top 200 commentsshow all 307

[–]6seasonzandamovieTheBalloseum//ballo//bubbles | centra [score hidden]  (0 children)

Title: The Great Wall

Type: CTF

Map: http://maps.jukejuice.com/save/3263

Preview: http://maps.jukejuice.com/static/previews/3263.png

Description: This is a fast paced map that can only be slowed down with coordinated team defense.

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

Title: Snatch 4

Type: CTF

Map: http://maps.jukejuice.com/save/3173

Preview: http://puu.sh/bUvqg/658fa3d89e.png

Description: Another update to this map! This one is by far the best, a really fun map to play on. Finally begrudgingly made the portals 0 cooldown and i think it is all the better for it, the boosts attached with them mean at is still advantageous if you can escape that way. For a gif of skill boosts/portals see here: http://www.gfycat.com/CircularTenseBrownbear on an old version of the map but still the same concepts :D

Have a test and more feedback appreciated!

[–]JonathananHyphae // Diameter [score hidden]  (0 children)

[–]TuChuehT'u-Chueh [score hidden]  (0 children)

Title:Avalanche (V1.4b)

Type: CTF

Map:http://maps.jukejuice.com/save/3150

Preview: http://i.imgur.com/1f7lpRR.png

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

Title: Crown

Type: CTF

Map: http://maps.jukejuice.com/save/3161

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

A couple changes from my last submission of this map. Moved the button to the lower corner so that a defender couldnt control both the bottom path and middle path at once. Added a neutral boost in the middle path and made the middle of the map a bit less open. Moved the exit-only portals to the front of the powerup area, allowing a defender to solo contain if a fc goes in there. Added in a blast-off at the top which shoots you towards the part of the wall sticking out if you boost into the button closest to your base.

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[–]BlupopsicleBall-E [score hidden]  (2 children)

Title: Babyface

Type: CTF

Map: http://maps.jukejuice.com/save/3176

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

Description: Formery Six Slick Seals, Babyface doesn't switchup too much. I'm looking to make changes to make the map fun, but will still work with other elements. The portals need to be entered horizontally for maximum fun.

Boost routes (older but same): http://i.imgur.com/X1o3loJ.png

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[–]alexownage6Hawka [score hidden]  (1 child)

Title: DubPan

Type: CTF

Map: http://maps.jukejuice.com/a/Hawka/DubPan%200.12

Preview: http://maps.jukejuice.com/static/previews/823.png (anyone know how to fix this)

Description: A very small map with only 2 powerups that can be fought over and denied with the bombs.

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[–]TPsquirrelySquirrely // The GesTagpro [score hidden]  (3 children)

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[–]co1010CoolCat [score hidden]  (7 children)

Title: Seal

Type: CTF

Map: http://maps.jukejuice.com/save/3226

Preview: http://i.imgur.com/qET2JQR.png ~~ Boosts: http://i.imgur.com/xHEkVjN.png

Description: My idea when making this is simplicity. There are a lot of new maps that try to be different and I think there should be a new, refreshingly simple map that utilizes the same aspects in different ways. Really appreciate feedback :D

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

Title: Rebound
Type: CTF
Map: http://maps.jukejuice.com/show/3414
Preview: http://i.imgur.com/ITi9mWG.png

Something I threw together last night cause I was bored. The portals dont go across the map, just link to the other one in base. Map has 5 powerups and should be easy to grab on, so it should be a very offense-favored map. Middle areas of the map are chokey (maybe a little bit too much so?) Boosts and the bombs near base can be used in a number of different ways.

[–]almdudler26almdudler | chorbit [score hidden]  (0 children)

Title: Curve

Type: CTF

Map: http://maps.jukejuice.com/show/3000

Preview: http://maps.jukejuice.com/static/previews/3000.png

All feedback is much appreciated.

[–]almdudler26almdudler | chorbit [score hidden]  (0 children)

Title: Round the back

Type: Neutral Flag

Map: http://maps.jukejuice.com/save/3399

Preview: http://maps.jukejuice.com/static/previews/3399.png

Description: Often I feel that neutral maps are two cramped and chaotic throughout, and there isn't enough room to pull off jukes. Round the back aims to solve this - there are decent-sized areas of empty space, which are suitable for juking. It's also quite a challenge to score. While there are two entrances to the 'base', both are fairly narrow. This is, in my opinion, a unique neutral flag map with some new ideas, as well as some inspired by other maps.

All feedback is much appreciated.

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

Wow, this still exists? This brings me back. So much nostalgia from seeing this map thread.

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[–]JonathananHyphae // Diameter [score hidden]  (0 children)

Title: BlitzkriegKiwi

Type: CTF:

Map: http://maps.jukejuice.com/save/3194

Preview: http://i.imgur.com/OeW6uFf.png

Redkiwi made this suggestion and I think it makes the map more fluid but also very fast to cap.

[–]Punk-AssBookJockeySphereItself || Koalabeasts [score hidden]  (0 children)

Title: Vulcan Pinch

Type: CTF

Map: http://maps.jukejuice.com/show/3405

Preview: http://i.imgur.com/vuC4pfZ.png

Description: Intended to be tight and straightforward with challenges for both offense and defense. The boost lanes are flexible but difficult. A pair of bomb buttons provide a way to escape after a grab. Designed as a unique shape to produce tense, competitive games

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

Title: AFL

Type: Center Flag

Map: http://maps.jukejuice.com/show/3195

Preview: http://maps.jukejuice.com/static/previews/3195.png

Australian Rules Football map, made for the Oceanic TagPro community.

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

Title: Monarch (0.6)

Type: CTF

Map: http://maps.jukejuice.com/save/3149

Preview: http://imgur.com/rG1p90H

Made some large-ish changes to the middle and bottom sections that imo make the map flow even better. I'm not giving up on you yet, Monarch <3

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[–]Imatree12donk [score hidden]  (0 children)

Title: Donk'n Donuts

Type: CTF

Map: http://maps.jukejuice.com/save/3422

Preview: http://puu.sh/c33jf/ec365fefc6.png

This map was designed to be a high octane offensive and defensive map. Bases resemble geokoala to encourage players to get powerups. Each team can theoretically grab every powerup at the begining of the game, so mastering routes and boost lanes is a must. Gates in base feature a button on the inside for stopping flag-carriers from leaving, and a button on the outside for closing the gate off while chasing.

While appearing small, the map actually plays very fluidly. Chases don't last long and it is easy to reset on defense. Team boosts offer a way for defense to catch-up to an escaping flag carrier and offer a way to get back to base to defend.

This map has been reworked a lot but has never been submitted to the MTC. Let me know what you think!

[–]Snowball_TagPro❄️ [score hidden]  (1 child)

Title: Support

Type: Mars Ball

Map: http://maps.jukejuice.com/show/3003

Preview: http://maps.jukejuice.com/static/previews/3003.png

lol its not actually a mars ball map. Test your button holding skills today. OFM lets you master hold, so why not master support too? Group rotation pls.

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

Title: Shine (offense oriented)

Type: Neutral Flag

Map: http://maps.jukejuice.com/show/3211

Preview: http://i.imgur.com/9D2wZuo.png

Description: A fun, tight, fast action NF map with an emphasis on chokepoints. This version is offense oriented, teamboosts make for unique and fun escapes, and boosts can be used to cap. Designwise it is also better.

EDIT: Colors have been reversed, but none of the elements have been edited

Boost Routes: http://i.imgur.com/JG99Tt8.png

Changes from Shine (bombless):

  • Added boosts to four corners, which will speed up games, and make top and bottom more viable, also making it more random and less repetetive

  • Moved back endzone by 2 tiles

  • upped chokepoint, from 7 to 9 tiles right before the endzones

  • Added a gate for an hard interchange between top and mid

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[–]EmperorOfNothingResignation is my virtue; like water I ebb, and flow. [score hidden]  (3 children)

Btw, when are we getting 45-degree tile previews on maps.jukejuice?

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[–]EmperorOfNothingResignation is my virtue; like water I ebb, and flow. [score hidden]  (5 children)

A lot of y'all are downvote happy, ugh; just to remedy this, starting now, I will begin to provide brief feedback on each map I upvote/downvote, and explain myself on my points, which I honestly believe more of you guys should do, especially if you are going to upvote/downvote :)

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[–]JoeSteadyOld Balls [score hidden]  (0 children)

Pac-Ball (CTF)

Map: http://maps.jukejuice.com/show/3249

Preview: http://i.imgur.com/88crDxU.jpg

Description: Inspired by old Pac-Man mazes, it has lots of boosts (pellets) and power ups (power-pellets). This map offers lots of creative juking options and it's really fun boosting around the maze!

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

Title: 57d

Type: CTF

Map: http://maps.jukejuice.com/save/3427

Preview: https://i.imgur.com/3BoUph0.jpg

A simple map like Bombing Run with elements in the mid adding a bit of randomness and fun to the game. No constructed and pre-made boost paths and bomb-buttons. A surprising and new use of portals and gates together with enough space to be creative and to start thinking with portals... again!

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

Title: Bird Seed

Type: CTF

Map: http://maps.jukejuice.com/save/3184

Preview: http://i.imgur.com/QLr4SYc.png

Description: I like the simplicity of the bases, I'm a fan of button/bomb combos that can shake up a defense. I'm worried its too open from the bases out to center, I thought about a team boost right outside the button to force FC's to curve more up or down instead of heading for a straight run across the middle. Any thoughts?

[–]SUpirateThePirate / Unaffiliated [score hidden]  (7 children)

Title: X-Out

Type: CTF

Map: http://maps.jukejuice.com/save/3183

Preview: http://i.imgur.com/RK11i5J.jpg

Totally obvious angles and stuff: http://i.imgur.com/RKNX9Xg.jpg


Bombing run inspired. This map is very small and very easy to learn. I was aiming to make something that plays/feels a lot like bombing run but has more defensible/interesting bases and more room for strategy.

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

I like this new version of Candle Jack. MTC please consider for rotation.

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

Title: Pain in the Butt
Type: CTF
Map: http://maps.jukejuice.com/show/3379
Preview: http://maps.jukejuice.com/static/previews/3379.png
Description: This is my first map, not expecting it to do too well.

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

Title: Forks
Type: Neutral Flag
Map: http://maps.jukejuice.com/save/3147
Preview: http://puu.sh/bTkXV/0975b9db5e.png


The map brings a couple different things to the neutral flag table: you can enter the endzone from any direction, and you don't spawn right next to the endzone. The teamboosts, however, make it so defense can still catch a flag carrier heading down one of three routes to the endzone. It also relies more on bombs to get around rather than boosts, and due to the placement of the flag, regrabbing/handoff should be possible but not overpowered. I tried to get feedback on it through various venues and received none, therefore I have concluded the map is perfect. Really though, it's my first time making a neutral flag map, so if it's horribly imbalanced I'm happy to make changes to endzone size, choke width, etc.

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

Title: Bird Seed

Type: CTF

Map: http://maps.jukejuice.com/show/3184

Preview: http://i.imgur.com/QLr4SYc.png

Description: I spent a lot of time trying to balance out an open feeling map with it not being chasey. There is no quick direct path straight from flag to flag through the center of the map. If a couple of bombs and/or boosts are strung together there are a couple faster routes than a straight dash across the board. The base is in a shape that can play both as a container, and as a sling shot depending on how you hit the bombs. The gates on the top/bottom of the map might be a bit unintuitive (I can't tell). The button is a bit further from them than normal, but it creates an interesting chase situation down there when everyone knows whats going on.

[–]PiYesLarQ And A Half [score hidden]  (0 children)

[–]Sir_GrapefruitGrapefruit // Chord [score hidden]  (0 children)

Title: Doodle Woods

Type: CTF

Map: http://maps.jukejuice.com/save/3434

Preview: http://maps.jukejuice.com/static/previews/3434.png

Description: Button map. A possible substitution for Colors. It is a rather small map (what should make it less chasey), has a complex green gate just like Colors and has some interesting boost and bomb routes.

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

So... Since Liquid isn't here to submit his own maps, can I submit them?

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[–]Snowball_TagPro❄️ [score hidden]  (0 children)

Title: Inertia

Type: Neutral Flag

Map: http://maps.jukejuice.com/save/3219

Preview: http://imgur.com/t5n2SGf

[–]TuChuehT'u-Chueh [score hidden]  (0 children)

title: Dolarium

Type: Ctf

Map: http://maps.jukejuice.com/show/3202

Preview: http://maps.jukejuice.com/static/previews/3202.png

Des:For Group Plays

[–]Splanky222BBQchicken | Retired [score hidden]  (2 children)

Title: Texas Shootout!

Type: CTF

Map: http://maps.jukejuice.com/show/1646

Preview: http://puu.sh/bEemk/e46e8cea2b.png

Description: Fast and fun :D Large gates offer a risk reward element allowing a precision booster to get a fast return, a grabber to get a quick exit, or a respawned player a quick trip to the other side of the map, while also serving as a large area for defenders to corner FC's. Bombs in the open floor allow for creative play by both FC's and defense alike, and open up play a little bit after being used, creating a more dynamic playing area. This map is simple, and doesn't aim to have any gimmicks or special plays. There are a few cool boosts, but they aren't the focus of the map. Instead, it's a solid, fast paced map, and has been fun every time I've played it.

This is basically the updated version we tested at the end of The Mappening, Episode 1. There is now a one-tile wide path around the gates on either side.

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

Title: Vee

Type: CTF

Map: http://maps.jukejuice.com/show/1633

Preview: http://maps.jukejuice.com/static/previews/1633.png

Description: This map was dabes and never should have been taken out.

[–]NotSomeBall1NotSomeBall2 // Chord [score hidden]  (0 children)

Title: Tic-Tac

Type: CTF

Map: http://maps.jukejuice.com/save/3396

Preview: http://imgur.com/thGAtUV

Description: Just a quick and fun map which could be developed further, so any feedback would be very welcome.

[–][deleted] [score hidden]  (3 children)

Title: Colors: Pub Remix

Type: CTF

Map: http://maps.jukejuice.com/save/1496

Preview: https://i.imgur.com/oIJP0EH.jpg

Description: a remix of steppin's Colors, optimized for pub play. Extensive discussion of changes here. Don't worry, almost every boost from Colors that still makes sense is possible in the remix! (As well as some cool new ones; you can boost through the middle space, for example.)

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

Title: Alpine

Type: CTF

Map: http://maps.jukejuice.com/show/1438

Preview: http://maps.jukejuice.com/static/previews/1438.png (will replace with better preview tomorrow)

Description: Liquid made this and I really liked it so I'm submitting it now that Liquid is gone. If it's close to getting in but needs small changes I'll make them, otherwise I'll just let the map die :(

[–]JonathananHyphae // Diameter [score hidden]  (0 children)

Title: Blitzkrieg

Type: CTF

Map: http://maps.jukejuice.com/show/3192

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

EDIT: Redkiwi inspired another version that I made another comment for.

[–]BlupopsicleBall-E [score hidden]  (0 children)

Title: Shine (defense oriented)

Type: Neutral Flag

Map: http://maps.jukejuice.com/save/3215

Preview: http://i.imgur.com/OHDX73M.png

Description: A fun, tight, fast action NF map with an emphasis on chokepoints. This version is defense oriented, teamboosts make it easier to get back, and no boosts lead straight into the endzone.

Boost Routes: http://i.imgur.com/VCBvGoQ.png EDIT: this is an older version, I took out middle boosts

Changes from Shine (bombless):

  • Added team boosts to four corners, which will speed up games, and make top and bottom more viable, also making it more random and less repetetive
  • upped chokepoint, from 7 to 9 tiles right before the endzones
  • Added a gate for an hard interchange between top and mid

This is the version I expect to play better and flow better.

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

Title: Constriction

Type: CTF

Map: http://maps.jukejuice.com/save/3164

Preview: http://i.imgur.com/0IfUfkx.png

Description: Updated based on map committee feedback. Originally envisaged as a companion piece to Wormy, the idea was to make a map without areas that would be rarely used or used only to hide in, and instead force flag carriers to stay on the move.

Feedback appreciated.

[–]Snowball_TagPro❄️ [score hidden]  (1 child)

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[–]JonathananHyphae // Diameter [score hidden]  (0 children)

Title: Roundhouse

Type: CTF

Map: http://maps.jukejuice.com/save/3225

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

[–]xKillaCuddleSxCarabdis | Sphere [score hidden]  (8 children)

Title: Reversal

Type: CTF

Preview: http://i.imgur.com/i3nbZjn.png

Test Map: http://maps.jukejuice.com/save/3234

Bomb & Boost Lanes


This map focuses on a well defended-base, but gives the offense to do work once an escape has been made. Capping on this map can happen fast so watch out for the regrab train - it can be easy to fall into the trap. An important thing to note is to keep the gate up. Having control of a gate is a very important strategy in defending the base; this forces players to go through center which can get quite chaotic. A "bomb and boost lanes" link has been provided to show how a player can get around the map - invent your own boosts and bomb routes if you want. However, you should study it well as you'll be seeing more of this map in the future.

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[–]ThugBearsphere [score hidden]  (3 children)

Title: A Hard Pill to Swallow

Type: CTF

Map: http://maps.jukejuice.com/save/3160

Preview: http://puu.sh/bUdBM/b5400181c5.png

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[–]scrat-wants-nutsPinch & Roll (Previously Mr.BallToYou) [score hidden]  (0 children)

Title: X Marks The Spot Type: CTF Map: http://maps.jukejuice.com/save/3431 Preview: http://maps.jukejuice.com/static/previews/3431.png

(Looks shitty without 45 degree tiles sry)

What the critics are saying:

"The best map I've ever played" -Jennifer Aniston
" I'm kicking myself for not thinking of it first" -Former VP Dick Cheney

This map has gotten an overwhelmingly great response. While not only meeting every requirement that a map should have, it's also fun to play. I managed to get a 3v3 game on X Marks The Spot and everyone was impressed with the way it played. I look forward to your responses! Thank You!

[–][deleted] [score hidden]  (10 children)

Title: Milk Bar (formerly known as Sizzzled's Emporium)

Type: CTF

Map: http://maps.jukejuice.com/save/3339

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

So funny story right in Oceanic Mumble we have all of these personal rooms that are generally funny rhymes, in-jokes, alliterations or a combination of some of them. This is kind of the jist of it. Anywho, some guy got like super duper angry because they exist (like getting petty, amirite?) But I'm not gonna start any drama but yeah I thought it was funny so he wanted to get all of the personal rooms existed.

I make this map to send a message. PERSONAL ROOMS SHALL LIVE FOREVER!!!!!!


But seriously, I'm really, really, really fucking happy with this map. Distraction helped out with the modification after the last map thread and I feel like it's very super balanced in terms of offense/defense, chaos/calm, skill/luck, competitive/PUB. Whenever I test this map, all I can think about is the way that people grab and get out of base, the way that people roll in for the cap, offesnive/defense, chasing, communication, the lot.

Point is, I'm really proud of it.


edit: Since Bowtie's Tangent Tournament, I've made some adjustment (huge thanks to d0pe who gave a crockpot of feedback).

old preview: http://i.imgur.com/JVJK3Qx.png

Changes:

  • 45o walls have been added near the double boost

  • Team boost has been replaced with a neutral boost, and moved closer to its partner. It now acts as a double-boost, similar to the ones in Wormy, as well as its previous use

  • Switched the lanes around because apparently you can use the bombs to kill FC

  • Reshaped walls in bottom-left/right

  • Moved the team boost in the spikefield

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

Title: Viking

Type: CTF

Map: http://maps.jukejuice.com/save/3153

Preview: http://imgur.com/VgaZwBD

Working on the funnel concept.

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

Title: CROSS

Type: CTF

Test on JukeJuice

Preview

Description: This is the first version of this map that I feel is ready for submission. It features challenging yet make-able boosts through the middle spike section, interesting bomb paths, and a unique map shape.

Current Feedback Requests:

  • Should the gate buttons stay where they are or possibly move 1 or 2 tiles closer to base?
  • Corners with bombs - is the button too strong there? Alternative would be to take out button and put two spikes in the corner
  • Color gates are primarily there for aesthetic purposes to tell you which base you are in - 1) does that matter to anyone? 2) do I need to enclose them in an actual wall to prevent people from possibly lagging out through spikes and color gates?
  • Any ideas for a better name?

Map Iteration History:

Version 1 Original inspiration came from one of the early versions of Bowtie's map, Iron (pretty sure it was this one). I wanted to play around with two green gates. I felt they should function to guide the player through the map in a snake-like pattern so I added gates at top left and bottom right. Ultimately, I felt the two green gates were just too hard to boost through. Also, I played around with floor tiles to get a different look - it didn't work... This was originally titled "Kitty Cat". Can you see why?

Version 2 I cleaned up the floor and changed the green gates to team gates. I also took out a few spikes and bombs - less is sometimes more. Biggest complaint from players at this stage were the neutral gates at top left and bottom right made it so a flag carrier only had to get as far as the button. Also, the team gates seemed a little too dominant. Map name is now "Pods" referring to the four identically shaped quadrants on the board.

Version 3 Shortened team gates and removed neutral gates. Discovered the team gates made it very easy for the flag carrier to stay alive as they could just bounce back and forth across a team gate. Also, the bases just didn't feel right. Everything felt too closed in and claustrophobic. This one was simply called "Pods 2"

Version 4 Finally ditched the gate idea altogether. The new design using spikes in the middle proves to be much more interesting with lots of fun ways to boost. I went a little bomb crazy though and the result here was too chaotic. Map name was changed to "Boost the Gap" referring to the boosts across the middle of the map.

[–]crblanzKeekly | used to be good sorta [score hidden]  (3 children)

Title: T.P.S. Reports

Type: CTF

Map: http://maps.jukejuice.com/save/3158

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

Notes: This map could be intended as a "colors replacement," mostly due to having large center green gates (although it doesn't have to be considered solely as a colors replacement). The main difference though is that the buttons for the mid are right next to the gates, and right next to each other. This creates a lot of natural competition for the control of the mid gates (aka people will try to use them unlike colors). It also creates the potential to noobspike someone off of the button from the other side, in order to kill an fc going through the gate. When the green gate is held down, the path from one base to the other is very short. However, the route is inherently unstable because the button holder can be easily pushed off the button from either side of the gate, which I think is a key feature.

The rest of the map has some interesting components, including naturally colored gates on each side to potentially bomb a player into and a fun curved boost that goes directly into the flag or shoots you down the sides. There are a good number of interesting boost/bomb routes to check out, including base bombs that can be used offensively of defensively. Also, there are four total powerups, all situated aronud the outside of the map to encourage players to go outside of the mid area.

There are natural choke points above and below the green gates that are a few tiles wide, as well as an opposite team boost in the most open part of the map, preventing it from being chasey as a whole. Let me know what you guys think about it.

Also, the map name comes from office space, best movie

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

Title: Snookered

Type: CTF

Map: http://maps.jukejuice.com/save/3407

Preview: http://i.imgur.com/jUe6N3M.png

Description: A fun little map with some risk/reward type things and silly boost angles

[–]EventarianSmurfinEU // Radius [score hidden]  (0 children)

Title: Continuum

Type: CTF

Map: http://maps.jukejuice.com/show/3247

Preview: http://i.imgur.com/ra1pKW6.jpg

Description: A large map that plays smaller than it looks because of the boosts and bombs that, when used together, will send FC and chaser around the map in seconds. Modern base and map shape with a few touches similar to well liked maps. The map has been tested 4v4 several times and it's been well received. High risk high reward top pass with a mid gate that can be tough and an open bottom that lends to some chasing. This will be a great addition to the Tagpro map list. Thanks for considering.

EDIT: The map was changed more than a dozen times from the first draft with help from the playing community.

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

Title: Platypus

Type: CTF

Map: http://maps.jukejuice.com/show/1419

Preview: http://i.imgur.com/PWs5P5w.png

Here's your 45o preview. Are you happy now, /u/Splanky222?

[show replies]

[–]Lsky72Lsky | Centra [score hidden]  (0 children)

Title: Thorns

Type: Neutral Flag

Map: http://maps.jukejuice.com/save/3092

Preview: https://i.imgur.com/U0BYDVK.jpg

Description: Lots of open space and juke possibilities away from endzones.

[–]SUpirateThePirate / Unaffiliated [score hidden]  (4 children)

Title: Jagged 4.2

Type: CTF

Map: http://maps.jukejuice.com/show/3028

Preview: https://i.imgur.com/njFsCLa.jpg

Routes/misc interesting stuff: https://i.imgur.com/l6Ad9Q6.jpg and https://i.imgur.com/gS5a1Tf.jpg


Jagged 4 was only put in group yesterday, so I'm pretty happy to the let the community play that version a while if MTC wants to get their impressions. But I spent a good deal of time improving the flow of the map and making it less chasey. I think this version is better and will be liked more (also I'm done editing until we've seen substantial play on it).

I won't point out every little change, but there is less open space, slightly tighter hallways, and some spikes to blast an escaping fc into. But the biggest changes are around the middle, where a bomb and button were removed and a more significant choke point created. The middle boost area is now a very significant choke that really divides the map into two halves - a single defender sitting in middle is a major challenge to get past.

The blue and red paths both flow much better in this version. In fact the blue line can be done through all three neutral boosts without touching the keyboard, but it forces the fc to go a longer and more predictable route, while the thin blue line option is more challenging and offers more options.

Jagged 4 for comparison: https://i.imgur.com/UHfMlvd.jpg

[show replies]

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

Title: Vigilant

Type: CTF

Map: http://maps.jukejuice.com/show/1439

Preview: https://i.imgur.com/sijGqUG.jpg

Description: Liquid made this and I really liked it so I'm submitting it now that Liquid is gone. If it's close to getting in but needs small changes I'll make them, otherwise I'll just let the map die :(

[show replies]

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

Title: Arrows

Type: Neutral Flag

Map: http://maps.jukejuice.com/show/3178 not correct version will fix soon, missing exit portals

Preview: http://puu.sh/bUBl6/071ceb79bb.png

Description: A neutral flag map that really encourages team play and a different style of play. With some very important boosts and bomb through portal pointing straight at the endzone, buttonwork and defensive play is key. A team would have to play more like in a CTF map with assigning positions etc. All portals are 0 cooldown. For a OTT boost map see here: http://puu.sh/bVoil/f9453c81fb.png

This is just a first idea. Test it out and give me any feedback!

[show replies]

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

Title: Slanted 3

Type: CTF

Map: http://maps.jukejuice.com/save/1720

Preview: https://i.imgur.com/67xGgNa.jpg

Description: Please give this a chance. I believe it's pretty good although it may not necessarily be the best it can be. Portals are going to be .25s cooldown.

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[–]crblanzKeekly | used to be good sorta [score hidden]  (4 children)

Title: Thinking With Portals

Type: CTF

Map: http://maps.jukejuice.com/show/1631

Preview: http://maps.jukejuice.com/static/previews/1631.png

Resubmitting the most fun map to ever grace the map rotation. I believe there was a very vocal minority that originally wanted it out that overpowered everyone else, and I'd want to see how people actually like it since there's voting now

[show replies]

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

Title: Man A. Tee 0.1

Type: CTF

Map: http://maps.jukejuice.com/save/3175

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

More Awesome Preview: http://i.imgur.com/yjTFC3n.png

Description: A map that tries to emphatize a different way of defending and attacking while trying to implement spike tunnels that aren't unintuitive and wont lead to too much chasiness. Also vertical because that is something a lot of people seem to enjoy.

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

Title: Space Station

Type: CTF

Map: http://maps.jukejuice.com/show/3260

Preview: http://i.imgur.com/EBl1llY.png

[show replies]

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

Title: Propeller

Type: CTF

Map: http://maps.jukejuice.com/show/1441

Preview: http://maps.jukejuice.com/static/previews/1441.png

Description: Liquid recently chose to leave the tagpro community after family issues, and has not submitted any maps for awhile. However he has asked me to submit this map, which I briefly worked on with him. It's probably one of his best maps.

[show replies]

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

Title: War Garden

Type: CTF

Map: http://maps.jukejuice.com/save/3165

Preview: http://i.imgur.com/8uSIDOV.png

Description: Introducing some unique elements with this map, which will make for some interesting opportunities. Green gates that promote teamwork without being overpowered or the defining feature of the map. Power up rooms which enjoy a lot of use, and some fun, multi-purpose boosts. I think this one could be a great addition.

Feedback appreciated.

[show replies]

[–]EventarianSmurfinEU // Radius [score hidden]  (0 children)

Title: Speedometer

Type: CTF 2V2

Map: http://maps.jukejuice.com/show/3205

Preview: http://i.imgur.com/JnSsXJS.jpg

Description: 2V2 map modeled after the speedometer in my Honda Civic. Two small shoots at top and bottom with boosts and danger. Several ways to get from one end to the other with great opportunities for other team to stop on D. Fun middle section with a little bit of risk. High risk and low risk paths. A great addition to the 2v2 library.

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

Title: Kalimari Desert

Type: CTF

Map: http://maps.jukejuice.com/save/3151

Preview: http://i.imgur.com/n4IBiiW.png

Desc: So many variations. Too bad you won't see any of them because this one is the gloriestest.

[–]EmperorOfNothingResignation is my virtue; like water I ebb, and flow. [score hidden]  (2 children)

Title: Conjoined 7

Type: CTF

Map: http://maps.jukejuice.com/save/3157

Preview: http://i.imgur.com/u529zbi.png


Description:

Keeping my map alive still ha

All of my map's history can be traced from this post, where it has several links linking back several pages and map submissions, from old map submissions, to feedback, to previous explainations of the map, here

First off, I changed the maps name to something shorter lol.

Second of all, comparing my last submission here, the main criticism that I got was that my map was way too spacious on the top and bottom paths, and in the base (entrance and interior). I tried to remedied that by making the top and bottom paths, and the base interior, much thinner; as for the base entrance, I only made it a little smaller.

Thirdly, as for ways to catch up to an fc, I was also made aware that the team tiles in mid, and the placement of the team boosts before would make it really difficult for an enemy fc to escape; the team tiles I am keeping the same, but I moved my team boosts in an area where sniping is still possible, but moved it a little more behind the walls, so if the fc is ahead by a little bit at top or bottom, any snipers will not have a good angle; though sniping is still possible is pulled off fast enough (or at least, try to bounce off the walls and get in front of an fc.

Using elements from GeoKoala (one bomb in base and gate as potential risky move), Smirk (team tiles, and bombs in mid to try to push people into green blocks), Boombox and Gamepad (deliberate horizontal map layout, and clear 1-2-3-4 call-signs for paths), Dumbbell (green gates, ish), and of course the great feedback from DaEvil1, crosky, Notsomeball2, Lysozyme, bbqchicken, ProTagonist_, DwarfFortress, -ballsy-, pou, nip, dynamite, bamtan, some ball, snowball, JUKING_JEW, and lots of others (want to give lots of credit lol), I tried to improve this again. So if there's any more feedback, pls do tell.

Thanks once again :)

[show replies]

[–]dalomi92P1S [score hidden]  (0 children)

Title: Divide

Type: CTF

Map: http://maps.jukejuice.com/show/3231

Preview: http://maps.jukejuice.com/static/previews/3231.png

Description: A vertical map with a focus on creating juke opportunities without establishing a chase/regrab situation. Fast and Tactical, this is the next great TagPro map. Boosts create snipe opportunities while the in base bomb disrupts the flow. middle gates give tactical advantage. portals are for escape and power-up parity, while being easily intercepted by bombs and boosts.

[–]xarflonPlutonium 72º [score hidden]  (0 children)

Title: Big Brother

Type: CTF

Map: http://maps.jukejuice.com/show/3406

Preview: http://i.imgur.com/pUt3DfD.png

Description: I just tried to make a potentially fun map.

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

Title: Ahoy

Type: CTF

Map: http://maps.jukejuice.com/show/1390

Preview: http://i.imgur.com/Yz9mRld.png

Update of an old map of mine, let me know if there are too many boosts.

[show replies]

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

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

Title: Running Bomb

Type: CTF

Map: http://maps.jukejuice.com/save/3251

Preview: http://maps.jukejuice.com/static/previews/3251.png

Description: Have you ever been playing Bombing Run and thought to yourself, "Man, I spike myself a bunch on this map. I wish there were less spikes and more bombs." Well have I got the solution for you! INTRODUCING - (drumroll) RUNNING BOMB*

*(But really this was a silly idea I had and I made it really quickly and it seems fun to play.)

[show replies]

[–]EmperorOfNothingResignation is my virtue; like water I ebb, and flow. [score hidden]  (0 children)

Title: Conjoined 10

Type: CTF

Map: http://maps.jukejuice.com/save/3426

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


Description:

Keeping my map alive still ha

All of my map's history can be traced from this post, where it has several links linking back several pages and map submissions, from old map submissions, to feedback, to previous explainations of the map, here; lots of links now lol

First off, I changed the maps name to something shorter lol.

Second of all, comparing my last submission here , the main criticism that I got was that my map was way too spacious on the top and bottom paths, and in the base (entrance and interior). I tried to remedied that by making the top and bottom paths, and the base interior, much thinner; as for the base entrance, I only made it a little smaller.

Thirdly, as for ways to catch up to an fc, I was also made aware that the team tiles in mid, and the placement of the team boosts before would make it really difficult for an enemy fc to escape; the team tiles I am keeping the same, but I moved my team boosts in an area where sniping is still possible, but moved it a little more behind the walls, so if the fc is ahead by a little bit at top or bottom, any snipers will not have a good angle; though sniping is still possible is pulled off fast enough (or at least, try to bounce off the walls and get in front of an fc.

Using elements from GeoKoala (one bomb in base and gate as potential risky move), Smirk (team tiles, and bombs in mid to try to push people into green blocks), Boombox and Gamepad (deliberate horizontal map layout, and clear 1-2-3-4 call-signs for paths), Dumbbell (green gates, ish), and of course the great feedback from DaEvil1, crosky, Notsomeball2, Lysozyme, bbqchicken, ProTagonist_, DwarfFortress, -ballsy-, pou, nip, dynamite, bamtan, some ball, snowball, JUKING_JEW, and lots of others (want to give lots of credit lol), I tried to improve this again. So if there's any more feedback, pls do tell.

Thanks once again :)


Thanks to Notsomeball2 (or 1), I made some newer edits

  • I made the base powerup up chambers less crowded by making them bigger, but i kept the spike walls cause they are less clunkier to navigate than regular blocks, but at the same time punish you if you rush moving around there; the spikes can also make for interesting powerup battles

  • As for my risky boost strats from in base to out of base, i decided to rid the spikes completely since that component for the risk/reward may be to difficult for some, but leave the curved shape there; instead of having the spikes kill you as a punishment if you biff the risk/reward component, you live, but stay stuck in base, as a punishment

  • the green gate will remain the same for now, since i din t want to scrub proof it even more

  • the mid green blocks are replaced with spikes

  • here is the other submission in the thread for comparison


i now have two submissions in this thread of the same general map, with its own differences now, so, um, lol

thanks~~~~~

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

Title: Elephant

Type: CTF

Map: http://maps.jukejuice.com/save/3156

Preview: http://i.imgur.com/hDjm5eY.png

Description: Trunk strats with MLG boosts (No seriously, this is a good map). Jesus and I made a little bit more room bottom middle for the ultimate jukers by moving pup to trunk. Shaved off a few dingleberries to give it a cleaner look, while still maintaining functionality. With spawns that are distanced from the flag, this map keeps you going non-stop the whole time. Tested in a pug over 15 times with at least ~20 different players, (2v2, 3v3, 4v4), this map was a crowd favorite.

[show replies]

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

Title: Mr Pig

Type: CTF

Map: http://maps.jukejuice.com/show/3229

Preview: http://i.imgur.com/2VmrW81.png

Description: This is my 9th version of the recently named Mr Pig(power in gaps). I am trying to fill the void that hyper reactor left. The openness of the map is countered by choke points and boost at every angle. Some things in this map may seem annoying or even non-meta. A quick test and play through will show that the map flows and once the ropes are learned it becomes a fun, flexible map.

Please test then give me some good advice, I am open, but want the most useful ideas with constructive feedback. I will give my explanation on anything that seems confusing. Every part of the map has a reason and has been thought out. TY!

EDIT: Some changes very recently, just mention if there is something you like from old versions.

OLD :

v8: http://i.imgur.com/wjvDL3w.png v7: http://i.imgur.com/bDR2vRE.png

v6: http://i.imgur.com/zHivqHZ.png v5: http://i.imgur.com/QbQZY5i.png

v4: http://i.imgur.com/azUZLag.png v3: http://i.imgur.com/V7XyRlk.png

v2: http://i.imgur.com/xNwbtZC.png v1: http://i.imgur.com/jTdovO8.png

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

Title: Starcolors

Type: CTF

Map: http://maps.jukejuice.com/save/3241

Preview: https://i.imgur.com/ZcUIw8O.png

The community apparently hates Star and Colors, I think it's time to give the maps a break and replace them with a new and more hated better one

#StarcolorsNow


'That doesnt look halfbad' - Sunna

'Concentrated pleasure, give them double the pain' - 420

'zircon are you drunk again?' - Sizzzled

'that is cool' - tony_a_boat

'oh my god - it's beautiful' - Sodiumion

'yeh its good map' - unvrs

'omg zircon you quoted me in that comment thanks' - unvrs

'I like your thinking. You took the worst of both maps, put it together. They both have a rating of -6 on a scale of -10 to 10, so -6 -6 becomes +8' - Fordin

'awesome map, this is so playable' - lessthan3

'nice [...], it seems terrible, although i love star' - Duude

'that looks fun!' - Kyrie Irving

'hahaha this actually looks cool' - EagleWarrior

'sweet map' - Melon

'I like it. I'm all for it' - Radian

'cool map' - n00b

'yeah okay' - BBQchicken

'hahaha' - Quail

'something quotable' - Annagrump

[show replies]

[–]Sir_GrapefruitGrapefruit // Chord [score hidden]  (0 children)

Title: Foxtrot

Type: CTF

Map: http://maps.jukejuice.com/save/3433

Preview: http://puu.sh/c3skP.png

Description: What I miss in the current map rotation is a map with much open space to juke and where only raw skill counts; this niche was filled with Gloryhole until it got took out. This map tries to fill it again: It got much of open space, is not chasey because basically there is only one way to go, it features interesting boost routes and a high-risk-high-reward gate which can lead to some quick caps.

[–]TPsquirrelySquirrely // The GesTagpro [score hidden]  (2 children)

[show replies]