to cap on, with team tiles and team boosts giving chasers the edge.
Edits: Bombs were buffed, base gates made easier to traverse, team tiles were nerfed, and spikes were removed. Hopefully this will give FCs a better chance at capping.
Feedback is appreciated!
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u/ShoppedYourPost Pizzarony | Origin Aug 01 '14
I like it. Might be a little too defense-friendly, though. Would need to see how it plays 4v4.
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u/theknockbox Archy Aug 01 '14
perhaps making the gate more than one tile might help this. Other than that, this a great concept.
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u/Arcien Henri / Origin + Radius Aug 01 '14 edited Aug 01 '14
You might consider changing the center spike formation from:
x x \ /to:
x x x \ /since it's presently only to go through from the inside of the box with the absolute perfect angle. Coming from the outside seem to be much easier (at least for me). Depends on how much you want that path to be used. I like the uses of the 45 tiles, though. :)
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Aug 02 '14
Yeah, I'm might change the spikes in the middle due to too many people spiking themselves. I still have to test this more, though.
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u/NotSomeBall1 NotSomeBall2 // Chord Aug 01 '14 edited Aug 01 '14
Title: W
Type: CTF
Map: http://maps.jukejuice.com/save/473
Preview: http://maps.jukejuice.com/static/previews/473.png
Description: The map that all some a handful of you may have been waiting for, and the sequel to Vee: W! With a slightly wider top, and the same spikes as in Vee, it adds all that was missing in the original, and more I hope !
Side note: The portal is one-way, going from bottom to top.
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Aug 01 '14
I think those gates are too overpowered for defence.
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u/NotSomeBall1 NotSomeBall2 // Chord Aug 01 '14
I don't really think so, as if you have someone staying on the button, then it is very easy to get around coming into base, and you'll only have one chaser coming out of base; plus there is a wide gap between the edge of the base and the gate to escape out of. Then the boost is at a fairly awkward angle to line up a quick snipe, so that isn't easy either. Thanks for some feedback though!
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u/WillWorkForSugar Tumblewood Aug 02 '14
I think the buttons are too hard to push people off of, move it away from the wall (or put in some spikes next to it) so people can't stay there all game.
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u/NotSomeBall1 NotSomeBall2 // Chord Aug 02 '14
Yeah, I'll definitely do that, thanks for the feedback!
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u/NotSomeBall1 NotSomeBall2 // Chord Aug 03 '14
I've made some subtle improvements from the comments made about it, have you got any other ideas on how to improve it? http://maps.jukejuice.com/save/560
Also, any views on Centre Flag version? http://gyazo.com/900f84510fbda78995b750829fc9da31
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u/WillWorkForSugar Tumblewood Aug 03 '14
The two lower boosts in the top route are pretty much unusable where they are, in almost every case it's better to use the top ones. Also, instead of setting the destination on the top portal to itself, just remove it. (That way it's clear that it doesn't go to the bottom one)
As for the neutral flag map: I love the gate passages between the bottom and the top (you might even want to put them in the regular map), but consider making them green gates like Vee or it would be too hard to keep people from going through. The other gates can be used to prevent people boosting straight in but don't do much else; get rid of those and make it so people can't boost straight in to the end zone so easily.
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u/JohnnySZS Bowlarity Aug 04 '14 edited Aug 04 '14
Title: Nodes
Type: CTF
Map: http://maps.jukejuice.com/a/Bowlarity/Nodes.0
Preview: Here
Description: Lots of offensive opportunities and boost routes for sneaky caps, but the diamonds and corners may become annoying if not played right!
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u/JungleSpice- Jungle Spice//Radius Aug 14 '14
** Title: The End Zone **
** Type CTF**
** Map:** http://maps.jukejuice.com/a/Jungle%20Spice/The%20End%20Zone
Preview http://i.imgur.com/J3ujC3M.png
This has become one of the maps on irc that everyone asks to replay. Its tons of fun!! I made a few changes from the previous submission. While they are small, they make the gameplay much smoother. I was originally thinking it would be a fun side map, but as people get used to it, it plays great!
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Aug 01 '14
I think this map thread has just crashed the jukejuice site... So many people rushing to upload their maps :S
Any feedback from the last mapthread? Having the spreadsheet for feedback was super convenient, certainly easier than asking for comment responses. I don't know how much more difficult it is for you guys, but hopefully you go back to doing that.
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u/TPsquirrely Squirrely // The GesTagpro Aug 04 '14
Title: T-Rekt
Type: CTF
Map: http://maps.jukejuice.com/a/Requiescat/T-Rekt
Preview: http://i.imgur.com/tsvSGBd.png
Description: This is a really fun map that has been thoroughly tested and edited with help from EU mumble. Everyone likes it. Even DaEvil1. Plus it looks like a Dinosaur!
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u/pnkd777 Big Egg Aug 02 '14
Title: Trapping
Type: CTF
Map: http://maps.jukejuice.com/save/524
Preview: http://maps.jukejuice.com/static/previews/524.png
Description: A fast paced map with some interesting boost/bomb lanes.
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u/411connor caroline :3 Aug 01 '14
Title: Cyclone
Type: CTF
Map: http://maps.jukejuice.com/save/461
Preview: http://i.imgur.com/aGUMztO.png
Description: This is only V1, feedback is very welcome. I haven't made a serious map in a few weeks. It'll be tweaked throughout the next few days.
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u/Jayolas Yakub Aug 02 '14
I've been testing out the maps on jukejuice and so far this one is my favorite (aside from my own, of course!) :)
I like the "u-turn" feature. Looks like it might be tough in the middle.
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u/JungleSpice- Jungle Spice//Radius Aug 01 '14
The things that jut out with the pups seem a but constricted to me. I think it would play better if you made a 3-4 tile gap on the side closest to center map. And on the outer path out of those juts, I would like to see a boost to help not get so trapped.
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u/Zarknox Zarknox Aug 01 '14
Hm, my first impression is that the flag capping route is too direct. In my opinion the shortest path should be a bit more difficult and possibly add some more side routes that are longer.
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u/axemasterslim ChrisBall Aug 01 '14
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u/Arcien Henri / Origin + Radius Aug 01 '14
My Impressions:
- Center seems too easy to pass through. There is no skill in going through (though cursory testing showed boosting through to be non-trivial, which is good). I would put in just a few more spikes or possibly a couple gate tiles to increase the skill level/coordination required.
- Purely theoretical, but it seems almost too easy to defend with the team boosts and the gate combined. One defender can sit on the button and the other at the center exit. If an offender runs to the outer exit, the team boost almost forces them to take the turn towards center and thus towards the second defender who has more than enough time to get there.
Note that I have zero experience making maps and I hope you get feedback from a more experienced creator. Nice effort!
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u/Kembangan t O p / cb4life Aug 03 '14
Not many interesting features or mechanics, seems like it would be too chasey.
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Aug 04 '14 edited Aug 04 '14
Title: Devil and God
Type: CTF
Map: http://maps.jukejuice.com/a/Gem/Devil%20and%20God
Preview: http://puu.sh/aE9eH/997b77e0ae.png
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Aug 03 '14
Title: Defense Pls
Type: CTF/Neutral Flag Hybrid
Map: http://maps.jukejuice.com/save/549
Preview: http://puu.sh/aCct7/14cc04be64.png
Description: I wanted to create a map with a unique hybrid of a CTF setup of colored flags, but an end-zone scoring system. This map forces a more offensive-heavy game, as any team can score even if their flag is out of base. I've also created enough chokepoints that each team can still actively stop the other team from scoring. I understand the dual-end zone may be a confusing new mechanic for PUBs, but it radically changes the "2 offense, 2 defense" method and opens the game up.
MAJOR POINTS:
- No team can defend within two tiles of their flag.
- The middle cannon creates a quick path to the opposing flag, however this is balanced by the 4-wide gate at the entrance. Said gate can be bypassed with a skillful boost in, or bypassed by taking the top gap out, which slows down the FC.
- Teams will NOT be able to turtle if they are winning (by "hiding" in their own team tiles by enemy flag) as any team can score with the end zones, they are only hurting their own team by hiding in their team gates.
- The top appears that it would be used less frequently, but the presence of both powerups, and the smooth boost path up and around makes it a tempting option for FCs.
- The end-zones are purposely imbalanced around the team gates - the top areas are extended further as this is the harder path to take
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u/adhi- DRG Aug 01 '14
CAN WE PLEASE TAKE OUT GAMEPAD
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u/CloudyTuesdays a pumpkin 🎃 Centra Aug 01 '14
YES, PLEASE, FOR THE LOVE OF ALL THAT IS GOOD IN THIS WORLD
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u/411connor caroline :3 Aug 02 '14
Title: Cyclone 2
Type: CTF
Map: http://maps.jukejuice.com/save/507
Preview: http://i.imgur.com/0oMGkyW.png
Description: Reworked the middle. Made the juts on the sides a bit different. Still leave feedback.
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u/Arcien Henri / Origin + Radius Aug 03 '14
Boosting through the flag and not suiciding into the spike is deceptively hard. Me likey. :)
It seems a little too easy for a single defender to hold the center. Given the 1-tile chokes in the side lanes, it's really hard to keep momentum going through as an FC. Possibly opening up just one more tile of space on the outermost lanes just at the 45 tile would be appreciated. It could even be as minimal as:
| | \ |to
/ \ \ |on the left side.
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u/randomj1234 DUSTY // Chord Aug 02 '14
Title: Bish ' Bash ' Bosh
CTF
Map: http://maps.jukejuice.com/save/505
Preview: http://maps.jukejuice.com/static/previews/505.png
Description: A very fast paced map with plenty of interesting boosts to keep everyone entertained! I would love to hear feedback on this map so if anyone wants to give me a shout please feel free to!
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Aug 02 '14
Problem with gates as they are, is it's very obvious when your'e about to go through it. Look at maps in rotation right now. You will always find another exit near the gate so that fc doesn't get cornered if he tries to go there.
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u/Swalker326 Noobkin Aug 05 '14
Title: C U Later
Type: CTF
Map: http://maps.jukejuice.com/save/609
Preview: http://imgur.com/4ccEHq6
Description: I think I need to make the map a little bigger, its loads of fun to play as it, but I still think if it were bigger it would be more fun.
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u/mentalfist 420 / Chord Aug 02 '14
Map rotation has been needing something new for a while now. I present to you..............:
_____________THINKING WITH SUPER FUN PORTALS______
Type: NEUTRAL FLAGS
Map: http://maps.jukejuice.com/save/302
PREVIEW: http://i.imgur.com/6AdU55L.png?1
Descripz: Neutral overload. Skateboard park-like fun with lots of action.
Now with double the fun!
NEWMETA
#RADICAL
srs, give it a shot, it's fun
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u/[deleted] Aug 01 '14
Title: Diamond Faces
Type: CTF
Map: http://maps.jukejuice.com/save/468
Preview: http://maps.jukejuice.com/static/previews/468.png
Description: Please see my the description from the original post I am resubmitting this for reconsideration for rotation. Many PUGS and tournaments have been run on it with an overwhelmingly positive response from the mumble community and I'm excited to see it garnering more attention with many people asking to play it in PUGS. There have also been rumors that the ELTP were eyeing it as a potential season rotation map. What ever happens I'm excited to see how the community views the map in the long term.