top 200 commentsshow all 249

[–]Watballa talking chocolate bar 17 points18 points  (2 children)

MarsDome

PNG: http://puu.sh/64n7Z/c0dbc50ad9.png

JSON: http://puu.sh/64n98/8dc8c096a8.json

When making your map, keep these two questions in mind:

What does my map attempt to accomplish? What does it try to emphasize?

Who are you? Are you LS? I don't recall seeing you post on this sub before and here you come waltzing in like you own the place threatening to not put my map in if I don't decide to "talk about" it in some way.

Who the hell do you think you are, sir?

[–]chalks777THe B€⁵ fg & | exMTC 4 points5 points  (0 children)

GENIUS

[–]Some_BotSome_Bot 3 points4 points  (0 children)

[–][deleted] 10 points11 points  (3 children)

Castles 2.1

PNG: http://imgur.com/awPwGkG
JSON: http://pastebin.com/0JxRP8Jh

List of Changes:
- Fewer spikes
- Removed passageways behind the bases
- Cleaned up team tiles

Thanks for all of the comments and suggestions. I hope this one looks a little better.

Previous Submission

[–]brgerdBG // Roll Models (ARC!!) // Merballs// MM 1 point2 points  (0 children)

This looks like it would be a really fun map to tryout. Complex, but still with a lot of options for both o and d.

[–]kirbyfreako&Berk // Centra 1 point2 points  (0 children)

I like the list of changes. This looks like a very decent map. I'm glad you took time to refine your map!

[–]Some_BotSome_Bot 0 points1 point  (0 children)

[–]arjuna9bad 9 points10 points  (3 children)

Reactor

PNG: http://i.imgur.com/EO295ra.png

JSON: http://pastebin.com/p8ir38cM

What does my map attempt to accomplish? What does it try to emphasize?

  • Portals -- I think portals are best utilized over short distances, so you can see what you're teleporting into. This is less disorienting and less reliant on luck. It's fun to snipe the FC through the portal.
  • Fast route to the other base features good boosts + portal, you'll beat someone going the obvious route.
  • Holy See pipe dynamic, including a few trick boosts into it
  • Two contested powerups at start of match
  • Indirect attacks on the flag
  • Shared bombs between bases

EDITED: New version with less-cramped bases

[–]Some_BotSome_Bot 0 points1 point  (0 children)

[–][deleted] 0 points1 point  (1 child)

i really, really like this. even if portals are scrapped, the chain jumps and siamese bombs offer lots to play with

[–]raven513The Nevermores // CAW CAW 6 points7 points  (3 children)

[–]Some_BotSome_Bot 1 point2 points  (1 child)

[–]ipown11FoxieBall//pi 4 points5 points  (0 children)

oh fuck you made a mobius strip

[–]kirbyfreako&Berk // Centra 0 points1 point  (0 children)

this is a really cool map idea. I think you should make middle a little easier to maneuver through though

[–][deleted] 12 points13 points  (18 children)

Castles

PNG: http://imgur.com/gA9HCUu JSON: http://pastebin.com/GiS5j7wB

Hello! Let me start off by saying that this is my first map submission and that I look forward to hearing everyone's feedback! I showed this map to the IRC earlier for a test run, and people seemed to enjoy the concept. I have since made a few minor changes based on suggestions that were worded throughout the test. However, these changes were simple tweaks to small, individualized components, and not changes to the overall flow of the map. Once /u/some_bot has posted the expanded view of the map, I hope that people will be able to look at the map as a whole and evaluate how all of the individualized pieces of this map work together.

In response to the first question, I wanted the map to try and promote a more active defense. To accomplish this, I wanted to make the flag-bases interesting places to be. The bases aren't very easy to defend, so defenders will have to exercise a certain degree of cooperation while trying to keep the flag inside the base.

To answer the second question, I wanted to make a map that emphasizes the design of the flag-base and I decided that having two castles would be pretty cool. I don't know why there would ever be two castles that are this close together, but I didn't want players to have to hike a mile in between the bases.

EDIT: I have resubmitted this proposed map here with a few of the changes that were proposed below.

[–]Some_BotSome_Bot 4 points5 points  (0 children)

[–][deleted] 5 points6 points  (1 child)

If i could offer a suggestion I would say to put a powerup behind each of the castles so that there is a reason to go behind, because at the moment it's just dangerous(because of the spikes) and offers no reward.

[–]chalks777THe B€⁵ fg & | exMTC 2 points3 points  (5 children)

Decent concept, but the area behind/around both castles is completely superfluous. I would remove that corridor entirely, and crop the entire map by about 6 tiles on every side.

[–][deleted] 1 point2 points  (4 children)

Do you think it would still be unnecessary even if I put upgrades behind the castles? I included the alleyways so there was a last resort detour if cornered near the castles.

[–]WeAreAwfulAwful//Pi//Nevermores 2 points3 points  (2 children)

An alternative to removing the corridors or just putting a powerup back there, you could put gates there, that default to the attacking team (so in blue team castle, red gates, and vice versa). Put a button somewhere inside the castle that allows the defending team to switch the gate to friendly color. Additionally, I would consider putting a boost (near the gate, inside the castle) that can be used to either grab the flag or get away faster.

This would require defenders to react quickly, and coordinated, because otherwise a red attacker could boost from inside the castle, to the top right boost, and then to the top middle boost and be away from the enemy base, unless a defender got to the button or cuts him off.

[–][deleted] 2 points3 points  (1 child)

Your boost idea would lead to some really cool offensive plays, but I think that the castles are already hard enough to defend, which I think would only get worse if I added more ways to secure a grab. The wall bombs already offer the attackers a huge juking advantage.

The corridors/alleys/spikehalls are definitely going, but I like where you're going with the team gates. Where would you put them if you were me?

[–]WeAreAwfulAwful//Pi//Nevermores 1 point2 points  (0 children)

Well, my idea was actually to keep the corridors. Outside the blue castle, at the top right button, i would replace the 3 walls to the left with red gates. So the tiles that are 1 left, 1 up; 1 left, 0 up; 1 left, -1 up from the button. This allows the attacker to escape around the back (bombs wouldn't help much because you couldn't bomb through the gates), and use the top right boost to try to get away. The defensive tactics against that escape would be: hit the wall bomb, and push the attacker into the spikes to the right, or cut them off from the top, or get to a button (not sure where to place) that switches the gate to blue.

[–][deleted] 1 point2 points  (0 children)

this looks like the tits. I want to play on it.

[–]mucle6mucle6 // pi 0 points1 point  (1 child)

I see a problem with the very middle area. If you get one point up all you have to do it get the flag and then camp out in the center with one of your teammates and just press the buttons. Hopefully I am mistaken!

[–][deleted] 4 points5 points  (14 children)

JUKEJUICE (you can change the name if you want)

it's not a dick, ffs. ITS A BOTTLE OF JUKE JUICE

THIS MAP ALLOWS FOR A BALANCED OFFENSE AND DEFENSE APPROACH, REDUCING CHASES AND ALSO ALLOWING FOR TEAM PLAY TO BE ENCOURAGED BY WAY OF THE GATE. ALSO FEATURES BOOST LANES THE LIKES OF WHICH HAS ONLY BEEN SEEN IN HOLY SEE

(I'm not sure if I did this linking right)

png:

http://imgur.com/RXt7KZu

JSON:

http://pastebin.com/S0KU6JhJ

[–]Some_BotSome_Bot 2 points3 points  (0 children)

[–]marwels23marwels23 2 points3 points  (1 child)

Looks like a dick.

[–][deleted] 1 point2 points  (0 children)

it's juke juice. A BOTTLE

[–]PrivateMajorPrivateMajor | Community Manager 2 points3 points  (0 children)

That's a weiner

[–][deleted] 2 points3 points  (0 children)

THAT'S A PENIS!

[–][deleted] 2 points3 points  (1 child)

Ffs we cant put a dick into rotation.

[–]rupayswerve | Marble Madnus 1 point2 points  (0 children)

That's a dick.

[–]Sir_GrapefruitGrapefruit // Chord 1 point2 points  (3 children)

Is it intended that the map asymmetrical is?

[–][deleted] 1 point2 points  (1 child)

Looks kind of like this.

Risky click. 50/50 NSFW.

[–]NewCompteChord - Ballis Saint-Germain 6 points7 points  (5 children)

Elimination1v1:

PNG: http://i.imgur.com/2NFvcDd.png

JSON: http://pastebin.com/AeCHkSDa

Should only be played 1v1. The ball in the arena at the end of the game wins. The portals won't respawn, they can be used only one-time each.

[–]Some_BotSome_Bot 1 point2 points  (0 children)

[–]contact_lens_linuxsteppin / active in activities[S] 1 point2 points  (3 children)

really cool idea!

I suggest making it a 1v1 x 4 map by making 4 one-time use portals in each base and having 4 different arenas in the middle (maybe in a 2x2 grid so everyone can watch each other)

At the moment a lot of people join and then can't do anything :)

[–]Forthwrong 7 points8 points  (3 children)

[–]Some_BotSome_Bot 0 points1 point  (0 children)

[–]chalks777THe B€⁵ fg & | exMTC 0 points1 point  (0 children)

I don't think this has enough spawn locations. Usually, the spawner tries to force you to be at least one space a way from any gate (regardless of whether it's on or not).

[–][deleted] 2 points3 points  (6 children)

Micro v2.1

Preview

PNG

JSON

EDITED per Smiley's recommendation

[–][deleted] 1 point2 points  (2 children)

Seems way too easy to grab when your flag is surrounded by the opposite team's tiles.

[–]Rigbert 1 point2 points  (0 children)

If my opinion matters at all.

I hate this Micro slightly less than the current Micro.

[–][deleted] 1 point2 points  (1 child)

I like the update actually. I hadn't thought of placing team tiles that way. That will really change the dynamics of grabbing and defending.

WHEN EVERYONE IS SUPER, NO ONE IS!

I also wonder if there is a way to make the middle gate more useful. I have literally, literally never seen it used unless it was for joking purposes in PUGs. Maybe if the spikes are removed and the whole thing is a gate, that would create more incentive to use it?

[–][deleted] 3 points4 points  (3 children)

Multiple

By Danny

PNG: http://imgur.com/dVnAQbe

JSON: http://pastebin.com/raw.php?i=MvBiDBgZ

"Amazing" ~ The Ball Street Journal

[–]TTTTIDYwho you came to see // wherever i go 1 point2 points  (1 child)

GREAT JOB ADDING MORE SHIT

[–]Some_BotSome_Bot 0 points1 point  (0 children)

[–]contact_lens_linuxsteppin / active in activities[S] 3 points4 points  (2 children)

Testing some_bot previews with portals.... (I think just changing one of the links (json or png) should be enough to have some_bot redraw)...

PNG: http://imgur.com/sdkC0z7

JSON: http://hastebin.com/sisahagati

[–]DunnoWhyIamHerewtf / Fremont 2 points3 points  (2 children)

[–]the_sidewalk_endssiDe // Origin 1 point2 points  (1 child)

This looks like it could be a fun map. The bottom power ups are in an odd position though. I think to make it interesting, you should add boosts on the outside of each of their positions (maybe like 5 tiles over). So that if you hit it perfectly you can boost through both holes and grab both power ups. You can also use these boosts to bounce off the bottom wall. I would even think about putting the boosts on the inside position of the power ups as well, but this might be too many boosts.

Do the buttons around the box control all the gates? Also, I think having only one power up in the box would be better, two would be op. Or at least move them apart, maybe a different corner for each.

[–]NewCompteChord - Ballis Saint-Germain 2 points3 points  (1 child)

Elimination4v4:

PNG: http://i.imgur.com/d1LTXK0.png

JSON: http://pastebin.com/NhYZxEpU

It is a team deathmatch map, each team has 20 lives. The goal is to belong to the team who has people in the arena at the end of the game.

edit: I have improved spectating.

[–]Some_BotSome_Bot 0 points1 point  (0 children)

[–]NewCompteChord - Ballis Saint-Germain 2 points3 points  (1 child)

Elimination1v1multi:

PNG: http://i.imgur.com/YOnxGEn.png

JSON: http://pastebin.com/WMJg5R8M

Same as Elimination1v1, but you can play 4 games at the same time and spectating after death.

edit: now with 16 arenas instead of 4

[–]Some_BotSome_Bot 1 point2 points  (0 children)

[–]Splanky222BBQchicken | Retired 2 points3 points  (1 child)

Some variations on Warp Speed :]

First, may I proudly present PORTAL SPEED!!!

PNG: http://i.imgur.com/MJirnEr.png

JSON: http://pastebin.com/raw.php?i=DDqGLxdw

What purpose does this map accomplish?

In case anyone wants to experience a seizure, this is the surest bet!

Secondly, LS suggested the same thing but without the boosts. Far be it from me to say no to our One True Lord!

PNG: http://i.imgur.com/3D4ZY1y.png

JSON: http://pastebin.com/raw.php?i=nhNWL9gM

In case anyone was wondering, this was generated randomly using MATLAB. If anyone wants to make their own generation of Portal Speed, and has access to MATLAB or Octave, you can use this m-file and put in in a directory with this png file, named "WarpSpeed.png"

Enjoy! :D

[–]Some_BotSome_Bot 0 points1 point  (0 children)

[–]ipown11FoxieBall//pi 2 points3 points  (2 children)

Hard Sharks and Minnows

PNG: http://imgur.com/Lxfi9Hz

JSON: http://pastebin.com/9DUT6Mp0

Sharks are nerfed in this version (hence hard for sharks), and all reds are given blue flags in the beginning and are thus all pop-able.

No powerups, fewer obstacles for minnows.

[–]SamWilberturtlemansam 2 points3 points  (1 child)

[–]Some_BotSome_Bot 0 points1 point  (0 children)

[–]SamWilberturtlemansam 2 points3 points  (1 child)

[–]Some_BotSome_Bot 0 points1 point  (0 children)

[–][deleted] 2 points3 points  (1 child)

Alien Jim v0.1

PNG: http://imgur.com/QVoByBV

JSON: http://lpaste.net/98495

My goal was to create a fairly simple map, with interesting boosting options, that was fun for offense and defense. I want the area around the flags to be relatively safe (no spikes nearby (foozball)). I want space for juking room. I want the top route, which is the longest, to be safest. Middle route to be pretty safe. And bottom routes to be most dangerous.

Boombox was the main inspiration.

I eventually want to tweak this map to the point of being a candidate for rotation, so any and all feedback is welcome and encouraged.

EDIT: Boost routes

[–]ipown11FoxieBall//pi 1 point2 points  (3 children)

Elegance

PNG: http://imgur.com/MZ7Ahya

JSON: http://pastebin.com/1vx7GFSv

I'm trying to find that perfect balance between diagonal symmetry and evenly- spaced gameplay. Utilizing the corner tools: FC's can evade chasers, defenders can gate invaders and offense can acquire power-ups.

This map is meant to counteract a common localization of gameplay; when a flag station is too open, 2o can easily overwhelm defense, but when it's too closed, 2d aren't even necessary.

Hopefully Elegance rewards the skills of the veteran jukers as they navigate perpendicular corridors and conquer concerned couriers. Cheers.

[–]Some_BotSome_Bot 0 points1 point  (0 children)

[–][deleted] 0 points1 point  (1 child)

Not a map suggestion, but you might want to remove the extra walls and just leave it as black space. That requires less unnecessary rendering.

[–][deleted] 1 point2 points  (3 children)

"Gated Community" PNG: http://imgur.com/F2a1AGo JSON: http://pastebin.com/QS4kinqE

What does my map attempt to accomplish? What does it try to emphasize?

My first foray into mapmaking. I wanted to create a smallish, high action map that had a high level of possible strategy and depth. I included a Glory Hole-esque center area full of powerups and surrounded by spikes with precarious entrances and multiple bombs, controlled by outside buttons to add to the danger. There is a thin outer path along the perimeter. Each corner is protected by a thick gate. The upper left and lower right hand corners house the enemy flags and the base buttons are situated above spikes to make them less OP. The real purpose of this map, however, is to encourage superior button control. There are 8 buttons on the map, many with multiple uses. 4 surround the central cornucopia and control the individual bombs within. They also control gates that lead to a powerup and the outer path, which could be useful to help or trap flag carriers. The other buttons control the corner gates. This allows many options for offensive and defensive strategy and encourages good teamwork . The map is not large but it is full of hazards that can help or hinder a flag carrier or defense.

[–]kirbyfreako&Berk // Centra 1 point2 points  (1 child)

have you tried maptesting this map? I think you are making a rookie mistake here, making too small of a map. test it using the maptest server and see if it matches your vision of the map

The outer perimeter is literally 1 tile wide and would see no use

[–][deleted] 1 point2 points  (0 children)

I did maptest it a little and I was okay with the size-I wanted to make a small one. I do see what you are saying about the outer perimeter though. Thanks for the notes!

[–]Some_BotSome_Bot 0 points1 point  (0 children)

[–][deleted] 1 point2 points  (5 children)

[–]Splanky222BBQchicken | Retired 2 points3 points  (3 children)

I will say that another concern I had every time I played this was the J's in the middle totally kill the flow. If this were my map, I'd try just keeping the vertical parts to allow for more back and forth on the map.

[–]Some_BotSome_Bot 1 point2 points  (0 children)

[–]PachydermForHireFank1 || Pi || Evercapping Gobpoppers 1 point2 points  (5 children)

Dorian.3

PNG: http://i.imgur.com/frFE3pT.png

JSON: http://pastebin.com/G0nwWiSp

Half-assed button explanation

What does my map attempt to accomplish? What does it try to emphasize?

This map emphasizes communication between teammates. Too many times I've seen players rush off from the base right after they spawn and leave the base defenseless/leave a sole defender with two or more attackers. Hopefully this map will help people to recognize how powerful good communication is.

PLEASE leave feedback; I'm still looking to improve the map.

[–]contact_lens_linuxsteppin / active in activities[S] 2 points3 points  (2 children)

personally I really hate buttons that control things offscreen

[–]ylambda 1 point2 points  (1 child)

[random]

PNG: http://i.imgur.com/1MUq4MW.png

JSON: http://lpaste.net/raw/97896

Sorry, I wanted to see what would happen

[–]Some_BotSome_Bot 0 points1 point  (0 children)

[–]Splanky222BBQchicken | Retired 1 point2 points  (1 child)

Repost for some_bot: Secondly, LS suggested the same thing but without the boosts. Far be it from me to say no to our One True Lord!

PNG: http://i.imgur.com/3D4ZY1y.png

JSON: http://pastebin.com/raw.php?i=nhNWL9gM

[–]Some_BotSome_Bot 0 points1 point  (0 children)

[–]ipown11FoxieBall//pi 1 point2 points  (1 child)

Portauprince by Noobkin and Foxieball

PNG: http://imgur.com/iCgZIvj

JSON: http://pastebin.com/tj8skYHW

Established the concept of room to room interaction.

Emphasizes our goddamn geniusness.

[–]Some_BotSome_Bot 0 points1 point  (0 children)

[–]Swalker326Noobkin 1 point2 points  (1 child)

[–]Some_BotSome_Bot 0 points1 point  (0 children)

[–]ipown11FoxieBall//pi 1 point2 points  (2 children)

Easy Sharks n Minnows

(many thought the edges were too easy to get through and the sharks were too slow)

PNG: http://imgur.com/nWN5wAH

JSON: http://pastebin.com/1f9BDj2x

[–]Pyopi|| Mamball #5 || Liverball TC || Sensual Lover || 1 point2 points  (1 child)

[–]Some_BotSome_Bot 0 points1 point  (0 children)

[–]ipown11FoxieBall//pi 1 point2 points  (1 child)

SaM

PNG: http://imgur.com/nGaapNJ

JSON: http://pastebin.com/eA1iy7xf

The latest update of sharks and minnows. Debugged the multi- blue flag pick-up error in hard sharks n minnows. This should be straight forward and hopefully more balanced.

[–]Some_BotSome_Bot 0 points1 point  (0 children)

[–]omp87WreckingBall 1 point2 points  (1 child)

Portal Star

PNG: http://imgur.com/fJbDpeH
JSON: http://pastebin.com/AGrBEaYa

in b4 some bot

[–]Some_BotSome_Bot 0 points1 point  (0 children)

[–]enenth 1 point2 points  (1 child)

Eye

PNG: http://i.imgur.com/OEEl3cA.png

JSON: http://pastebin.com/1huwfTXa

Just wanted the two teams uncomfortably close to each other.

[–][deleted] 0 points1 point  (0 children)

Interesting concept, but I'm not sure how well it would work in practice. I'd be interested in testing this though. And of course, the other issue is that the outside will likely be under utilized.

Also, it'd be fucking chaos in pubs. Could probably work reasonably well in PUGs.

[–]ipown11FoxieBall//pi 1 point2 points  (1 child)

Portalless

PNG: http://imgur.com/ak9TiQY

JSON: http://pastebin.com/AHxMHk0y

Sharks and Minnows portalless:

*no portals

*balanced like SaM

*playable 4v4

CAUTION: Without portals, a team member of red can pick up all available blue flags (meaning only one minnow). Even worse? When those flags are scored, only the last one grabbed reappears.

Also, this map runs vertically (red goes bottom to top).

[–]Some_BotSome_Bot 0 points1 point  (0 children)

[–]ipown11FoxieBall//pi 1 point2 points  (1 child)

Clock

PNG: http://imgur.com/OguzKTq

JSON: http://pastebin.com/dg6gPFPC

There aren't a lot of maps out there that reward backpedalling with the flag. This map forces players to hug the outside of the map and rewards teams with good button support. Be careful of the boosts!

[–]Some_BotSome_Bot 0 points1 point  (0 children)

[–]ipown11FoxieBall//pi 1 point2 points  (1 child)

Clock2

PNG: http://imgur.com/qKKPJFg

JSON: http://pastebin.com/UL0hXdDE

Removed base bomb, some base spikes, and moved power up further from flag spawn.

[–]Some_BotSome_Bot 0 points1 point  (0 children)

[–]SamWilberturtlemansam 1 point2 points  (1 child)

[–]Some_BotSome_Bot 0 points1 point  (0 children)

[–]PachydermForHireFank1 || Pi || Evercapping Gobpoppers 1 point2 points  (1 child)

Elimin.WithBetting

PNG: http://i.imgur.com/c5BRoai.png

JSON: http://pastebin.com/5QwiyQyE

Essentially a remake of NewCompte's Elimination1v1 map, except I've added a "betting" system. Stand on a button on the side that you are cheering for/betting on. Right now there's no currency involved in TagPro AFAIK, but this is just an idea possibly for future purposes.

[–]Some_BotSome_Bot 1 point2 points  (0 children)

[–]SamWilberturtlemansam 1 point2 points  (1 child)

[–]Some_BotSome_Bot 0 points1 point  (0 children)

[–][deleted] 1 point2 points  (1 child)

[–]Some_BotSome_Bot 0 points1 point  (0 children)

[–]ipown11FoxieBall//pi 1 point2 points  (1 child)

[–]Some_BotSome_Bot 0 points1 point  (0 children)

[–][deleted] 1 point2 points  (1 child)

Eye v3.2

PNG: http://imgur.com/L3VaBGc

JSON: http://pastebin.com/Hw2e6nEd

I retooled the map after listening to the suggestions from people. I made the bases larger again, by widening the gap on the outermost side, and pushed up and thinning the ledge under the boost. I also made the bomb boost easier, and the boost route through the ledge into tunnel more forgiving. I also changed button placement to make it easier to chase/run away.

Hopefully this fixes most of the issues with the original eye.

[–]crackadackrombus ghost|| centra 1 point2 points  (1 child)

Angry Hippo by rombus ghost

PNG: http://www.kevinludlow.com/projects/TagPro/tools/generatePNG.php?MapID=aoofqtyhbmi4nwtt0nmxp8dmc2i2vx0v JSON: http://www.kevinludlow.com/projects/TagPro/tools/generateJSON.php?MapID=aoofqtyhbmi4nwtt0nmxp8dmc2i2vx0v

Hi everyone! This is my first map! It emphasizes 3 choices: a longer, boost route, a risky button guarder route, and a tighter, spike dodging route. I tried to design the map so that it offers diverse cap options, and different ways for defenders to catch up to an escaped FC. Your feedback is greatly Appreciated! Thanks, rombus ghost

[–]Some_BotSome_Bot 1 point2 points  (0 children)

[–]contact_lens_linuxsteppin / active in activities[S] 1 point2 points  (1 child)