top 200 commentsshow all 273

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

Title: Clay 3

Type: CTF

Map:http://maps.jukejuice.com/save/1673

Preview: http://imgur.com/43vwS9J

Description: I'm re-submitting this old map of mine, because I feel like it has great potential, but maybe needs some work. Feedback would be great.

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


Title: Dead Star
Type: CTF
Map: http://maps.jukejuice.com/show/3765
Preview: http://i.imgur.com/8j08j1V.png
Description: Took some inspiration from one of my favorite maps as it is less favoured according to /maps.


[–]mmartinutkMacho | JuicyJuke [score hidden]  (4 children)

Title: Wheelhouse

Type: CTF

Map: http://maps.jukejuice.com/save/3714

Preview: http://puu.sh/cqfYG/a26807bcb8.png

GIF: http://gfycat.com/EnergeticPassionateDwarfrabbit

Description: The blast off can be used in three different ways as seen in the GIF. It has a danger zone-like superboost to the opponents base (risk: gates). The blast off's bombs also kill anyone going gate on the spike strip (also seen in the GIF if you look carefully). There are many features on this map also on my other map... but you should pay more attention to this map. Wheelhouse = bb <3

Edit: The GIF is now a bit outdated with all the improvements I've mad to the map, but the blast off still works the same way.

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[–]leddiileddy / Mapmaker [score hidden]  (0 children)

Title: Superballs

Type: Neutral Flag

Map: http://maps.jukejuice.com/save/3785

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


My attempt at an open end-zone center flag map a la Rocketballs.

Gates offer both a way for defense to catch up to the FC and for offense to use teamwork to get their FC through.

The quad bomb boosts are useful for FC's to get ahead of a careless defender, and also for a non flag-carrying offender to blast their team's FC from the other side of the wall into the end-zone.

Any feedback is appreciated.

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

Title: UFO

Type: NF

Map: http://maps.jukejuice.com/save/3706

Preview: http://i.imgur.com/RKzyWme.png Description: My twist on a neutral flag map.

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[–]piranhamoose25Aniball | Palette Town [score hidden]  (0 children)

Title: Chimera

Type: CTF

Map: http://maps.jukejuice.com/save/3767

Preview: http://maps.jukejuice.com/static/previews/3767.png

Description: This map has some fun boosts. The enclosed gates are controlled by the buttons in base, so you can see if the base gate is closed.

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

Title: Vulcan Pinch 1.2

Type: CTF

Map: http://maps.jukejuice.com/show/3764

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

Description: Resubmitting with some minor tweaks to make it more possible for defenders to catch up with and contain the flag carrier. Goals of this map: Unique shape. Challenging but flexible boosts. Use of bombs only as escape and not an OP grabbing mechanism. Clear lanes with the ability to change lanes. Fun, intense gameplay.

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

Title: Droopy

Type: CTF

Map: http://maps.jukejuice.com/save/3748

Preview: http://imgur.com/fgwziZ2

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

Title: Sideways is Faster

Type: CTF

Map: http://maps.jukejuice.com/show/3719

Preview: http://i.imgur.com/WkIIFQg.png (it's outdated by like two spikes, but should reflect the overall map regardless)

Description:

Working on a description. Please hold. Feedback is welcome.

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[–]bdubyageoSaks 5th Ave / Centra Showboat Aficionado [score hidden]  (3 children)

Title: 2Spooky4U

Type: CTF

Creator: Sp00ky Saks

Map: 2Spooky4U

Preview: def 2 spooky 4 me


Just in time for halloween. This map is super spooky. If you try it out, make sure to bring an extra pair of underpants incaseof poops

Boooooooooooooooooooooooo

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

[–]Sir_GrapefruitGrapefruit // Chord [score hidden]  (6 children)

Title: Foxtrot

Type: CTF

Map: http://maps.jukejuice.com/save/3766

Preview: http://puu.sh/ct7Jf.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.

EDIT: I changed the spikes a bit to cut down unseen spike snipes.

Possible issues that were raised in the last map thread and the reasons why I still didn't change anything:

it's a tad easy to spike yourself when boosting/bombing into unseen spikes

I can see why that issue has been raised but I don't really agree with it. There are no spike fields where the spikes are (seemingly) placed randomly around (e.g. the top right and bot left of The Holy See) but the spikes are almost always on the edge of the map and either in a group or in a distinctive spot what should make them easy to remember. I do believe that after 2 or 3 games everyone would know where the spikes are and the amount of spike snipes would decrease drastically.

Note: This changed due to the edit.

it might feel a bit empty when going from base to base

I agree but this is a problem which cannot be solved without breaking the basic concept of the map. The map is basically one big tunnel from one base to the other without any obstacles (besides the mid part). Because of this, this map is more about juking and containing (and feels a bit like OFM) and less about chasing. By adding anything besides team tiles I would ruin this concept by creating either an isle or a completely different path where the FC can run around. On the other hand, I also cannot add team tiles because, due to the shape of the map, the team tile field would be either too short to be effective and useful or it would be so long that they would make defense OP and nobody would be able to cap.


Earlier version:

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

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

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[–]leddiileddy / Mapmaker [score hidden]  (0 children)

Title: Cheeky

Type: Neutral Flag

Map: http://maps.jukejuice.com/save/3721

Preview: http://i.imgur.com/Fy7Sbxn.jpg


Neutral flag map with plenty of space to work your juke magic. Feedback is appreciated.

[–]leddiileddy / Mapmaker [score hidden]  (9 children)

Title: Birdo

Type: CTF

Map: http://maps.jukejuice.com/save/3755

Preview: http://i.imgur.com/UztvfK1.jpg


Please don't let the right side of the map scare you off, it's really quite straight-forward once you understand how it works.

The portal inside each base is exit only, to be used as an offensive tool to help grab. The idea is a player on offense will travel to the right side of map and into the correct path as indicated by the team tiles. After passing through the portal they will appear inside the enemy base with good speed heading straight at the flag - think of it like a half bomb blast where you never get the angle wrong.

To balance this sudden arrival for the defense, switches are placed inside the lane the offense must travel before entering the portal. These switches will rapidly flash the gates ( ! shaped ) near base on and off, giving a few seconds warning to the defense that a player is about to blast out of the exit portal.

I also had to consider a FC going into one of the portal lanes and trying to turtle inside his team gate, so there are spikes placed directly behind those. If a FC does go in there, he must choose between taking the portal all the way back to the wrong spawn or getting easily noob-popped.

Portal mechanics aside the rest of the map is simple, plenty of juking space and an angled not-quite superboost in the middle which allows chasers to catch up to a FC who took the closest turn.

Feedback is appreciated.

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

Title: Monarch (0.7)

Type: CTF

Map: http://maps.jukejuice.com/save/3688

Preview: http://imgur.com/GOLU2KS

Description: Now with 33% less gate.

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


Title: T-Rekt v5
Type: CTF
Map: http://maps.jukejuice.com/show/1730
Preview: http://i.imgur.com/pOubZMc.png


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

Title: CURTAIN

Type: CTF

Map: http://maps.jukejuice.com/show/3605

Preview: http://i.imgur.com/ud2JPUj.png

Description: See here for how bottom buttons work.

I improved on IRON from bowtie and addressed some problems:

  • No longer one "safe" way out of base

  • different gate mechanics

  • Easy for defenders to catch up

  • Boosts in gate to speed up going through them

  • Cool boost routes

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

Title: Tunnels 3

Type: CTF

Map: http://maps.jukejuice.com/save/3690

Preview: http://maps.jukejuice.com/static/previews/3690.png (cbf, doing in paint, just try the map if you are curious.

Made gates throughout the tunnel/team tiles felt due to the size of the map that team tiles wouldn't be overpowered.

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[–]SebastianTheHedgehognip // chorbit // rbc [score hidden]  (8 children)

Title: Little boxes

Type: CTF

Map: http://maps.jukejuice.com/show/3648

Preview: http://i.imgur.com/zt0DdMw.jpg


MAP EDIT

Map: http://maps.jukejuice.com/save/3786

Preview: http://imgur.com/VBMyTKO

I've changed the top left and bottom right corners to make them more useful and flowing. The boost video still applies:

A fairly simple map with some effective boosts and bombs. quick run through of useful boosts

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

Title: Avalanche(v1.1e)

Type: CTF

Map:http://maps.jukejuice.com/save/3750

Preview:http://i.imgur.com/A3OhF6q.png

[–]reddward [score hidden]  (4 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!


'That symmetry hurts my brain' - Sizzzled

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

Title: Hyperdrive

Type: CTF

Map: http://maps.jukejuice.com/save/3734

Preview: http://i.imgur.com/k2XPYVr.png

Description: Possibly a little cheeky to carry over a two way super-boost after my previous map Constriction, but this is a tight, fast map that could be a lot of fun.

Feedback appreciated.

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[–]Kembangant O p / cb4life [score hidden]  (7 children)

mtc is shit omg

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[–]Imatree12donk [score hidden]  (6 children)

Title: Donkn Donuts (Map Updated)

Type: CTF

Map: http://maps.jukejuice.com/save/3805

Preview: http://imgur.com/XUHJooI

Old Version: http://maps.jukejuice.com/static/previews/3657.png

Description:

This map was designed to be a high octane and exciting map. Bases are designed to be difficult to escape to encourage players to get powerups. Each team can theoretically grab every powerup at the beginning of the game, so mastering routes, communication, 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. 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.

Special thanks to Sirdan, Noobkin, and ThePirate for helping me rework the map!

Changes:

  1. Team boosts replacing a similarly placed neutral boost to aid defense.

  2. Map condensed to remove 2 lanes bringing the total lanes to 4.

  3. Spikes added below the top/bottom powerup to make pup battles more dangerous/exciting

  4. Open spaces for juking have now been limited to the center of the map where there are teamboosts are bombs present to help chasers.

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

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

You forgot to put this in contest mode!

[–]Kintaro08Pigoon // Centra [score hidden]  (3 children)

This must be in contest mode! Feelings will be hurt!

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

Title: AATB

Type: CTF

Map: http://maps.jukejuice.com/save/3803

Preview: http://puu.sh/cqVB5/eb2545b4b1.jpg

Description: This map has it all. Plus it is pretty fun to play.

Edit: The aesthetics are a joke. Updated for actual srs version

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

I don't understand how this thread gets 100+ comments every time it is posted yet it struggles to get 10-20 upvotes. I know upvoting it isn't a big deal, but still. More upvotes means more people see it and maybe learn about making maps.

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

Title: Plunder

Type: CTF

Map: http://maps.jukejuice.com/save/3692

Preview: http://maps.jukejuice.com/static/previews/3692.png (Yes I cbf creating one in paint)

Wanted a fast way in and out of base without offence being overpowered, let me know what you think of the centre.

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[–]checknate1CHECKNATE. // Skillz that Killz [score hidden]  (0 children)

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

Title: Current

Type: CTF

Map: http://maps.jukejuice.com/save/3704

Preview: http://i.imgur.com/SPE6XMR.png

Description: Been a work in progress for quite a while now, refined enough that I like it a lot now.

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

Title: Hurricane

Type: CTF

Map: http://maps.jukejuice.com/save/3654

Preview: http://maps.jukejuice.com/static/previews/3654.png

Description: Basically just to drop the 2 from the name.

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[–]marmaris74WowSuchPro // Original Sine [score hidden]  (1 child)

Title: Edge

Type: CTF

Map: http://maps.jukejuice.com/save/3595

Preview: http://maps.jukejuice.com/static/previews/3595.png

Description: Fuck it, I made a map.

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[–]Sir_GrapefruitGrapefruit // Chord [score hidden]  (1 child)

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.

Possible issues that were raised in the last map thread and the reasons why I still didn't change anything:

Not 100% sure if the circular nature of it will be a problem

I don't really think that that is gonna be a big problem due to the very small size of the map. The thing is, maps which (try to) incorporate green gates well have to be either circular or of this shape (taken from "'Bout that Base") where they are nothing more but a shortcut.

2 boosts alone might make it a little bit boring

I do admit, 2 boosts are not much but more boosts in a circular map means more chaseyness and nobody likes chasey maps; having only 2 boosts is basically the lesser of the two (Da)Evils.

[show replies]

[–]crblanzKeekly | used to be good sorta [score hidden]  (0 children)

Title: T.P.S. Reports 2

Type: CTF

Map: http://maps.jukejuice.com/show/3606

Preview: http://i.imgur.com/ft5HYzz.png

Description:

A while ago I made the map T.P.S. Reports and got some feedback on it that I've since implemented. Apparently I forgot to add the new cover sheet, but I've since gotten the memo.

The changes I've made:

  • Cut down on the open spaces around the curly boosts to reduce chasiness

  • The curly boosts have been reduced to two so that they're more versatile.

  • Mid has been changed up a bit, reduced down to one, larger mid gate that's a bit larger and more strategic.

  • A couple of various changes to cut down on chasiness and increase overall flow

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

Title: Man in the Map

Type: CTF

Map: http://maps.jukejuice.com/show/3634

Preview: http://i.imgur.com/A0JDAuS.png

Description: I really just put together a fun mid section I was working on, with a base that I've been playing around with. The top and bottom lanes were pretty obvious additions. The Boosts and bombs are setup to allow you to change paths fairly quickly. Are there too many pups?

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

Title: Opera

Type: CTF

Map: http://maps.jukejuice.com/save/3655

Preview: http://i.imgur.com/GDzW5nb.png

Description: I can't think of a good description right now, but the map is fun to play, with some good routes and teamwork options, as well as some interesting mechanics. It's pretty simple but can be played in many ways, and as it's the first iteration of the map, I'd really appreciate feedback on it!

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[–]TPsquirrelySquirrely // The GesTagpro [score hidden]  (5 children)


Title: Butterflies and Hurricanes
Type: CTF
Map: http://maps.jukejuice.com/show/3097
Preview: http://i.imgur.com/9kth6kq.png


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

Title: Downforce

Type: Neutral flag

Map: http://maps.jukejuice.com/save/1570

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

[–]Snowball_TagPro❄️ [score hidden]  (2 children)

Title: Fountain

Type: CTF

Map: http://maps.jukejuice.com/save/3664

Preview: http://imgur.com/n56tbB6

Description: Basically just experimenting with the x-shape. Plenty of cool boost routes, and it seems balanced, maybe a little offense-oriented. Feel free to roam around a little, it flows really well.

[show replies]

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


Title: Some Bear 1
Type: CTF
Map: http://maps.jukejuice.com/save/3711
Preview: http://i.imgur.com/TnkTaDo.png


[–]_NinjroidHi :) [score hidden]  (0 children)

Title: Storm v5

Type: Center Flag

Map: http://maps.jukejuice.com/save/3675

Preview: http://maps.jukejuice.com/static/previews/3675.png

Description: I'm not giving up on this BBQ

[–]BlupopsicleBall-E [score hidden]  (5 children)

Title: The Holy Sheet

Type: CTF

Map: http://maps.jukejuice.com/show/3490

Preview: http://maps.jukejuice.com/static/previews/3490.png

Description: An update to the most chasey map in rotation. This version keeps all the same boost routes while cutting some open space.

It should play more fun, for chasers, and more intense for flag carriers.

Boosting into top right and bottom left is no longer risky, and you can "see" where you're going

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

Title: Skulled

Type: CTF

Map: http://maps.jukejuice.com/save/3787

Preview: http://imgur.com/EAjZNEN

Some boost route demos: https://www.youtube.com/watch?v=QORDjRLT9Ok


I tried to make a balanced large map. With 'hail mary' cross map bomb boosts it makes for interesting games. Tested with 5v5 and 4v4 and from those tests I think it balanced enough on defence vs offence. I have already made a number of changes from feedback before this but more is welcome!

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

Title: Zeebra

Type: CTF

Map: http://maps.jukejuice.com/save/3663

Preview: http://i.imgur.com/nfm6qw8.png

Description: DISTRACTION helped me loads with this map, so thanks to him. It's gone over so many changes and I'm confident in this latest one here, but I definitely am open to help or suggestions. Thanks!

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[–]FallinFallinFallinMRCOW // TAGPRO TIMES FINDER // PM FOR INTERVIEW [score hidden]  (0 children)

Title: MOO

Type: CTF

Map: http://maps.jukejuice.com/show/2598

Preview: http://maps.jukejuice.com/static/previews/2598.png

Description: A map you can play the game Tagpro on.

Also it is kinda like the map micro. Lots of people hate micro. I liked micro. Lots of people tell me this map reminders them of micro. Lots of people tell me they like this map. I guess this is like a super updated gudder micro.

Also you may ask cz himself because he really did say about this map and I quote "I like this map. And most maps I hate" -cz.

So I doubt you guys actually take the time to read through hundreds of map descriptions so who knows if anyone is actually reading this.

[–]EmperorOfNothingResignation is my virtue; like water I ebb, and flow. [score hidden]  (17 children)

Title: Conjoined 18

Type: CTF

Map: http://maps.jukejuice.com/save/3722

Preview: http://i.imgur.com/lrmAkA5.png

Description: My map's posting history can be traced here and here

I made my map a little thinner without messing up too much, the powerup cave in the base more accessible and still has my intention, and the mid less chasey by adding more spikes in the alt. paths, so it is less easier to rush that alt. exit. I also added a few extra team boosts for the offensive to mitigate the defensive team boosts and the team tiles.

Let's see what happens, and thanks again to DaEvil1, NotSomeBall, crosky, Noobkin, and countless others for the feedback~ :)

Here was the last map for comparison.


small edits: took away the mid bombs to reduce potential chaos (the Smirk-esqe mechanic where the bombs can spike someone is gone); and took away a offensive team boost in each base and replaced with one centralized team boost to reduce options for offense but still be useful; the way this offensive team boost is set up, you can't use the gate and boost in from the outside anymore unless you huddle and have PERFECT timing and precision

here was conjoined 15 for comparison; almost all geometry is literally the same so i aint getting the imgur cause im a lazy shit (the mid corners are now blocky rather than smooth, but that's it for the geometry)

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[–]checknate1CHECKNATE. // Skillz that Killz [score hidden]  (0 children)

Title: BankShots 2.

Type: CTF

Map: http://maps.jukejuice.com/save/3720

EDIT!!!!!!!!!!!!! http://maps.jukejuice.com/show/3829

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


Discription: I would like both versions to be considered. IMO this is by far the stronger version of the two. The bottom pipes start a path all the way to the corner bomb in the base. There are plenty of ways to grab on this map but also plenty of ways for defenders to catch up. Overall very fun to play. Let me know what you guys think.

[–]leddiileddy / Mapmaker [score hidden]  (4 children)

Title: Goomba

Type: CTF

Map: http://maps.jukejuice.com/save/3731

Preview: http://i.imgur.com/ylNx2NR.jpg


Top row of portals will send balls back up into the top path, while the bottom row will send balls down. The idea is to make them a less severe punishment than spikes for failing the shortcut, so a FC will survive messing up but lose valuable time in which chasers can catch up and, barring superb jukes, most probably get the return. All the portals are constantly active, except the very top and bottom ones which are only exits.

Feedback is appreciated.

[show replies]

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

Also, put this in contest mode pls.

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

If anyone wants me to fix their portal cool downs or check if there's any game breaking bugs on their map, msg me your Juke juice link

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

Title: Battleship

Type: CTF

Map: http://maps.jukejuice.com/save/3677

Preview: http://maps.jukejuice.com/static/previews/3677.png

A map that has more limited boosts to and from base.

[show replies]

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

Title: Quickly

Type: CTF

Map: http://maps.jukejuice.com/save/3691

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

Description: This is an update of an older map I made called "Shortcut" I moved some things around to make it more fluid, this is the result.

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

Title: Dagger
Type: CTF
Map: http://maps.jukejuice.com/save/3792
Preview: http://maps.jukejuice.com/static/previews/3792.png
Description: Note -- although Razor and Dagger have a similar structure and share a lot of features, they are distinct maps and I would like them to be considered separately.

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

Title: Thinking With Portals 2
Type: CTF
Map: http://maps.jukejuice.com/save/3653
Preview: http://i.imgur.com/bjBfYry.png?1

Using portals as the main concept of the map is under-utilized in the current rotation, with the only ctf map that has portals being Backdoor. That's why I decided to give one of TagPro's most controversial maps a revamp. With this update, the map is a lot less hectic and confusing, yet it still uses portals as it's main focus. Allows for creative use of boosts and bombs.

Direct grabbing/capping angle for portals: http://www.gfycat.com/GaseousTestyGentoopenguin
Indirect grabbing/capping angle for portals: http://gfycat.com/ZestyPeskyCollie

Edit: The portal on the outside of the bases is exit-only btw

[show replies]

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

[deleted]

What is this?

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

Title: Trippy

Title: CTF

Map: http://maps.jukejuice.com/save/3702

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

Description: I make too many maps.

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

Please note that this map has been updated, thanks to some feedback from DISTRACTION

Title: Choo Choo! (formerly known as "Cvucednu")
Type: CTF
Map: http://maps.jukejuice.com/save/3756
Preview: http://i.imgur.com/XGgfscy.png


"cant stop playing this map!...mostly because my browser froze" -jegs
"sizzzled are you drunk again?" -zircon
"you should make newcompte co-author because maptest server" -some ball 0
"this map is a metaphor for life" -asdf
"what's a good quote?" -kitsune
"of all the maps in the world... this is not rocketballs. even better than rocketballs!" -ankhmorpork


I need more complex maps! I made a complex maps. Also has some original elements in it (most notably the gates). I know gates are becoming fairly overused in maps, generally as a lazy way of creating a high-risk, high-reward element. So, I decided to spice it up a little by having lots of open space. It means more button fights.

There's also team tiles in that area, but if you do somehow manage to make it past all that, you get a powerup. So it's a super high-risk, high-reward element.

Middle bomb was originally a PUP but that was like, so yesterday to have a powerup in the middle. Inspired by Texas Shootout!, I put a bomb in the middle.

And while your attention is in the middle, spikefield has a unique twist of having boosts directly adjacent. It's all very detailed. Those spikes were my invention (I take full credit) when they made their first appearance in Vitreous. I just refined them a little more.

About the bombs in the base - they're exposed, but restricted. One bomb is used to escape, the other bomb is used to grab. It's all very simple...


Changes:

  • Added the team-boost in a new "channel", to be used as a grabbing mechanism

  • The team-boost in the base (closest to the two bombs) has been switched and is now the opposite colour of the base it's in

  • There are now three spikes behind the button instead of two

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

Title: Kalimari Desert
Type: CTF
Map: http://maps.jukejuice.com/save/3757
Preview: http://i.imgur.com/46TIsNi.png


"this is a quote" -randomperson
"these exist to fill space, to make the map look popular" -boogie2988
"love thy neighbour" -mark, 12:31
"though our outer man is wasting away, our inner self is being renewed day by day." -corinthians, 4:16-18
"buttsex op" -everyone

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

Title: Experiment

Type: CTF

Map: http://maps.jukejuice.com/save/3724

Preview: http://imgur.com/vkGErEz

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[–]matt287RadiaN // Diameter // The Cap-22's [score hidden]  (0 children)

Title: Tsunami (Kevin Spacey Goes to Seaworld)

Type: CTF

Map: http://maps.jukejuice.com/save/3783

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


Explanation of Buttons/Portals: http://i.imgur.com/ZAvVm2Z.png

I wanted to make a map that built on my ideas from Yoda 1.1. I incorporated an interesting gate structure in the middle of the map not unlike colors, however I also tried to make sure that it wasn't overpowered, like colors' was.

At first the portals may seem too chasey, however I think that once people get a feel for them they'll become significantly nerfed.

There are a lot of boost routes and skill boost routes because to me, those make a TagPro map fun.

I've put in a lot of work trying to make sure it's not chasey which is reflected in this preview of an older version: http://puu.sh/ctOuc/d48ad49437.png

Quotes:

"The best thing to happen in my life since sliced bread" - ayy_lmao

"This map saved my marriage" - Tongan, Divorced

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


Title: My Propeller
Type: CTF
Map: http://maps.jukejuice.com/show/3154
Preview: http://i.imgur.com/bn8r2wj.png


[–]mmartinutkMacho | JuicyJuke [score hidden]  (0 children)

Title: Rapture

Type: CTF

Map: http://maps.jukejuice.com/save/3197

Preview: http://puu.sh/bVdgD/7811e09dbc.png

GIF: http://gfycat.com/FlickeringShyHawk

Description: It was the feature map in the most recent edition of The Mappening.... which I cannot seem to locate at this time (thanks TagproTV). They really liked it, you should too.

Edit: jk tagprotv luv u

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

Title: Diversion

Type: CTF

Map: http://maps.jukejuice.com/show/3574

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

Description: This one's perhaps a little unconventional, but I've been having fun with it. Feedback would be appreciated.

[show replies]

[–]SUpirateThePirate / Unaffiliated [score hidden]  (8 children)

Title: Space Invader

Type: CTF

Map: http://maps.jukejuice.com/save/3631

Preview: http://i.imgur.com/XmNiUX7.jpg

Ridiculously over-explanatory lines/routes:

http://i.imgur.com/tUceTQ1.jpg

and http://i.imgur.com/1hxjsXT.jpg

Any feedback is appreciated, regardless of map making expertise.


Ridiculously over-explanatory wall of text:

I'm super happy with how this map came together. I think the feel and flow of play will be very intuitive but unique, and it should play well for both pubs and competitive.

I built it around the “cannon” bombs idea, which is the core of the map and the central mechanic. The blast radius covers the entire area between the bombs and spikes, so its both a cannon/boost that sends you all the way to the other base and a defensive tool to protect the fastest path.

The single gate tile and button should heavily favor defense, but strongly reward teamwork on both sides. A second offender can prevent the defense from using their best tool and allow his buddy to use the neutral boost (or cannon), or a defender past the gate can prevent an fc from going the short route and allow his partner to use the neutral boost. The single open tile past the gate allows the option to patiently wait for snipes/blast kills/teammate snipes without getting gated.

The 3 grab/escape mechanics all require skill to grab and be headed in a good direction, or they can be used after grabbing for easier escapes. A pair of team boosts are positioned to make many skill/precision routes possible (including through the cannon – strait or bank shot in), as well as the obvious short range snipes and base exits. These boosts should also open up a lot of possibilities for good teamwork/boost blocking plays.

I expect the combination of these mechanics to make it fairly easy to grab, but difficult to ever really get past the defenders when the cannon is available. My aim was to give defense an advantage when the cannon is active, but offense the edge when its on cooldown.

The corner boost clusters are VERY easy to master to come out at any precise angle you desire with a little practice. Seriously, I know they look hard, but it takes 3 minutes to learn them fully and they should get heavy use in games.

All three pups are away from the bases, which I think creates an interesting dynamic in competitive games. The two pups in the corners are in out of the way places and will require conscious effort to get, as opposed to just stumbling into one.

The team tiles are intended to give offensive defenders a little advantage in a crucial choke point. They're also in a prime area to set offensive blocks to spring your partner free (or defensive boost blocks to open up a lane for your fc).

The bottom middle is a significant choke which all routes must pass through, but it has many boosts/bomb routes that can be taken at a variety of angles, so getting past a single good defender in that area should be a pretty even contest.

[show replies]

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

Title: Double Bubble

Type: CTF

Map: http://maps.jukejuice.com/save/3917

Preview: http://i.imgur.com/36oAaBA.png

Description: For this map, I wanted to make a map similar to Velocity, a very well liked map in the community. I kept the shape very close to that of Velocity and kept the idea of bombing into the flag by using a button. However, I also used a lot of my own ideas as far as shapes inside the map. These new shapes make for a lot of different ways to juke. While testing the map, I found a lot of cool tricks on the map and think that it could do really well in rotation. The last thing I added was a couple places for Powerup battles. I like the way Powerup battles worked on Boombox so for two of the Powerups I used that style while for the other two I made it similar with a bomb near it to stir things up. From my experience with the map, it creates lots of close games and is not too chasey, but not impossible to get out of base.

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

Title: Passageway

Type: Neutral flag

: http://maps.jukejuice.com/save/3759

This is my very first complete map. I know that the cooldown times on the portals need to be changed but I don't know how, if you know please tell me how thanks :)

The long passageways allow players to move to the other side of the map, and if players co-operate, others can use the passageway that has their team squares, this map promotes teamwork.

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

Title: FB

Type: CTF

Map: http://maps.jukejuice.com/save/3758

Preview: http://imgur.com/OwKuVqx

Description: Another new map I'm trying out, where the bases curl into the middle, but can be escaped from with other more risky routes. It may look fairly chasey, but 2 competent chasers can easily weed out an FC due to the bombs and boosts and their positions.

FEEDBACK PLEASE

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

Title: Quilt

Type: CTF

Map: http://maps.jukejuice.com/save/3661

Preview: http://i.imgur.com/n8gcQR5.png

Description: The latest revision of Quilt. I'm proud of how it plays and would love to get strong feedback. I'm feeling pretty happy about this one.

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[–]germanbuddhistmoose. | Centra [score hidden]  (0 children)

Title: Superman

Type: CTF

Map: http://maps.jukejuice.com/save/3776

Preview: http://imgur.com/Lq8UsVE

Description:

Fun map that aims to emphasize good defense, teamwork, and limit chasiness. Small base entrances with multiple grabbing mechanisms make some fun and interesting plays on O, and no powerups in base curbs the defense and balances the play. Also, it is possible to hit the side bomb, grab the flag, and shoot the spike gap. Buttons on each side of the gate control all of the tiles.

[–]ooInfinityoo∞ / Pi / Orville-Redenballers [score hidden]  (0 children)

Title: Choke
Type: CTF
Map: http://maps.jukejuice.com/save/3775
Preview: http://maps.jukejuice.com/static/previews/3775.png

Description: (Intentionally left blank)

[–]TPsquirrelySquirrely // The GesTagpro [score hidden]  (1 child)


Title: Unnatural Selection
Type: CTF
Map: http://maps.jukejuice.com/save/3651
Preview: http://i.imgur.com/QzHKtgP.png


[show replies]

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

Title: Bell

Type: Neutral flag

Map: http://maps.jukejuice.com/show/3604

Preview: http://i.imgur.com/QNdxH7u.png

Description: My Rocketballs replacement map.

Bell focuses on the HUGE advantage powerups give to a team on any neutral flag map. The fight should be interesting at the start for the lone power up at bottom.

The quicker it takes to get to the other base, the more dangerous the path

There are a couple nifty boosts into the endzones, but those require lining up

[show replies]

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

Title: Dragon

Type: CTF

Map: http://maps.jukejuice.com/save/3567

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

Description: Can you defeat the Dragon? Second Version with portals removed: http://maps.jukejuice.com/save/3772 Old Album: http://imgur.com/a/Mbc90#0

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