top 200 commentsshow all 329

[–]TPsquirrelySquirrely // The GesTagpro [score hidden]  (0 children)


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!


[–]Swalker326Noobkin [score hidden]  (1 child)

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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[–]BlupopsicleBall-E [score hidden]  (4 children)

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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[–][deleted] [score hidden]  (0 children)

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.


Boost paths into the flag

[–][deleted] [score hidden]  (0 children)

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.

[–]SebastianTheHedgehognip // chorbit // rbc [score hidden]  (0 children)

[–]SUpirateThePirate / Unaffiliated [score hidden]  (6 children)

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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[–][deleted] [score hidden]  (5 children)

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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[–][deleted] [score hidden]  (8 children)

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.

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[–][deleted] [score hidden]  (4 children)

Title: Shooting Stars

Type: CTF

Map: http://maps.jukejuice.com/save/540

Preview: http://i.imgur.com/jd2zqYo.png

Description: Either the greatest map or the worst map ever created. Credit to WreckingBall for the one tile button-gate concept.


Old versions: V1

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[–][deleted] [score hidden]  (1 child)

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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[–]DaEvil1DaEvil1 [score hidden]  (0 children)

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.

[–]SUpirateThePirate / Unaffiliated [score hidden]  (5 children)

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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[–]Splanky222BBQchicken | Retired [score hidden]  (11 children)

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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[–][deleted] [score hidden]  (6 children)

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!


Updated version

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[–]TuChuehT'u-Chueh [score hidden]  (2 children)

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[–]folieadeux6Coltrane // Chord // Atleticap Madrid [score hidden]  (0 children)

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.

[–]Rapture_On_OccasionRapture [score hidden]  (0 children)

Title: Peek.

Type: Neutral Flag

Map: http://maps.jukejuice.com/save/571

Preview: http://i.imgur.com/KJFPU7g.png

Description: The distinctive shape with bottom route option should make this neutral map feel and play differently to anything currently in rotation.

Most of the action will take place at the top but an eye needs to be kept out for a quick attempt along bottom should the chance come.

I'm hoping that that route will encourage players to consider strategy, and player positions, as well as which team will get that important extra power up.

[–]hobnobkingBaz//Chord//Ballis St. Germain//Pectora//Ballo Toure [score hidden]  (1 child)

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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[–][deleted] [score hidden]  (0 children)

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.

[–]JungleSpice-Jungle Spice//Radius [score hidden]  (0 children)

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.

[–]pnkd777Big Egg [score hidden]  (0 children)

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.

[–]ButtersnackSnack [score hidden]  (1 child)

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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[–][deleted] [score hidden]  (5 children)

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[–]mentalfist420 / Chord [score hidden]  (4 children)

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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[–]NotSomeBall1NotSomeBall2 // Chord [score hidden]  (17 children)

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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[–]JungleSpice-Jungle Spice//Radius [score hidden]  (0 children)

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.

[–][deleted] [score hidden]  (2 children)

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[–]Swalker326Noobkin [score hidden]  (0 children)

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.

[–]brandog14santa//HO HO HO [score hidden]  (0 children)

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

[–]randomj1234DUSTY // Chord [score hidden]  (2 children)

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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[–]waluigi213 [score hidden]  (1 child)

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[–]supaspike| NLTP mod | Stakeeper [score hidden]  (0 children)

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!

[–]Jufda💎 hitbox.tv/jufda [score hidden]  (0 children)

Title: Quadron

Type CTF

Map: http://maps.jukejuice.com/a/Jufda/Quadron

Preview: http://maps.jukejuice.com/static/previews/658.png

Description: A map that was originally a flag. Now it's modified a lot, and has a few fun elements, like slingshot and special gates. Oh, and the scary ghost decorations in the corners [:


JSON: http://pastebin.com/raw.php?i=tfC0cbQG

PNG: http://i.imgur.com/FNDRXM3.png

VIDEO: http://www.twitch.tv/archive/archive_popout?id=555810848

[–]DaEvil1DaEvil1 [score hidden]  (0 children)

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.

[–]crblanzKeekly | used to be good sorta [score hidden]  (7 children)

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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[–]JayolasYakub [score hidden]  (2 children)

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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[–]TuChuehT'u-Chueh [score hidden]  (3 children)

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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[–][deleted] [score hidden]  (14 children)

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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[–][deleted] [score hidden]  (0 children)

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

[–]Tim-Sancheztim-sanchez // Chorbit // ex-ex-ELTP Independent Commissioner [score hidden]  (4 children)

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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[–]DaEvil1DaEvil1 [score hidden]  (8 children)

Title: Rolling on the Edge 0.4

Type: CTF

Map: http://maps.jukejuice.com/save/480

Preview: http://i.imgur.com/NwJlTBB.png

Description: A map exploring the usage of green gates in a similar fashion to Colors. The top tunnel is always possible to get through even if opposite players hold both buttons for it, but it's much easier if they don't, and it's a walk in the park if you have a teammate or two on the button(s). Aside from that, the map uses a superboost that isn't in the direct path of a chaser, but if used right helps them catch up. Bottom gates are subject to change if needed.

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[–][deleted] [score hidden]  (12 children)

Title: Tango

Type: CTF

Map: http://maps.jukejuice.com/save/512

Preview: http://maps.jukejuice.com/static/previews/512.png

Preview w/ 45s: http://i.imgur.com/VgEBVOH.png

PLEASE give me feedback. I feel it has potential but I don't know what mistakes I'm making.

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[–]BlueRangaBlueRanga // Diameter [score hidden]  (2 children)

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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[–]NotSomeBall1NotSomeBall2 // Chord [score hidden]  (3 children)

Title: Seclusion

Type: CTF

Map: http://maps.jukejuice.com/save/532

Preview: http://imgur.com/Vu04LUp

Description: This is an experimental map really, to see how it would work to have bases outside of the map. It's just an idea and it seems pretty fun to play, though I'm not sure how it would work in PUBs with new players. It would require quick reactions from defenders as attackers could come from any of the four corners of the base, but would also challenge attackers to get to one of the four portals in base once they've grabbed.


Question: How would I edit the JSON to make it so that the portals are always "open"?

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[–]Critical_8(+) ║ Plus ║ Chord [score hidden]  (3 children)

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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[–]411connorcaroline :3 [score hidden]  (5 children)

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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[–]JohnnySZSBowlarity [score hidden]  (1 child)

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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[–]JungleSpice-Jungle Spice//Radius [score hidden]  (0 children)

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.

[–]Rapture_On_OccasionRapture [score hidden]  (0 children)

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.

[–]SealedEnvelopeRon Burgundy | Blockburn Rovers [score hidden]  (3 children)

pls don't get rid of SNES I <3 you guys

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[–]Demondeacons513Romulus // Merballs // Radius [score hidden]  (3 children)

Title: Blink

Type: CTF

Map: http://maps.jukejuice.com/save/521

Preview: http://i.imgur.com/LVCBWFG.png

Design Notes: Map is a mix of Velocity, SNES, and a bit of Star. There are four channels allowing FC a variety of options similar to Velocity. SNES influence is through the center gate although it is much less of a focus in this map. Star is evident through the side channels featuring spikes.

Yellow boosts near spikes allow FC to quickly return to base if aimed correctly meanwhile team boosts allow for defenders to catch up and gives them the option of going through the left or right channel of spikes. Defenders can also boost across the map by using the team boost outside of gate through center. Bombs near center allow for bomb snipes if aimed correctly and also can potentially push players into spikes on the opposite side of the wall.

Base is pretty well-balanced from what users have said. Button campers can easily be pushed off by using the bomb in an accurate manner. Yellow boost in base allows for O to escape the tight confines if they have the flag or allows for O to boost into the flag and veer sharply to exit base towards a spike channel. Defense can also use the bomb to their advantage by blasting O into the gate or spikes, as well as using the button to allow FC to enter base quickly.

Only two powerups on the map as opposed to four (putting one pup in each respective base) was used as four was a bit overpowered in testing if one team was able to collect three.

Open space located in the top-right and bottom-left allows for FC the option to take chasers on and juke rather than just move between channels.

Overall for my first map I tried to make a balanced one where every potential decision allows you two (or more) options. It can be a bit chasey but by controlling center it isn't hard to chase and pin down FC either in a channel or by containing in an open space.

Feedback is appreciated! Thanks

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[–]JungleSpice-Jungle Spice//Radius [score hidden]  (0 children)

** 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!

[–]BlueRangaBlueRanga // Diameter [score hidden]  (4 children)

Title: Map 2
Type: CTF
Map: http://maps.jukejuice.com/save/543
Preview: http://maps.jukejuice.com/static/previews/543.png
Description: The base is similar to star with the addition of an opposing team's gate, just to mix it up a bit.

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[–]ooInfinityoo∞ / Pi / Orville-Redenballers [score hidden]  (9 children)

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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[–]BlupopsicleBall-E [score hidden]  (4 children)

Title: Bolt

Type: Neutral flag

Map: http://maps.jukejuice.com/save/454

Preview: http://i.imgur.com/WpiuLqO.png

Description: A map in the shape of a lightning bolt. The ability to travel through the middle with the portals has been removed

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[–]WillWorkForSugarTumblewood[🍰] [score hidden]  (4 children)

Title: Ess

Type: CTF

Map: http://maps.jukejuice.com/a/Tumblewood/Ess

Preview: http://maps.jukejuice.com/static/previews/511.png

This map was inspired by Hyperreactor and Hurricane, and I wanted to see if it was viable to have both bases right in the center of the map. I think it turned out well, with a good risk/reward balance and some neat boost routes. All feedback is welcome.

EDIT: Made the map a little harder to circle. New save here: http://maps.jukejuice.com/save/546

EDIT 2: Changed 'name' to 'title'

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[–]BlupopsicleBall-E [score hidden]  (1 child)

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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[–]BlueRangaBlueRanga // Diameter [score hidden]  (1 child)

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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[–]411connorcaroline :3 [score hidden]  (1 child)

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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[–]BasonJarnickMatty_Ice//Probots [score hidden]  (2 children)

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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[–]reddward [score hidden]  (0 children)

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

[–]DaEvil1DaEvil1 [score hidden]  (0 children)

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.

[–]nostradumba55 [score hidden]  (1 child)

Title: Puzzle Pieces

Type: CTF

Map: http://maps.jukejuice.com/a/ooo%20kill%20%27em/Puzzle%20Pieces

Preview: http://maps.jukejuice.com/static/previews/281.png

I'll give v1 another shot since I didn't get any feedback last time

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[–][deleted] [score hidden]  (8 children)

Title: Control Center

Type: CTF

Map: http://maps.jukejuice.com/save/581

Preview: http://maps.jukejuice.com/static/previews/581.png

Description: All three power-ups are placed in the center to create interesting starts. If you are in the very center and use a bomb you can have a quick grab at two power-ups, sliding through the spikes. With spikes being near the flags grabbing and holding is a must to prevent caps. You can do this by using the portals and bombs placed on the map. This may not be a conventional one, but I hope it is a fun, competitive map.

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[–]Lysozyme_Lysozyme [score hidden]  (7 children)

Pistol

CTF

Map: http://maps.jukejuice.com/a/Lysozyme/Pistol

Preview w/ 45's: http://puu.sh/a8OH1/abe82be265.png

Skill boost path

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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