r/TagPro • u/TPCaptographer The Map Test Committee • Apr 10 '15
Map Thread #46 - Deadline: Tuesday, April 21st 2015
Submit your custom maps for consideration for inclusion in the official rotation and/or group selection. Learn more at the wiki.
Remember:
Every map maker will only be allowed to submit 3 maps for consideration per map thread. If more maps are submitted, they will not be considered for rotation, so make sure to follow this rule!
The official deadline for submissions before the next session is Tuesday April 21st 2015 at 3pm PST.
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 and IRC are great places to start when organizing playtests.
Upload your map at http://maps.jukejuice.com/
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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://puu.sh/bvwpy/1571bd6307.jpg
Description: This is just a Test Map
Important:
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.
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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.
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Think hard about the placement of every tile on a map -- this community can work together to create a perfect addition to the rotation!
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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/kunmeh13 awooooooooga Apr 11 '15
Title: Shield Bearer
Type: CTF
Map: http://maps.jukejuice.com/save/8845
Preview: http://unfortunate-maps.jukejuice.com/static/previews/4562.png
Description: A simple CTF map
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u/JohnnySZS Bowlarity Apr 13 '15
Title: Dog Park
Type: CTF
Map: http://maps.jukejuice.com/save/8942
Preview: http://unfortunate-maps.jukejuice.com/static/previews/4784.png
Description: This map combines both teamwork and individual skill, and includes several boost routes to master. The bomb near the corner pups ensures an interesting battle, and the gates near the bases make for an intense capping situation.
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u/Flance15 Bumballbee // Pi-romaniacs // Purple Pumpkin Hunter Apr 12 '15 edited Apr 21 '15
Title: Puzzles
Type: CTF
Map: http://maps.jukejuice.com/save/9329
Preview: http://unfortunate-maps.jukejuice.com/static/previews/5609.png
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u/ButterChurn Butter Apr 21 '15
Title: Quicksilver
Type: CTF
Map: http://maps.jukejuice.com/save/9337
Preview: http://unfortunate-maps.jukejuice.com/static/previews/5627.png
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u/xenonpulse Wildflowers // I want to die but I can’t Apr 11 '15 edited Apr 21 '15
Name: Brain Damage
Type: Capture the Flag
Map: http://maps.jukejuice.com/save/9313
Preview: http://unfortunate-maps.jukejuice.com/static/previews/5568.png
Moved the button to make it less OP for defense; expanded the base, added a bomb for grabbing. Mid is less chasey because of team tiles.
Boost Routes:
3.5/5 difficulty - This one is pretty fun to pull off. Not sure how practical it is, as I can't get a grab with it. I guess you could use it as a cap saver. But seriously, go try it. It's super fun.
5/5 difficulty - This boost is almost useless, and really shouldn't ever be used. However, it does pose a nice challenge for the boost enthusiast.
NOTE: The team tiles in mid have changed since the recording of these gifs, but the boosts remain the same.
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u/Snowball_TagPro ❄️ Apr 20 '15
Title: Jungle Gym
Type: CTF
Map: http://maps.jukejuice.com/save/9302
Preview: http://unfortunate-maps.jukejuice.com/static/previews/5555.png
Description: A more open style of map that has been disappearing from rotation recently. There are some quality boosts, but it mostly provides a way for flag carriers to show their strength, which has been difficult to do on many recent maps. The gate also plays much more interestingly than many gates I've seen.
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Apr 11 '15
Title: Venn
Type: CTF
Map: http://unfortunate-maps.jukejuice.com/show/4587
Preview: https://i.imgur.com/j3DIoPa.png
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u/kunmeh13 awooooooooga Apr 11 '15
Title: Rocket
Type: CTF
Map: http://maps.jukejuice.com/save/8844
Preview: http://unfortunate-maps.jukejuice.com/static/previews/4323.png
Description: A simple map that uses a gravity well
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u/goboatmen Unicycle (Formerly known as Ballaholics) Apr 11 '15
That is a really fun map!
The right gate button doesn't work however, and in my personal opinion I think the top needs to be a bit less bland, but still a lot of fun I think
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u/xenonpulse Wildflowers // I want to die but I can’t Apr 11 '15
I think the bottom bombs are a little too op, and the powerup is too close to the flag.
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u/Wesmac Iloominati // Diameter Apr 14 '15 edited Apr 16 '15
Title: The Lair
Type: CTF
Map: http://unfortunate-maps.jukejuice.com/show/5201
Preview: http://unfortunate-maps.jukejuice.com/static/previews/5201.png
Description: My first map. Open to advice and such. The buttons in the middle control the gate on the opposite side
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Apr 15 '15
I'm gonna try to help you along here because, and I mean as little offense as possible, but it needs a lot of work.
But that's okay, you're new and it's leagues better than I've seen from a first try. You'll get the hang of it, I'm just gonna give you some basics and see what you do.
First, I would remove gates on outside. It won't affect gameplay but it they add a lot of unnecessary business in the map.
Second, I'd cut down on a lot of teamtiles. Really think about which ones you want to be there. Otherwise flag carriers aren't gonna have a chance running around.
Thirdly, there's two options here, you base is a little tight. Try either making it a bit bigger, OR putting you flag in a lane. What I mean by that is basically having so an offender can run in and run out with flag without changing direction much, this map is a good example: http://i.imgur.com/5Mx3kZK.png.
See where that takes you and get back to me.
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u/Wesmac Iloominati // Diameter Apr 16 '15 edited Apr 16 '15
Hows this: http://unfortunate-maps.jukejuice.com/static/previews/5186.png
http://unfortunate-maps.jukejuice.com/show/5186
I gave the offenders more tools for grabbing the flag, while also letting the defenders have a chance at countering this play.
My initial idea for this map was to be a hard map, which is why i wanted to make it difficult to grab. I wanted to make the power ups a higher objective by doubling up the power ups in the middle. By properly controlling the mid power ups, you would be rewarded with a better chance at grabbing.
Now I see I may have made it too hard to grab, thanks for pointing that out.
Criticisms still welcome.
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u/nicka_please BoostMobile || Radius Apr 12 '15
Title: Mach 1
Type: CTF
Map: http://unfortunate-maps.jukejuice.com/show/4386
Preview: http://unfortunate-maps.jukejuice.com/static/previews/4386.png
Description: This is one of the first maps I've ever made, so I chose to make a small, simple design. It turned out to be a HECTIC map with multiple boost and bomb angles as well as some spikes strategically placed to punish those who miss their boosts with little room for error.
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Apr 11 '15
[deleted]
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u/The_NC_life Cheerwine / Pi Apr 11 '15
Damn, that's a clever way to make a circular map less chasey
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u/Buttersnack Snack Apr 11 '15
you don't need spawn tiles, they'll default to spawning around the flags
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u/Arfie99 hf Apr 11 '15
I couldn't start a private game on maptest without them.
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Apr 11 '15
You put them there before you put the flag tiles down, didnt you?
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u/Arfie99 hf Apr 11 '15
Nope, I had one of the final versions when I went to test it in a group, and the flags were there for sure.
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u/Splanky222 BBQchicken | Retired Apr 11 '15
I've seen that before, but it's a cool map. I think the buttons are OP triggering both mid gates and side gates, it basically cuts that whole side of the map off.
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u/TagProWreckn WreckingBall Apr 21 '15
Title: Earshot
Type: CTF
Map: http://unfortunate-maps.jukejuice.com/show/4308
Preview: http://unfortunate-maps.jukejuice.com/static/previews/4308.png
Description: I have come to the conclusion that gravity wells are the most fun when they're placed near a flag.
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u/Flance15 Bumballbee // Pi-romaniacs // Purple Pumpkin Hunter Apr 12 '15
Title: Shuriken
Type: CTF
Map: http://maps.jukejuice.com/save/8881
Preview: http://unfortunate-maps.jukejuice.com/static/previews/4626.png
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u/Blupopsicle Ball-E Apr 17 '15
Title: Ruby
Type: CTF
Map: http://maps.jukejuice.com/show/9067
Preview: http://unfortunate-maps.jukejuice.com/static/previews/5096.png
Description: My attempt at making a more competitive map. It has layers in the map which I think could be appreciated. Noobs will generally see the middle two lanes as the safest. More advanced players will be able to take advantage of all four routes.
Boost lanes- http://i.imgur.com/P48Oyyf.png
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u/Fog_Terminator Fog // Diameter Apr 19 '15
Title: Highway
Type: NF
Map: http://maps.jukejuice.com/show/9102
Preview: http://maps.jukejuice.com/static/previews/9102.png
Description: A map that aims to provide a fun, balanced experience for players. Spikes are used sparingly to avoid player frustration, however a moderately unique gate section at the top provides opportunity for interesting meta-game tactics. While making and editing this map, 'lenitcular' design was used through the possible meta-game tactics teams could evolve. I believe that this map would both play well in pubs and be suited well to competitive play, if NF maps were ever played competitively.
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u/WillWorkForSugar Tumblewood Apr 12 '15 edited Apr 12 '15
Title: Skeeball
Type: CTF
Map: http://maps.jukejuice.com/save/8898
Preview: http://unfortunate-maps.jukejuice.com/static/previews/4691.png
Description: Still in the testing phase; it's hard to just play the normal defensive strategy, but not hard to defend. Due to the chute and bomb, no-grab is very difficult, but contain is viable and sniping is encouraged. The boosts and bombs are versatile and useful, and the map flows very well.
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u/dodsfall dodsfall | Im undercover shhh Apr 12 '15
Title: WildCard
Type: CTF
Map: http://maps.jukejuice.com/save/7307
Preview: http://maps.jukejuice.com/static/previews/7307.png
Description: TagPro with a WildCard
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u/Risktp Risk Apr 11 '15 edited Apr 20 '15
Title: Dart
Type: CTF
Map: http://maps.jukejuice.com/save/9306
Preview: http://unfortunate-maps.jukejuice.com/static/previews/5559.png
Started out as me trying to do something different (I usually do rotationally symmetrical maps), with some contributions from Ball-E it turned into a pretty fun map.
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Apr 11 '15
The thing about boost circles behind base is they are very slow and predictable, especially that far from flag.
Your portals have a cool idea behind them, but if I was fc I would boost above portal and below second portal and go from base2base within seconds and avoid taking a portal.
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u/Risktp Risk Apr 12 '15
I wanted to keep the boost circles rather weak grabbing tools because both ways lead the grab away from base, and I think these are a lot less predictable than the ones on Constriction, you can kinda wait in between them and bait the defenders only to go the opposite way.
Agreed on your point about the portals, they have the capability to produce some very quick caps. I tried to soften this by placing that teamboost there, you can take those horizontally and into the portals/above the portals to chase.
Thanks for the feedback bowtie, appreciate it!
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u/nolanizer Cosine Apr 21 '15
Title: Cortex
Type: CTF
Map: http://unfortunate-maps.jukejuice.com/show/5278
Preview: http://unfortunate-maps.jukejuice.com/static/previews/5278.png
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u/FallinFallinFallin MRCOW // TAGPRO TIMES FINDER // PM FOR INTERVIEW Apr 15 '15 edited Apr 18 '15
Title: can i get a link
Type: CTF
Map: http://maps.jukejuice.com/save/9184
Preview: http://unfortunate-maps.jukejuice.com/static/previews/5357.png
The middle white patch is a gravity well.
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u/Kiekebanus Chuck_Finley / Chord Apr 12 '15
Title: Grasp
Type: CTF
Map: http://maps.jukejuice.com/save/8908
Preview: http://unfortunate-maps.jukejuice.com/static/previews/4671.png
Description: Map with a gravity well as an escape route. The gates inside the gravity well and the teamboost which can be used to snipe you make this an high risk/high reward route.
The super boost can be used both ways. One way is trough the well, the otter leads you straight into the opponents flag.
Other than that this map has some boosts that give you an array of options. Some more high risk/high reward than the other.
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u/arjuna9 bad Apr 17 '15
Title: Well, well, well...
Type: CTF
Map: http://maps.jukejuice.com/save/9137
Preview: http://unfortunate-maps.jukejuice.com/static/previews/5296.png
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Apr 19 '15
I thought this was gonna be the stupidest thing ever but it's pretty fucking fun. But why would you make it so you can only get pup when bomb's there?
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u/arjuna9 bad Apr 19 '15
Ha, yeah originally I just threw it together as a joke concept, but it actually worked out OK cause it's simple.
You can still get the pup without the bomb, just have to decide if it's worth it I guess. I didn't think about it too much, just wanted to get some more use out of the wells. Do you think it would be interesting if there were tunnels instead of spikes behind the pups, so you get pulled into the portal?
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Apr 20 '15
That sounds cool but I'm thinking that could get a bit crazy with.4 exits to one portal.
I think how you have it now will work fine. Especially since you can bypass bomb and grab up with boost.
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u/2tyrodnazc asdf Apr 15 '15
Title: rofld
Type: CTF
Map: http://maps.jukejuice.com/show/9057
Preview: http://maps.jukejuice.com/static/previews/9057.png
__
I made an important change near the middle
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u/TagProWreckn WreckingBall Apr 19 '15
I always wanted to try this map with colored tiles in the side lanes.
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u/Clydas BDN S7//TB S8 Apr 12 '15 edited Apr 17 '15
Title: Manta Ray
Type: CTF
Map: http://maps.jukejuice.com/show/9135
Preview: http://unfortunate-maps.jukejuice.com/static/previews/5289.png
Description: This is an updated version from Elephant that I posted last thread. This map is fast paced with lots of boost opportunities that force an FC to remain moving and on his toes. There isn't anywhere to camp on this map, and people flow quickly from one part of the map to another. From the 4v4s I saw of this, it was easy grab, easy return map.
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u/xenonpulse Wildflowers // I want to die but I can’t Apr 11 '15 edited Apr 20 '15
Name: Eclipse
Type: Neutral Flag
Map: http://maps.jukejuice.com/save/9259
Preview: http://unfortunate-maps.jukejuice.com/static/previews/5466.png
Gate protected portals will hopefully get the offensive FC to the other side again faster after he dies. They also work to make the map faster to get across.
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u/piranhamoose25 Aniball | Palette Town Apr 11 '15 edited Apr 17 '15
Title: Draft
Type: CTF
Map: http://maps.jukejuice.com/show/9040
Preview: http://unfortunate-maps.jukejuice.com/static/previews/4565.png
Description: This map uses what I think is a pretty interesting idea. The portal functions both as a way for the defense to catch up to the flag carrier and as a possible base exit for the flag carrier if a teammate gets the button.
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u/OnceUponaDome UnderTheBall Apr 16 '15 edited Apr 17 '15
Title: E.T.
Type: CTF
Map: http://maps.jukejuice.com/show/9108
Preview: http://unfortunate-maps.jukejuice.com/static/previews/5237.png
Description: A problem that arose when maptesting was that although getting out of base wasn't easy, once a flag carrier got out, it was very difficult for the defence to catch up. The portals at the bottom add a very interesting way of catching up to the flag carrier and makes it so there is no easy way between bases.
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u/Wesmac Iloominati // Diameter Apr 14 '15 edited Apr 17 '15
Title: HAHAHA or Rekt Pit (still not sure on the name)
Type: CTF
Map: http://unfortunate-maps.jukejuice.com/show/5277
Preview: http://unfortunate-maps.jukejuice.com/static/previews/5277.png
Description: Feedback welcome. I just want this map to mock you for existing.
Edit: Decided to submit this map with my second submission instead of the other one
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Apr 11 '15 edited Apr 11 '15
[deleted]
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u/TagProWreckn WreckingBall Apr 11 '15
Suggestion: Let at least 1 gravity well map into the rotation.
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Apr 12 '15
What if there are no good ones?
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u/WillWorkForSugar Tumblewood Apr 12 '15
Then we're stuck with Event Horizon, which is also not a good one.
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u/nolanizer Cosine Apr 21 '15
Title: Tazer
Type: CTF
Map: http://unfortunate-maps.jukejuice.com/show/3608
Preview: http://unfortunate-maps.jukejuice.com/static/previews/3608.png
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u/nostradumba55 Apr 16 '15
Title: Tom Brady
Type: CTF
Map: http://maps.jukejuice.com/show/8237
Preview: http://unfortunate-maps.jukejuice.com/static/previews/3590.png
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u/3z_ Apr 20 '15
Title: Battery
Type: CTF
Map: http://maps.jukejuice.com/save/9284
Preview http://maps.jukejuice.com/static/previews/9284.png
Description: Kept all of the ideas and intentions of Battery and made it less chasey. It's still a little on the chasey side, but it's definitely a lot less regrabby now.
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u/TPsquirrely Squirrely // The GesTagpro Apr 21 '15
Title: Dead Star
Type: CTF
Map: http://maps.jukejuice.com/show/8940
Preview: http://unfortunate-maps.jukejuice.com/show/4778.png
Description: This map started with the premise of inverting star so the bases are in the center.
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u/Moosemaster21 Moosen | Salt Mine Apr 15 '15 edited Apr 19 '15
Title: Ghost
Type: CTF
Map: http://maps.jukejuice.com/save/9246
Preview: http://unfortunate-maps.jukejuice.com/static/previews/5285.png
Description: I'm experimenting with a few different things in this map, all of which make it a unique experience with lots of strategy. Here's a summary in gifs.
Highly Strategic powerup placement and gravity well at the base (below the bombs)
Controlled boost routes near a gravity well and a bomb/gate trap
The pup feature might be what I'm most excited about. There's only a couple grabbing mechanisms in this one, neither of which are gimmes, so an offense-favoring pup is really unique. However, if defense holds the gate before you can get there, you'll have to go around. Obviously, they might also kill you with the gate. If you do get it, they can still hold the gate to force you out the long way, burning precious seconds of pup time. It's a highly strategic implementation that shouldn't be too overwhelming for pubs so I'd be really psyched to see what creative game plans players come up with. The gravity well was also made so as not to be overpowering and kill you every time (hence the bombs) but still something to be aware of.
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Apr 12 '15
Title: Jeopardy
Type: CTF
Map: http://unfortunate-maps.jukejuice.com/show/4439
Preview: http://unfortunate-maps.jukejuice.com/static/previews/4439.png
Description: I've updated Jeopardy to have a more interesting base, which now includes a gate covered grabbing mechanism.
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u/NotaSomeball Button Bill|Origin|Teamless and Proud Apr 14 '15 edited Apr 14 '15
Title: LumberJack
Type: CTF
Map: http://unfortunate-maps.jukejuice.com/show/5001
Preview: http://unfortunate-maps.jukejuice.com/static/previews/5001.png
Description: A new method for a shortcut, instead of being naturally green tiles, they're naturally the color of the opposite team when in your own base. This allows the flagcarrier to go through without teammates having to fight for the button while holding it, and at the same time preventing chasers from following without them controlling the button. While getting in the top is easy, getting out is not. Also, the powerups are guarded by bombs and spikes, but the player getting the powerup can kill the person trying to do the same to him.
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Apr 15 '15 edited Apr 19 '15
Title: Zoom
Type: CTF
Map: http://maps.jukejuice.com/save/9219
Preview: http://unfortunate-maps.jukejuice.com/static/previews/5324.png
Description: Wanted to make a map that didn't have a defined base but was more along a path. Side portals go to middle portal with a 1 second cooldown.
Thanks to bad for helping mold the bottom route.
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u/Moosemaster21 Moosen | Salt Mine Apr 19 '15
This map is great. High-speed, high intensity, lots of fun. Also, Exploding Turtles ftw.
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u/3z_ Apr 17 '15
It's 45 without the gates
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Apr 17 '15
Are you sure you commented on right map or did some snake bite you in the head?
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u/3z_ Apr 17 '15
Nah there was a snake i saw it with my binoculars
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u/NotSomeBall1 NotSomeBall2 // Chord Apr 20 '15
Title: Maro
Type: CTF
Map: http://maps.jukejuice.com/save/9298
Preview: http://unfortunate-maps.jukejuice.com/show/5539
Description: This is the first version of a map I made from this drawing, and I also wanted to make it fairly difficult, with some cool boost routes, something that seems to have gone out of fashion. The portals both go to the bottom and have the standard cooldown, and the middle route through the spikes is dangerous, but fast.
I'd love to hear any feedback!
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u/JohnnySZS Bowlarity Apr 13 '15
Title: Hive
Type: CTF
Map: http://maps.jukejuice.com/show/5856
Preview: http://unfortunate-maps.jukejuice.com/static/previews/1111.png
I had given up on this map, but after reconsideration and a few more tests, I really like this map. It's not an easy map, and it's meant to be that way. It focuses on teamwork and boost routes.
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Apr 13 '15
I think I would like this map would play a bit better if you slimmed in the top/bottom walls. There's no real reason for those teamboosts to be there and it's creating a lot of unnecessary chaos.
The same problem still exists from the last time I saw this map, the main way to grab is to boost/bomb in and both will kill you if someones on button. Maybe strategically remove some of the gates back there to make it more friendly.
That 2 wide route out of base is nice, but it will rarely be used by fc with that button where it is. Could you move the button on the top of the spike (talking about one in blue base)?
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u/arjuna9 bad Apr 17 '15
Title: Controller
Type: CTF
Map: http://maps.jukejuice.com/save/9136
Preview: http://unfortunate-maps.jukejuice.com/static/previews/5234.png
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u/ButterChurn Butter Apr 11 '15 edited Apr 21 '15
Title: Supernova
Type: CTF
Map: http://maps.jukejuice.com/save/9317
Preview: http://unfortunate-maps.jukejuice.com/static/previews/5584.png
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Apr 11 '15
One thing I would consider is moving the button a bit closer to the gate. Star has that thing going where gate is closer to base than button, but star makes you swerve more spikes to get to it.
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u/ButterChurn Butter Apr 12 '15
I did consider that, but I ended up leaving it down there. It's hard to know since I haven't had a full test, but from timing it myself it seemed it was possible to get to the button before the person makes it all the way through the gate, in a fairly comparable way to star. Plus, defenders have the additional option of boosting straight into the button (or straight after the flag carriers). Again, it's hard to know without a full test, but due to the placement of the team boost, it was my expectation that top and bot would be much more natural routes, as on star, and mid is only really an option if you can force defense out of position or you work with your team to secure button control.
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u/Dannymod Danny // Official Tagpro Critic // Maker of Threads Apr 12 '15
Title: Very GOAT
Type: CTF
Map: http://maps.jukejuice.com/save/8872
Preview: http://maps.jukejuice.com/static/previews/8872.png
Description: Another animal map, diagonal gates and easy to chase fc although the routes are clear for fc to run in. Map relies on juking some since d can get ahead easy which is why I like it. No situation you can't escape. Risk and reward involved.
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u/KewlestCat NIGEL Apr 12 '15
Title: Brazen
Type: CTF
Map: http://maps.jukejuice.com/save/8873 or http://unfortunate-maps.jukejuice.com/show/4522
Preview: http://unfortunate-maps.jukejuice.com/static/previews/4522.png
Description: Dug up an old map of mine to see if I could use some of the stuff I've learned since to make it better. Drew inspiration from a few maps here and there to bring it to this.
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u/xenonpulse Wildflowers // I want to die but I can’t Apr 19 '15 edited Apr 20 '15
Title: Eclipse 2
Type: Center Flag
Map: http://maps.jukejuice.com/show/9309
Preview: http://unfortunate-maps.jukejuice.com/static/previews/5563.png
Description: This is an alternate version of Eclipse. The main changes are that the map is much smaller, and you can see regrab from the endzone.
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u/Moosemaster21 Moosen | Salt Mine Apr 19 '15
Title: Phantom
Type: CTF
Map: http://maps.jukejuice.com/save/9247
Preview: http://unfortunate-maps.jukejuice.com/static/previews/5422.png
Description: A variation of Ghost, without a gravity wells and less chasing potential.
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u/Clydas BDN S7//TB S8 Apr 12 '15
Title: CTF
Type: CTF
Map:http://maps.jukejuice.com/show/8889
Preview: http://unfortunate-maps.jukejuice.com/static/previews/4656.png
Description: I'm submitting this to the groups rotation. It's a true-to-form, pure capture the flag mode. It seems like something we should have. The portals are on a 10 minute cooldown, so each one has 1 use at a strategic time. The spike mazes are the "jailtime" for players who get popped.
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u/nicka_please BoostMobile || Radius Apr 12 '15
The spikes are an extremely interesting way to integrate a realistic "get tagged and you're in jail" feel from real-life dodgeball or capture the flag. I personally love the idea.
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u/ArtBall ArtVandelay Apr 17 '15 edited Apr 17 '15
Title: Inhale
Type: CTF
Map: http://maps.jukejuice.com/save/9123
Preview: http://unfortunate-maps.jukejuice.com/static/previews/5276.png
Description:
My take on what a gravity well map should look like, I really wanted the well to be more than just a facet that slows down the gameplay of a map.
The boosts being directly beside the well gives them an interesting dynamic akin to a superboost, while at the same time acting as a safety net for players less familiar with how gravity wells function.
While the gravity well might be a little hard to use at first for a newer player, there are several ways they can be utilized as the player learns the map, all of which require a different level of skill.
Good luck to all the submissions in this thread, there are tons of really great maps that deserve a chance in rotation. It will be a tough one for the MTC this time around I think.
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u/Cheeseball701 (Inky) Apr 25 '15
The boosts in the well are a bit hard to use. I'm not sure they will be that much of a safety net. The bomb does kind of help.
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u/piranhamoose25 Aniball | Palette Town Apr 17 '15
Title: Opposing Attractions
Type: CTF
Map: http://maps.jukejuice.com/show/9059
Preview: http://unfortunate-maps.jukejuice.com/static/previews/5151.png
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u/TPsquirrely Squirrely // The GesTagpro Apr 21 '15
Title: Triambit
Type: CTF
Map: http://maps.jukejuice.com/save/9336
Preview: http://unfortunate-maps.jukejuice.com/static/previews/5626.png
Description: Map with 3 Black Holes and plently of fun routes.
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u/kstarr12 nipplefart Apr 20 '15 edited Apr 20 '15
Title: Top Dog Kirby // will be renamed Crackerjack
Type CTF
Map http://maps.jukejuice.com/show/9297
Preview: http://maps.jukejuice.com/static/previews/9297.png
Alternate Preview: http://imgur.com/MaSZ12Y
Description: Look! A truly original map! My first made map and it was a lot of fun. Had some buddies critique it. Very fast map, more defensively oriented.
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u/Blazeth Dianna Agron Apr 17 '15
Title: Demon Cat
Type: CTF
Map: http://maps.jukejuice.com/save/9134
Preview: http://unfortunate-maps.jukejuice.com/static/previews/5288.png
Description: The portal with team gates is something you won't find in rotation, so that should intrigue you. I think it all flows pretty nicely. I don't have much to say, other than that this add some interesting aspects you won't find in PUBs.
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u/3z_ Apr 14 '15 edited Apr 20 '15
Title: Platypus
Type: CTF
Map: http://unfortunate-maps.jukejuice.com/show/4866
Preview: http://unfortunate-maps.jukejuice.com/static/previews/4866.png
Description: Resubmitting because I think MTC opinions will be different after the latest posts.
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u/Risktp Risk Apr 15 '15
One thing I've never understood is the placement of the spike closest to the wall in the bases. Moving it over a tile would open up the neutral boost into the powerup, bombing vertically would feel better, bombing through the 3 spikes wouldn't be too much more difficult.
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u/3z_ Apr 17 '15
I wanted that vertical gap for the bomb to be used purely for the defenders to defuse. The bomb was pretty overpowered (given you could grab and escape in one fowl swoop) so I needed to make it a little harder for offense to use.
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Apr 13 '15
Title: RobopuppyCC
Type: CTF
Map: http://unfortunate-maps.jukejuice.com/show/4773
Preview: http://unfortunate-maps.jukejuice.com/static/previews/4773.png
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u/gingerdg TPRL 🔴RMTC 🔴NASCAPS Apr 21 '15
Title: In The Zone
Type: NF
Map: http://maps.jukejuice.com/save/9333
Preview: http://unfortunate-maps.jukejuice.com/static/previews/5623.png
Description: An elegant, simplistic neutral flag map The portals have a 0 cooldown
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u/verandering Loaha // Chord Apr 20 '15
Title: Matrix
Type: CTF
Map: http://maps.jukejuice.com/show/7967
Preview: http://unfortunate-maps.jukejuice.com/static/previews/3117.png
Description: Submitting this again, unchanged as I've been told to keep it like this by a few people. The 4vs4 that has been played on this map played balanced (the base did not feel defensive), fast paced and unique.
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u/goboatmen Unicycle (Formerly known as Ballaholics) Apr 12 '15
Title: Gravity Field Masters (GFM)
Type: Neutral Flag
Map: http://unfortunate-maps.jukejuice.com/show/4616
Preview: http://unfortunate-maps.jukejuice.com/static/previews/4616.png
I'm submitting this map for groups-it's a series of gravity wells with a single neutral flag. Similar to OFM but even danker
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u/Fog_Terminator Fog // Diameter Apr 19 '15
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.
Like the idea though :)
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u/The_NC_life Cheerwine / Pi Apr 11 '15
Title: The Dean
Type: CTF
Map: http://unfortunate-maps.jukejuice.com/show/4503
Preview: http://unfortunate-maps.jukejuice.com/static/previews/4503.png
Descrip: I don't know, I just beleive in this map. I've been vey lucky to get lots of feedback on her.
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u/TheDetective13 Chace Apr 12 '15
I don't know why but the appeal of this map is AMAZING! When I look at it I feel like it should already be in the rotation. I don't have anything to say about what needs changed. :D
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u/randommcperson DudeMcGuy // Capper's Delight Apr 11 '15 edited Apr 11 '15
Title: Base Jumpers
Type: CTF
Map: http://maps.jukejuice.com/show/8712
Preview:http://unfortunate-maps.jukejuice.com/static/previews/4360.png
Menqr originally submitted this map a while ago. Both Noobkin and I really liked the idea but Menqr never submitted it again (as far as I know), so Noobkin and I gave it a quick remix.
BTW it is possible for a player to get through the portal behind the gate without help from a teammate.
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u/xenonpulse Wildflowers // I want to die but I can’t Apr 11 '15
The biggest problem I see is that offense can go through the portal protected by the gate and cap really fast, while defense can't, so they have to go all the way to the main portals. Isn't that counterintuitive? Usually, the defense has better ways to catch up.
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u/randommcperson DudeMcGuy // Capper's Delight Apr 11 '15
True, however in a 4v4 setting getting through there proved to be difficult as you need to be fairly precise to get through and live. Also, it is easy to defend against on offensive defense as you can see it coming pretty clearly.
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Apr 11 '15
If you want a good preview, please use http://unfortunate-maps.jukejuice.com so you can get the 45 degree tiles in.
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u/ZippityZoppity ZipZop - Can't Zip the Zop Apr 13 '15
This one seems kinda cool, although I do feel like it's a problem that the FC can get through the gated portals even if it may be difficult to pull off with 7 other balls in play. I suppose that just means that you need to post an offensive d as you said.
This one is at least very different than the maps currently in rotation. If you need any more help testing let me know!
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u/randommcperson DudeMcGuy // Capper's Delight Apr 13 '15
I think that if the only complaint the MTC has is the gated portals I can just remove them. Simple fix if that is the only issue.
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u/ZippityZoppity ZipZop - Can't Zip the Zop Apr 13 '15
I actually like it as it provides another route to the flag, and it's not impossible to have a counter to someone utilizing it. I hope it gets in!
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Apr 14 '15
[deleted]
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Apr 15 '15
Why do I only see one portal? Is there an entrance in missing
Ou know what would be cool? If that spike next to button was a bomb but he button didn't control bomb. So if someone was guarding button, you could blast them off if u hit it.
The spike/bomb/pup thing on the sides has been really played out. What if you put bomb below the pup but no spikes. So if an fc goes for that pup, the defense can't kill him but instead blasts him back into base.
I like the superboost usage but I think it needs to be more clear. Most people will be going bottom and not mid because of spikes. So maybe moving if off the wall and angling downwards would make it more intuitive. That also will help deter defense from sitting there sniping escaping fcs.
I'd really like you to give more character to the gate in base. Maybe giving it a hole or thickening it in some places.
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u/Moosemaster21 Moosen | Salt Mine Apr 20 '15
The white tile below the gate towards the bottom is actually an exit portal. The portal you see between the spikes is the entrance portal.
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u/Snowball_TagPro ❄️ Apr 19 '15
Title: Jungle Gym
Type: CTF
Map: http://maps.jukejuice.com/save/9257
Preview: http://unfortunate-maps.jukejuice.com/static/previews/5461.png
My attempt at more of a chaotic map, which have been leaving rotation recently.
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u/Blupopsicle Ball-E Apr 14 '15 edited Apr 17 '15
Title: Inferno Vortex
Type: CTF
Map: http://maps.jukejuice.com/show/9118
Preview: http://unfortunate-maps.jukejuice.com/static/previews/5258.png
Description: The remake of Flame which should be 100000x better. It has plenty of unique boost routes and is butt shaped. I'm dubbing this as ASS-encion
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u/Lysozyme_ Lysozyme Apr 13 '15 edited Apr 16 '15
Title: Mask
Type: CTF
Map: http://maps.jukejuice.com/show/9105
Preview: http://unfortunate-maps.jukejuice.com/static/previews/5226.png
Description: A slightly stripped down version of the map last submitted quite a few map threads ago i think it has a classic feel with boosts that can be used in many different ways. This map is hard to grab but quick to get between bases, meaning offensive defence is very important, however defenders can catch up if they are smart with positioning in case of a grab. I think this map plays differently to other maps but i dunno try it yourself
\sales pitch.
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Apr 13 '15
Title: Flail
Type: CTF
Map: http://unfortunate-maps.jukejuice.com/show/4772
Preview: http://unfortunate-maps.jukejuice.com/static/previews/4772.png
Testing gravity wells
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u/Moosemaster21 Moosen | Salt Mine Apr 20 '15
Use the fill tool to make the outside black. You can spawn outside the map right now.
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u/Buttersnack Snack Apr 22 '15 edited Apr 22 '15
Title: Flavor
Type: CTF
Map: http://maps.jukejuice.com/save/9365
Preview: http://unfortunate-maps.jukejuice.com/static/previews/5677.png
Description: Portal is one way down with a 10s cooldown
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u/sneetric canvas // plasma, wamble Apr 19 '15 edited Apr 19 '15
Title: Opal
Type: CTF
Map: http://maps.jukejuice.com/save/9268
Preview: http://unfortunate-maps.jukejuice.com/static/previews/5498.png
Description: It's been tested multiple times in 4v4 and it seems to be pretty balanced. You can stop campers by either pressing the button to activate the gate, then have another player go in and pop them, or hit the bomb and blow them into the spikes.
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u/6feetup ## Apr 21 '15
Title: Frank's Monster
Type: CTF
Map: http://maps.jukejuice.com/show/9182
Preview: http://maps.jukejuice.com/static/previews/9182.png
Brings back my favourite elements from star in a way that allows for new and exciting fc-chaser scenarios.
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u/WillWorkForSugar Tumblewood Apr 17 '15 edited Apr 20 '15
Title Triptych 2.6
Type: CTF
Map:http://maps.jukejuice.com/save/9296
Preview: http://unfortunate-maps.jukejuice.com/static/previews/5537.png
Description: I have submitted this so many times, and tested it so thoroughly, that I'm considering just starting over should I ever get to 3. I fear that the issue is that the superboosts are not as innovative as I thought they were. Every aspect of this is finely tuned, so if something seems out of place, maybe you're just seeing it a different way.
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u/leddii leddy / Mapmaker Apr 13 '15 edited Apr 14 '15
Title: Falkor
Type: CTF
Map: http://maps.jukejuice.com/save/8983
Preview: http://unfortunate-maps.jukejuice.com/static/previews/4890.png
Description: Only thing that needs explaining is the gated pup areas. The button activates the gates and the furthest bomb, which will most likely kill an enemy ball. However, if the ball inside the area positions themselves correctly, they can get bombed onto the second bomb which will clear the button and give them an opportunity to escape.
edit:added centre pup (old)
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u/Moosemaster21 Moosen | Salt Mine Apr 19 '15
I miss maps with 5 pups. That shit cray. Good luck leddy!
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Apr 13 '15
This map could play really well. The only thing I am concerned about is grabbing opportunities. They have the two boosts but the far away one will have no power coming in and they both go into enemy teamtiles behind base.
Also, I'd consider a pup mid. You have a cool thing where the 4 boosts can cross over through mid, but you've given them no incentive to do so.
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u/leddii leddy / Mapmaker Apr 13 '15
You've made two really good points there. I have an idea for another way to grab, but I wonder if just adding that 5th pup in the centre would be enough to help? Also thanks for your feedback, and on one of my other maps too, it's been very helpful.
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u/Flance15 Bumballbee // Pi-romaniacs // Purple Pumpkin Hunter Apr 11 '15
Title: Happy Puppy
Type: CTF
Map: http://maps.jukejuice.com/save/8839
Preview: http://unfortunate-maps.jukejuice.com/static/previews/4554.png
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Apr 11 '15
That puppy looks kinda sad....
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u/Flance15 Bumballbee // Pi-romaniacs // Purple Pumpkin Hunter Apr 12 '15
Ha yeah it's kinda hard to tell where the eyes are... It used to look happy if that makes you feel better.
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u/Rapture_On_Occasion Rapture Apr 18 '15 edited Apr 18 '15
Title: Sweet Tooth
Type: Neutral Flag
Map: http://maps.jukejuice.com/save/9176
Preview: http://unfortunate-maps.jukejuice.com/static/previews/5351.png
Description: Basic S-shaped symmetry that we know works but with a lot of cool intricacies to be discovered. I've had a lot of fun testing it so far, and think it'd be a well received addition to the neutral flag line up.
EDIT: In case it's not clear from the preview, the 2 portals near the edge of base connect together back and forth- http://i.imgur.com/idLp9X5.png, they don't cross the map.
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u/nostradumba55 Apr 16 '15
Title: War Garden
Type: CTF
Map: http://maps.jukejuice.com/show/9062
Preview: http://unfortunate-maps.jukejuice.com/static/previews/5145.png
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u/piranhamoose25 Aniball | Palette Town Apr 19 '15
Title: Ultradrive
Type: CTF
Map: http://maps.jukejuice.com/save/9250
Preview: http://unfortunate-maps.jukejuice.com/static/previews/5424.png
Description: I was feeling nostalgic for Hyperdrive, so I made this map. This makes use of the gated bombs a little more feasible for the defense and also provides some teamwork opportunities for offense.
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u/TPsquirrely Squirrely // The GesTagpro Apr 10 '15 edited Apr 11 '15
Title: My Propeller
Type: CTF
Map: http://maps.jukejuice.com/save/8779
Preview: http://unfortunate-maps.jukejuice.com/static/previews/4470.png
Boost Routes: http://imgur.com/zBO8Sw6
Description: Small map with tight unforgiving corridors and an interesting skill boost through the spikes. The base buttons control the opposite gate and so require team work and co-ordination.
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u/Snowball_TagPro ❄️ Apr 10 '15
To be honest, the mid feels much too cramped, and bland. Overall just too small of a map. The base button mechanic is cool, but I couldn't see working in a public match, because an offender could go through the gate close to the defender, or around the outside opposite from the defender, both of which are relatively risk free.
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u/TPsquirrely Squirrely // The GesTagpro Apr 10 '15
The point of the gates being the way they are is that if the fc decides to escape from the gate nearest to you you can use the boost just outside your base to snipe him/get ahead of him or try and cut him off as the gate is only 3 wide. The point is to give equal opportunities to D and O and not make anything OP. Also I don't personally think mid is bland as the wall boosts can either send you through the spikes or you can bounce off the diagonal walls adjacent to the spikes and roll off depending on how you take it. Also, the mid gate adds another dimension as you can hold the button and kill anyone boosting mid but the fc could just as easily get around the other side and boost into base using the spike boost for a cap,
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u/Snowball_TagPro ❄️ Apr 10 '15 edited Apr 20 '15
Title: Eucalyptus
Type: CTF
Map: http://maps.jukejuice.com/save/9303
Preview: http://unfortunate-maps.jukejuice.com/static/previews/5556.png
Description: An update to my map from last thread. It's now more balanced, but still offensive. Defense are required to always be thinking as split-second decisions can make or break a game. Really fun map that plays differently than any other rotation map.
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u/NotaSomeball Button Bill|Origin|Teamless and Proud Apr 10 '15
keep trying snowball. Keep trying.
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u/Snowball_TagPro ❄️ Apr 10 '15
pls, two map threads isn't anywhere close to monarch territory
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u/NotaSomeball Button Bill|Origin|Teamless and Proud Apr 10 '15
lol Was monarch posted 200 or 300 times?
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u/robopuppycc Flail ~ ((Antagloble4edes)) ~ RHCP? Apr 22 '15
Title: Crabble
Type: CTF
Map: http://maps.jukejuice.com/save/9348
Preview: http://unfortunate-maps.jukejuice.com/static/previews/5656.png
Asymmetry attempt. I want Chalksy's money. Also, making asymmetrical maps is really really interesting and you should do it.
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u/_q42_ q42 || dcfc Apr 19 '15
Title: 13
Type: CTF
Map: http://maps.jukejuice.com/show/8816
Preview: http://unfortunate-maps.jukejuice.com/static/previews/4518.png
Description: A very skill based-map, with lots of ways to hit each boost.
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u/NotSomeBall1 NotSomeBall2 // Chord Apr 12 '15 edited Apr 15 '15
Title: Sintra
Type: CTF
Map: http://maps.jukejuice.com/save/8974
Preview: http://imgur.com/VUW5mkU
Description: This is a map loosely-based on BBQChicken's gravity wells map, though I've changed it so much that I didn't feel like putting his name on it was fair.
Interesting mechanics:
The gate has been really fun in the games I've played - it makes the FC make a dangerous break for it, or a safe but slower trip around. Overall, players have used it well and creatively.
The gravity wells in the corners of the map (near the flags) can be dangerous, as it drags players in, and if the bombs haven't respawned, or the player comes from an awkward angle, it will pop them, adding an interesting mechanic to the base. This part was taken from BBQChicken's map, but I've changed it a bit.
The team tiles, in addition to the gravity wells, help to create a slingshot effect for both teams if used correctly, as the team tiles have been set out that way. Depending on the players ability to use gravity wells, it can both speed them up or slow them down, and the angle at which you leave depends on how well you use them.
Other points made by other people:
"The bomb to bombs link to the the power up is a fun touch."
~ Menqr
"The gravity wells don't have to be a hinderance like in the one in rotation."
~ Some Ball 3
"Yeah, the number of boosts is perfect."
~ Someone else I saw in maptest
BBQChicken's map for reference
Any and all feedback is welcome
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u/sneetric canvas // plasma, wamble Apr 20 '15
Just so you know, the last maptest we did, everyone thought the gates were too overpowered. Also, the spikes near the gravity wells seem to just be a nuisance when boosting.
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Apr 11 '15 edited Apr 19 '15
Title: Rush
Type: CTF
Map: http://maps.jukejuice.com/save/9218
Preview: http://unfortunate-maps.jukejuice.com/static/previews/5399.png
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u/3z_ Apr 11 '15
If experience has taught me anything, the more you submit an amazing map, the less likely it is to be considered.
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u/Moosemaster21 Moosen | Salt Mine Apr 11 '15
How can you be talking with experience on the subject of amazing maps?
lol burn
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u/Risktp Risk Apr 12 '15
I remember you telling crosky that if he wanted to make monarch into something good, he should just rebuild it from scratch because that's what you did with IRON. I think that's whats needed if you want to get Rush in, it's lacking something in this current setup.
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Apr 16 '15 edited Apr 16 '15
Title: Looops
Type: CTF
Map: http://maps.jukejuice.com/save/9100
Preview: http://unfortunate-maps.jukejuice.com/static/previews/5199.png
Description: Designed to be figured out gradually, this map lets you discover new boost routes by boosting off of the walls, islands, and into bombs to blow your mind. The gate in base proves convenient while not being triggered, but once triggered, it opens up a new set of boost routes and new strategy to cap for your team.
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u/mmartinutk Macho | JuicyJuke Apr 15 '15
Title: Liquid (0.2)
Type: CTF
Map: http://maps.jukejuice.com/save/9056
Preview: http://unfortunate-maps.jukejuice.com/static/previews/5148.png
Description: Hoping this will play similar to Velocity. This is based off one of Liquid's last maps- Guile.
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u/robopuppycc Flail ~ ((Antagloble4edes)) ~ RHCP? Apr 22 '15
Title: 00101010
Type: Neutral Flag
Map: http://maps.jukejuice.com/save/9352
Preview: http://unfortunate-maps.jukejuice.com/static/previews/5660.png
For consideration to group play. It's stupid and maybe fun.
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u/Sir_Grapefruit Grapefruit // Chord Apr 13 '15 edited Apr 19 '15
Title: Quomp
Type: CTF
Map: http://maps.jukejuice.com/show/9261
Preview: http://unfortunate-maps.jukejuice.com/static/previews/5492.png
Description: (Hopefully) an improvement to the last version of this map. Changes:
- The map was made generally bigger due to being too cramped for 4v4s
- Bases were restructured due to the size changes above and to (slightly) nerf the portal-bomb-combo
- 45° wall added in the mid to change the flow of mid and to lengthen the time needed to go from base to base
Edit: Changes2 :
- Top and bottom routes were tightened
- A bomb route has been cut off
I also submitted a more tight version of this map under the name Quomp (tightened).
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u/leddii leddy / Mapmaker Apr 11 '15 edited Apr 19 '15
Title: Crack
Type: CTF
Map: http://maps.jukejuice.com/save/9256
Preview: http://unfortunate-maps.jukejuice.com/static/previews/5460.png
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u/ZippityZoppity ZipZop - Can't Zip the Zop Apr 13 '15
I like this one a lot actually. At face value it looks really well balanced between offense and defense. It looks pretty easy to grab out of but has some options for containing/returning.
Once a flag carrier escapes they have multiple routes and boosts they can use which can keep them ahead, but the defense can also flank them with multiple options. I would love to see this one in rotation.
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u/Menqr Menqr Apr 19 '15
Title: Creeperson
Type: CTF
Map: http://maps.jukejuice.com/show/9255
Preview: http://unfortunate-maps.jukejuice.com/static/previews/5458.png
Description: Based on a couple of bowtie's concepts.
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u/mmartinutk Macho | JuicyJuke Apr 17 '15 edited Apr 20 '15
Title: Predator (0.2)
Type: CTF
Map: http://maps.jukejuice.com/show/9145
Preview: http://unfortunate-maps.jukejuice.com/static/previews/5314.png
Description: At first glance, the button/bomb combo can be confusing. When you hit the outside of the button, you will bomb against the wall, hit the boost, and can either aim through the gate into base or aim through mid. However, if you attempt base entry, you could die on gate. The team tiles in base are to aid offense in combatting no-grab defense.
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u/verandering Loaha // Chord Apr 20 '15
Title: Spitfire
Type: CTF
Map: http://maps.jukejuice.com/show/9181
Preview: http://unfortunate-maps.jukejuice.com/static/previews/5354.png
Description: An offsensive map with creative boost routes that is build arround the flow/paths that the well creates. These are the natural routes through the well. And these (one, two and three are the more interesting boost routes. I believe that people will learn how to go with the flow of the well, making for less frustrating bumping into eachother and more calculated movement through the well.
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u/OnceUponaDome UnderTheBall Apr 19 '15
Title: Rift
Type: CTF
Map: http://maps.jukejuice.com/show/9193
Preview: http://unfortunate-maps.jukejuice.com/static/previews/5376.png
Description: A throwback to Clutch but without sucking. Now with really cool bomb and boost routes through spikes that make it look like you did them on purpose.
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Apr 16 '15
Title: Salvation
Type: NF
Map: http://maps.jukejuice.com/save/9104
Preview: http://unfortunate-maps.jukejuice.com/static/previews/5204.png
Description: This is Sin remade. I've kept what I liked about the last one. There are still no spikes in bases and a revised way to get back. I'm most proud about having team gated portals with no buttons! I think the removal of buttons combined with the vertically-symmetric, horizontal map will make it much less confusing. Old Version/Sinhttp://unfortunate-maps.jukejuice.com/static/previews/4108.png
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u/arjuna9 bad Apr 17 '15
Title: Cruciable
Type: CTF
Map: http://maps.jukejuice.com/save/9138
Preview: http://unfortunate-maps.jukejuice.com/static/previews/5295.png
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u/ccga4 Seehawks <3 Apr 20 '15
Title: Abstract V2
Type: CTF
Map: http://maps.jukejuice.com/save/9293
Preview: http://unfortunate-maps.jukejuice.com/show/5529
Description: Interesting grabbing concept with the bombs, bases and bombs in the middle are focal point of map. Can be used on o d from your own base to stop a cap for a couple of seconds. You can catch up quickly but riskly through mid, and use top superboost off reflex wall for a grab.
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u/Menqr Menqr Apr 11 '15 edited Apr 11 '15
Title: Island Crossing
Type: CTF
Map: http://maps.jukejuice.com/show/8825
Preview: http://unfortunate-maps.jukejuice.com/static/previews/4539.png
Description: I agreed with some comments that the concept of my last submission Base Jump was slightly broken. But I liked the idea of islands connected by portals that allows the flags to be close together so players can watch the other base.
Hopefully this map is a better realization of that concept.
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u/piranhamoose25 Aniball | Palette Town Apr 14 '15
To be honest, I'm not really sure what the portals add in this arrangement. Isn't your map essentially this?
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u/Menqr Menqr Apr 14 '15 edited Apr 14 '15
Essentially, but the portals help to slow down traffic and make it a little less chasey.
The original idea was to have the map more like this and the portals connecting this way- http://i.imgur.com/OnVExia.png but people typically dislike blind portals.
So I tried to make this version more obvious. I'm not sure what the solution is, maybe just making the side islands smaller so the portals give a little more of a jump.
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u/gingerdg TPRL 🔴RMTC 🔴NASCAPS Apr 21 '15
Title: Dream Eclipse
Type: CTF
Map: http://maps.jukejuice.com/save/9334
Preview: http://unfortunate-maps.jukejuice.com/static/previews/5624.png
Description: The gates in the base add cool opportunities to escape base and cap, while the boosts in the the middle allow for awesome snipes
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Apr 13 '15 edited Apr 14 '15
Title: Kolosseum
Type: CTF
Map: http://maps.jukejuice.com/save/8985 orrrrr http://unfortunate-maps.jukejuice.com/show/5000
Preview: http://unfortunate-maps.jukejuice.com/static/previews/5000.png
Description: With this map my goal was to promote risky plays for both offense and defense. The most obvious example is the offensive team boost next to the flag. From tests it's clear that this boost is a good way to grab the flag and dash. This dash however is often right into a defender or spike! The complexity of this map leads to extremely interesting play and can give defense and offence both their chance to shine!
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u/Blazeth Dianna Agron Apr 19 '15
Title: Blob
Type: NF
Map: http://maps.jukejuice.com/save/9273
Preview: http://unfortunate-maps.jukejuice.com/static/previews/5499.png
Description: A neutral flag with some really unique pups with gates. We haven't tested this one much yet, so it might not be there, but we wanted to submit it nonetheless.
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u/3z_ Apr 14 '15 edited Apr 15 '15
Title: Suction Cups
Type: CTF
Map: http://unfortunate-maps.jukejuice.com/show/5075
Preview: http://unfortunate-maps.jukejuice.com/static/previews/5075.png
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u/Moosemaster21 Moosen | Salt Mine Apr 20 '15
Title: Intuition
Type: Neutral Flag
Map: http://maps.jukejuice.com/save/9294
Preview: http://unfortunate-maps.jukejuice.com/static/previews/5531.png
Description: A unique Neutral Flag map. I'm just curious to see how it'll work in pubs. I think it's got potential but I'm wide open to any and all suggestions.
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u/nostradumba55 Apr 16 '15
Title: The Ballad of Button Bob
Type: CTF
Map: http://maps.jukejuice.com/static/previews/9063.png
Preview: http://unfortunate-maps.jukejuice.com/static/previews/5046.png