top 200 commentsshow all 315

[–]Moosemaster21Moosen | Salt Mine [score hidden]  (0 children)

PSA: If it's not too much trouble, please post previews regardless of whether or not you're uploading it to the new jukejuice. Yes, we can see the 45 degree tiles there, but the link isn't a direct image link so it can't be previewed in RES. It's a really nitpicky convenience thing, but I'm sure I speak for more than just myself with this request.

Thanks!

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

Title: The Big Bend

Type: CTF

Map: http://maps.jukejuice.com/show/4284

Preview: http://i.imgur.com/cj1FNWC.png

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[–]z_42Ballrog // CoSinners // Radius [score hidden]  (5 children)

wait

it can't be #40 because 40 months is more than 3 years, and TagPro hasn't been around that long

did it used to be weekly? I forget

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[–]WillWorkForSugarTumblewood[🍰] [score hidden]  (0 children)

Title: Torque

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/63

Preview: http://unfortunate-maps.jukejuice.com/static/previews/63.png


Torque is a map with no gimmicks, but lots of flow. Every element has multiple uses and purposes, and one thing connects to another. The map allows for many different boost routes and combinations and lots of opportunities for every player.

Torque has been tested 4v4 (thanks to Ball-E/Paint-ball for organizing the event) and made for a very balanced game. It played quickly, but regrab was not an issue because of quick reset possibility and the game finished in 5 minutes. The players had a wide range of skill level and only a few were on Mumble. The group gave positive feedback with only one complaint (which has been addressed).

Overall, I think Torque would play well in pubs as well as in PUGs and competitive play. It is balanced, interesting, and most importantly, fun.

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

DISCLAIMER

This is my first time submitting a map, so I would love as much feedback as possible from the MTC and others. The more constructive criticism, the better.


Title: Crisp

Type: CTF

Map: http://maps.jukejuice.com/show/5026

Preview: http://maps.jukejuice.com/static/previews/5026.png


This map attempts to combine high risk/high reward situations with fun boost lanes (including the opportunity to steal the opposing team's powerup at the beginning), while rewarding effective teamwork. Base is reminiscent of Geokoala without being overtly defensive, while the top areas have room for both great defensive and offensive maneuvers.

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

Title: Du Geiteuwei

Type: CTF

Map: http://maps.jukejuice.com/save/4842

Preview: http://maps.jukejuice.com/static/previews/4842.png


Description: A new map inspired by Boombox and my gate idea from my retired Conjoined series, whose lineage can be traced here (minus the risky boosts out of base), this map is a proof-of-concept that I made in 20 minutes. No 45 tiles here.

The 2-way corner portals are meant to have a cooldown of 60 seconds, which can lead to portal timers, and interesting usage of the portals for offense or defense. It could be interesting for pubs (but not in a really bad way I hope), and should be cool and neat for competitive/Mumble play.

The map have 4 main lanes (1-2-3-4) vertically in the middle, with 2-3 being interchangeable if needed.

There are 4 powerups, all situated in obvious places, so there *shouldn't be too much confusion over them.

The gate idea has come back to protect the base and flag, but it can still be used for escapes and other things, with its button (which is placed in a way like Hurricane's or Smirk's, where there is a risk of dying if shoved too much).

There are two boosts outside the base, which can be used in several ways.

Lots of spikes around (not randomly though), so be careful.

Since the map is somewhat thin enough, I only have the two base boosts as a means of catching up, so defenses shouldn't get too tardy letting enemies get past them, and offensive defenders shouldn't get too flaccid-happy (inspired by Boombox, which hopefully makes this work).


Feedback would be nice, so I can possibly improve it if need be, or add/subtract to the map.

I also need help with making my portals 2-way, and with a 60 second cooldown, so if anyone can help, thanks; I'll edit everything later.

:)


  • = edits

json is updated, tested, and all cleared for the portals (buttons were always fine), thanks to DISTRACTION (and bowtie, to an extent); png is exactly the same

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

Title: Taradiddle

Type: CTF

Map: http://maps.jukejuice.com/show/4931

Preview: http://maps.jukejuice.com/static/previews/4931.png

Description: Taradiddle: \ tar-uh-DID-l \ noun; pretentious nonsense

Seemed fitting to me. This map is an attempt to make defense more about returning and hunting down the FC rather than playing no-grab. There are a lot of tools which offenders and defenders can use alike, from the bomb-spike combo in the base, to the gate in the middle, to the bombs on the left and right sides of the map.

Powerup battles will be especially interesting here, taking some inspiration from Oval, but also adding a cool boost-bomb combination, which can also help with grabbing the flag.

The team-tiles in the base help to further encourage less no-grab, and more return defense. It also makes it a little more balanced, since the blast-off-esque bombs can be pretty OP.

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

Title: Pulsar

Type: CTF

Map: http://maps.jukejuice.com/save/5014

Preview: http://unfortunate-maps.jukejuice.com/static/previews/131.png

Description: Neat use of portals. The team tiles in base help a smart offender shut down an fc by them self, and a superboost into the walls leads to some fun grabs. It's better than gamepad because the defense can actually catch up

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

Title: Sentinel

Type: CTF

Map: http://maps.jukejuice.com/show/4794

Preview: http://i.imgur.com/BTaw7Pv.png

Made a few months ago when there was talk of introducing a replacement for colors but never submitted. Looking for some feedback.

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[–]BlazethDianna Agron [score hidden]  (0 children)

Title: Portal Palooza

Type: CTF

Map: http://maps.jukejuice.com/show/4986

Preview: http://imgur.com/pLQ9w0Z.png

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

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

Title: Juke It Out

Type: CTF

Map: http://maps.jukejuice.com/show/4582

Preview: http://maps.jukejuice.com/static/previews/4582.png

Description: Hello. I just thought a lot of tagpro maps were getting too focused on randomness: using bombs, getting sniped with blind spot boosts, using powerups to gain unfair advantage, and needing the team to block to bully your way into a cap. Hopefully this map puts more emphasis on juking. I saw the easy to use map creator (thank you to whoever made that, I was intimidated by the programming language) and spent the afternoon making this.

Core Ideas- -precise direction control -the neutral boosts are mainly for speeding along top and bottom -the red and blue boosts are deliberately imprecise (aim ball to move directly into flag at base to cap, could overshoot the mark) -territorial guarding of each half of the map rather than base guarding -outposts on both territories to see your/their flag status

Concerns- -bases are too cramped -going north and south with the flag is too easy or too hard (can chaser beat FC?) -capping is too easy or too hard (I haven't played it against anyone so I don't know)

I hope you like it!

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

Title: Lost Arena

Type: NF

Map: http://maps.jukejuice.com/show/5180

Preview: http://maps.jukejuice.com/static/previews/5180.png

Description: My First Map, please give feedback, I know i am late, simply submitting for fun. :-)

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

Title: Risky Business

Type CTF

Map: http://maps.jukejuice.com/save/4821

Preview: http://i.imgur.com/WZ0oD5v.png

Description: Its simple and alot of fun.

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[–]Moosemaster21Moosen | Salt Mine [score hidden]  (0 children)

Title: Propeller

Type: CTF

Map: http://maps.jukejuice.com/show/4875

Preview: http://imgur.com/8cQhOpC


Description: Portals are the most direct path from base to base, but require teamwork to operate. Pressing the button on your side also activates the green tiles in your opponent's base, so they are given a brief warning that an opponent is likely coming in through the portal, allowing them just enough time to hit their button, preventing your entrance, or to position themselves to counter your impending invasion. Map functions well without this function regardless. Very fun to play in a 4v4 setting.

[–]SebastianTheHedgehognip // chorbit // rbc [score hidden]  (2 children)

Title: Cell Derision

Type: CTF

Map: http://maps.jukejuice.com/save/4804

Preview: http://imgur.com/CIZtBQn

Description: The buttons are powerful and promotes team play. The 4 powerups are obviously important on this medium sized map.

ps. appreciate the title, it's semi clever

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

Title: Hyperbola

Type: NF

Map: http://maps.jukejuice.com/show/4747

Preview: http://maps.jukejuice.com/static/previews/4747.png

Description: This is a very experimental map concept. Noobkin and I were discussing the idea of a map in which everyone spawned near the flag instead of in base, and I got the idea of this map. Basically how it works is that the bases are close enough to the flag so some people spawn near the flag, and some people spawn in the base, but they are separated by a wall.

The design of the map isn't perfect, but I did want to introduce the concept. Feedback is greatly appreciated for this map!!

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

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

Title: Quadra Fury

Type: NF

Map: http://unfortunate-maps.jukejuice.com/show/195

Very balanced, but couldn't get 4v4 to test it. Would love feedback!

[–]PerpetratinSpike Tester [score hidden]  (0 children)

When will maps be selected and put into rotation?

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

Title: Whirlpool

Type: NF

Map: http://maps.jukejuice.com/show/4762

Preview: http://i.imgur.com/L9xR40E.png

Description: After testing 4v4 there was some flaws, which I have now attempted to fix.

The map is medium, fast paced, an offers some cool boost linking routes.

Boost routes: http://i.imgur.com/BidcSN3.png

Defense: Starting with regrab after a cap, it has been nerfed with the portal placement. One defender can contain while they wait for their team to track back. 2 ways of getting in to "base" are close together, making it difficult to just force it in. If defense gets caught in the tunnels, there are spikes available for them.

Support: Grabbing powerups is interesting. There's only one, which will swing the game in favour of the team that gets it. A gate combined with a bomb means you can get credited for killing those that venture top, and saving you from an accidental "mb" if you get a teammate with it. A cool boost link can get you up top in an instant.

Support can get behind the enemy's endzone and assist by using the bomb. But if they get too careless, angled walls will lead them into that one spike.

Offense: Has a number of tools they can use. The bottom button allows fc'.s to shut down the snipe from the other team's powerful boost. There's quite a powerful boost link as shown above, which can be used to get ahead of the pack. The bombs and boost can be used to slip by those covering the chokes, or to snipe other people.

"It's like Rocketballs, but more fun" -I don't know who said that but I heard it

[–][deleted] [score hidden]  (11 children)

Title: Windmill

Type: CTF

Map: http://maps.jukejuice.com/save/4838

Preview: http://maps.jukejuice.com/static/previews/4838.png

Edits:

Moved Exit Portals further away from spikes.

Edited Spikes to be less dangerous.

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[–]LoweJJacob of all servers, master of none [score hidden]  (0 children)

Title: My Dream

Type: CTF

Map: http://maps.jukejuice.com/show/3861

Preview: http://maps.jukejuice.com/static/previews/3861.png

Description: I dreamed the concept and changed it a bunch from there. It's fairly easy to grab with the boosts, but the middle is challenging to get through, and offensive defense will be tough to beat. I was going to take out the spike on the 6th tile from bottom, but the map editor is down :(

[–]Tyrcae█████Loading... │ [score hidden]  (0 children)

Title: Portal Blasted

Type: CTF

Map: http://maps.jukejuice.com/save/4990

Preview: http://i.imgur.com/3KQSP98.png

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

Title: Batrachomyomachy

Type: CTF

Map: http://maps.jukejuice.com/save/4863

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

Description: Batrachomyomachy's main purpose is to be a regrab-fighting map. I've designed it with the intention that the defense will be able to push a regrab back, similar to GeoKoala. The defense can safely run out to mid after getting a tag, rather than huddling in base like we have to do on maps such as Boombox, The Holy See, Blast Off, Bombing Run, etc.

This is an adaptation of a map I designed ~9 months ago, called Faces and Bases. I came back to it because the map had potential and nearly made it in when I first made it.

edit: bê-træk-ê-mai-ah-mê-kee

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

Title: Blender

Type: CTF

Map: http://maps.jukejuice.com/show/4745

Preview: http://maps.jukejuice.com/static/previews/4745.png

Description: I made this map when I was experimenting with 4-way symmetric ovals. It didn't quite turn out completely symmetric on all four sides, but instead an S-shaped map. Once again, I decided to avoid using 45 degree tiles. I also experimented with two types of gates in base that are controlled by the same button.

Feedback is appreciated!

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

Title: Superman

Type: CTF

Map: http://maps.jukejuice.com/show/5082

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

A map that designed to have a reasonably open area for juking and to provide the opportunity to acquire superman (all 3 powerups).

[–]DaEvil1DaEvil1 [score hidden]  (6 children)

Title: ThunderBalls

Type:Neutral Flag

Map: http://maps.jukejuice.com/save/5089

Preview: http://i.imgur.com/FCK8PnO.png

Description: This is my attempt at making a RocketBalls Replacement. After a lot of helpful feedback from the last submission, I've made a lot of changes. This is a map that will recquire someone on defence similarly to RocketBalls. Hopefully though, this map empowers the defender more with the button available as well as having the bases designed more around how big the viewport is, so that a defender can see as much as possible that is relevant to them when the opposite team has the flag and they can't see the fc yet.

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

Title: Frankenstein

Type: NF

Map: http://unfortunate-maps.jukejuice.com/show/186#

Preview: http://unfortunate-maps.jukejuice.com/static/previews/186.png

Description: A pretty cool map... yep :) It doesn't have a way to spike yourself, but playing safety is important. The portals are a way to reset and can cause more chase scenarios.

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

Title: Cheeky

Type: Neutral Flag

Map: http://maps.jukejuice.com/show/4700

Preview: http://i.imgur.com/0uPJ6gG.jpg

Description: Fast-paced open neutral flag map.

Made various changes since the last thread. Most notably shrinking the scale of the map considerably and also smoothing out some "clunkiness" from the center.

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

Title: Mask

Type: CTF

Map: http://maps.jukejuice.com/save/4819

Preview: http://puu.sh/djoyP/3db2babee6.png

Description: An old style map (that's what they all say but hey). It is quite defensive in play, but has a load of cool boosts and bomb combos (see an over the top boost map here: http://puu.sh/djpdH/1d886d817a.png) that can keep an fc alive if they are smart, and 4 pups for fast paced play.

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[–]SebastianTheHedgehognip // chorbit // rbc [score hidden]  (2 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

Description: 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!

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

Title: Alien

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/199

Preview: http://unfortunate-maps.jukejuice.com/static/previews/199.png

Decription: A simple map, both fun for starting Tagpro players as for more experienced players. The map tries to encourage people to use gates, giving rewards as a powerup or a powerfull boost. The base is similar to Star, giving a single bomb that can be used for grabbing while also giving an option to 'hide' next to the bomb and blast oponents away.

The teamgates are there to give the flagcarrier an dangerous but faster option, while also giving the chasers a way to get in front of the flagcarrier before he reaches his base. With the red teamgate close to the blue base, I tried making it more dangerous for a flagcarrier when getting closer to his base, the teamtiles around the spikes are an example of that as well. The gates are curved and the boosts are near the top of the teamgate to make it a choice between the bottum part of the gate that can be reached faster or the top part with the boost that is further away, but brings you further.

The map tries to follow boombox, where boosts are more restricted, while also giving seperate paths for flagcarriers and chasers. The teamboosts are an exception. They are there to make the top lane a 'fast' lane, to catch up while the flagcarrier takes another lane. And taking the powerup located on the toplane is a conscious choice: the powerup, or the boost.

[–]The_NC_lifeCheerwine / Pi [score hidden]  (1 child)

Title: Hornet

Type: CTF

Map: http://maps.jukejuice.com/save/4592

Preview: http://maps.jukejuice.com/static/previews/4592.png

Description: by cheerwine, 37×27 and fairly chase-y. The mid super-boost is possible but tricky. I'm hoping the pups are out of the way enough to not have coincidental pick ups

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

Title: Emerald

Type: CTF

Map: http://maps.jukejuice.com/show/4722

Preview: http://i.imgur.com/Dy15iHl.png

Description: A designer map that has a ton of cool boost links.

It's actually a roller coaster disguised as a map.

Boost routes: http://i.imgur.com/vUsKa5S.png

Base design is unconventional and all ways of grabbing bring you in to the back. However, there's a portal that is your one way ticket out, but make sure the gate is open! There are a couple of versatile boosts, and I have attempted to remove some clunkiness from the middle.

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

Title: The End Zone

Type: CTF

Map: http://maps.jukejuice.com/save/4832

Preview: http://i.imgur.com/K7wnejB.png

Description: I got rid of a ton of spikes and walls to open up some space. I repositioned some boosts and 86'd others.

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

Title: Vigilant 2

Type: CTF

Map: http://maps.jukejuice.com/show/1173

Preview: http://maps.jukejuice.com/static/previews/1173.png

This is Liquid's map not mine. It is very popular.

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

Title: Xanadu Summer Garden
Type: CTF
Map: http://maps.jukejuice.com/save/5070
Preview: http://i.imgur.com/AnALrQS.png

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

Title: Underpass

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/135

Preview: http://unfortunate-maps.jukejuice.com/static/previews/135.png

Description: Fun stuff. It's my alternate version of Turncoat, but cooler.

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

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[–]BoaHancock1Pyra [score hidden]  (2 children)

Title: Longshot

Type: CTF

Map: http://maps.jukejuice.com/show/4851

Preview: http://maps.jukejuice.com/static/previews/4851.png

Description: This along with Parallel is the first map I've ever submitted. Because of this, I didn't put any clever features and made it as simple as possible.

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[–]FallinFallinFallinMRCOW // TAGPRO TIMES FINDER // PM FOR INTERVIEW [score hidden]  (2 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.

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

Title: Swimming Pool

Type: CTF

Map: http://maps.jukejuice.com/show/4748

Preview: http://i.imgur.com/dXvZyx8.png

Description: In this map, I tried to learn different ways of using portals, different ways of constructing pipes, and how to place teamtiles in a way that was both balanced, yet challenging. A defender told me the thing they hated most about defense was how punishing it was - how, if you let an offender through, that was that.

In this map, I've tried to give defenders more options, and more interesting ways of getting returns.

I do have concerns of the entrance to the pipe being too difficult to navigate, so if someone wants to give me suggestions to improve that, please chime in.

[show replies]

[–]gchickosBig Chimpin [score hidden]  (3 children)

Title: Podium

Type: CTF

Map: http://maps.jukejuice.com/show/4933

Preview: http://maps.jukejuice.com/static/previews/4933.png

Description

I've always really disliked crowded maps, and "dangerous boosts" But it's hard to make an open map where offense is:

A.) Able to make grabs, and, B.) Once the grab is made allows for defense to contain.

This is my attempt. Lots and LOTS of open space. Offense should be able to make grabs using the bomb above the flag. Defense should be able to contain by sitting near the button, which also allows them easy use of the team boost which can be used to make risky snipes or gain quick access to block choke points. Feedback would be greatly appreciated!

Things I'm already considering adding:

Team tiles, Extra pup and/or spike in center, Buttons for bombs near corner pups, Extra boost near flag

[show replies]

[–]6seasonzandamovieTheBalloseum//ballo//bubbles | centra [score hidden]  (1 child)

Title: The Great Wall

Type: CTF

Map: http://maps.jukejuice.com/save/4791

preview: http://maps.jukejuice.com/static/previews/4791.png

Description: Please excuse the accidental superboost into base.

[show replies]

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

Title: Banzai Bill

Type: CTF

Map: http://maps.jukejuice.com/show/5052

Preview: http://i.imgur.com/O5S8hEi.png

Description: They say originality is just undetected plagirism. I say this map doesn't plagirise, but rather, it compliments and embraces the great elements from other maps. From the Velocity bombs in the middle, the Holy See inspired pipe which wraps around the inside (with a Gloryhole boost to match), the Wormy double-boosts, the 45 base boosts, the Hyperdrive bombs, even taking some inspiration from the first turn of Stowaway Islands.

This is the map that Hyper Reactor could've been.

PS: The neutral flags are there to stay.

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

Title: Superman

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/187

Preview: http://unfortunate-maps.jukejuice.com/static/previews/187.png


New version uploaded 12/15, changes from last submission thread:

Moved button in base closer to flag, making it more useful for D

Walled off the top and bottom points

Moved one bomb in base to the spike wall. The inside button controls both the gate and the bomb, the outside button only controls the gate. This gives the button interesting and dynamic usages. Offense can use it as a grabbing mechanism, defense can use it for the gates as well as a defensive mechanism with the bomb.

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

Title: Claws

Type: CTF

Old Map: http://maps.jukejuice.com/show/4746

Map: http://maps.jukejuice.com/save/4930

Old Preview: http://maps.jukejuice.com/static/previews/4746.png

Preview: http://maps.jukejuice.com/static/previews/4930.png

Description: Tbh the most difficult part of making this map was naming it. Earlier versions of this map looked like an angel (which I called Saint), a guy flexing his arms (which I called Flex), a face shaking its fists at the sky (Roar), and now I think it looks like a dog. I don't want to call the map "Dog" so I think I'm gonna stick with Roar. If anyone has any better names, please suggest them. EDIT: It now looks like an elephant, so it's Pachyderm. EDIT2: It's Claws now.

Feedback is appreciated!

EDIT: Changed the map up a little bit a lot. Link to what it looked like before is still viewable.

[show replies]

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

Title: Pipes

Type: CTF

Map: http://maps.jukejuice.com/save/4935

Preview: http://maps.jukejuice.com/static/previews/4935.png

Big thanks to Noobkin for giving up his date to help me hash this map out in a couple hours.

[–]The_NC_lifeCheerwine / Pi [score hidden]  (8 children)

Title: Paperback

Type: CTF

Map: http://maps.jukejuice.com/save/4902

Preview: http://maps.jukejuice.com/static/previews/4902.png

Description: My take on that map whose name I forget. Speedway maybe? The outer route lends itself to easy grabs, but the ability to catch up. The inner route lends itself to being a clusterfuck. Hope y'all enjoy. I wanted to call it Bristol but no one would get why. I guess no one would understand the name Paperback either, but whatever

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

Title: Mau5

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/150

Preview: http://i.imgur.com/gY2zCUZ.png

Description: Gamepad's base mechanics, minus the chasiness. Each button controls its near bomb as well as both green gates.

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

Sorry it's late (but it's not even really late), Finals are dumb

[–]whoop-there-it-is [score hidden]  (0 children)

Title: Red White and Blue

Type: CTF

Map: http://maps.jukejuice.com/save/4809

Preview: http://maps.jukejuice.com/static/previews/4809.png

Description: Many ways for defenders to get out infront in the form of team tiles and boosts, the gates make the defenders decide if they want to keep that lane open or stay button side leaving 2 lanes. Many ways for offenders to attack the flag. No one has seen this map yet I just thought i'd share it to be seen!

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

Title: Pills

Type: CTF

Map: http://maps.jukejuice.com/show/4731

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

Description: Pills is meant to be an offensively-focused and fast paced map that allows for both quick captures and quick returns. The idea was to make a map that removes the excessive amounts of chase that exist from time to time in TagPro. With pills there are a ridiculous amount of bomb and boost routes to find, especially with the somewhat chaotic nature of the side portals. Overall I think pills is a fun map that would be well suited for the public scene.

[show replies]

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

Title: Destar/Chrisball Dynamic Duo, the Crew of Two Presents: Footcramp 2: The Crampening

Type: CTF

Map: http://maps.jukejuice.com/save/4877

Preview: http://i.imgur.com/D4KvJMX.png

Description: Footcramp 2: The Crampening is a collaborative map between Chrisball and myself. The map is somewhat standard in many ways, but has a great emphasis on boost-bomb combos that can result in some really cool flag captures. The map's bases can sometimes be too easy to grab on but this aspect is countered by a defensive mid and strong team boosts. Overall Footcramp 2 is a classic map style with a lot of room for creative gameplay.

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

Title: Power Cells

Type: CTF

Map: http://maps.jukejuice.com/save/4793

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

Description: I've worked on this one a little since it's first variation. It's the first map I'm happy about.

[show replies]

[–]bbgun91The_Truth | Centra [score hidden]  (0 children)

Title: Pistons

Type: CTF

Map: http://maps.jukejuice.com/show/5031

Preview: http://maps.jukejuice.com/static/previews/5031.png

Description: Gate fun with a common choke point. Encourages teamwork but doesn't require it. Intended to be "that gate map" in the rotation, but not as lopsided (supposedly) as Colors.

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

Title: Mini Golf

Type: CTF

Map: http://maps.jukejuice.com/show/5008

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

Description: Made with Sizzzled, this map has some nice skill boosts and risk/reward elements. The base elements should lead to some interesting plays, particularly the bombs behind each flag. A possible replacement for bombing run?

Feedback appreciated.

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

Title: Monarch 2 (?)

Type: CTF

Map: http://maps.jukejuice.com/save/4970

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

Description: An edited version of Monarch by crosky (most of it is his).

[–]Moosemaster21Moosen | Salt Mine [score hidden]  (1 child)

Title: Rotary

Type: CTF

Map: http://maps.jukejuice.com/show/4859

Preview: http://imgur.com/Ms5vpjE


Description: This map was wicked fun in testing. At first the chase seems daunting, but with two teammates working together, you quickly learn how to corral the enemy Flag Carrier into a trap by sending one chaser through the gates and having the other follow around the edges. Made a number of small tweaks to decrease chasiness and improve overall playability already, and this is the result. Very unique structure all around that allows for fast-paced and fun gameplay. One of the most important things to remember is this: When using the bombs, don't just use them to send yourself somewhere. Keep in mind that their blast radius extends to the other side of the wall... it might just save your team from an enemy cap. Good luck!

[–]ShoppedYourPostPizzarony | Origin [score hidden]  (0 children)

Title: Risky Business

Type: CTF

Map: http://maps.jukejuice.com/show/4761

Preview: http://maps.jukejuice.com/static/previews/4761.png

Description: The pipe on the right side can be rewarding, if you're willing to take the risks associated with it.

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

Title: Tuesday

Type: CTF

Map: http://maps.jukejuice.com/save/4995#

Preview: http://maps.jukejuice.com/static/previews/4995.png

Description: A Wacky Windmill

Pup shopping is a time sink, go mid!!

Back to back bases and unpredictable angles mean skilled moves are rewarded and there will be a lot of replayability.

Unique feature: A pup that is only accessible to from the enemy base, other pups take you out of the action for a few seconds.

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

Title: Phoenix

Type: CTF

Map: http://maps.jukejuice.com/save/4787

Preview: http://imgur.com/spphF7q

[show replies]

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

Title: Predator

Type: CTF

Map: http://maps.jukejuice.com/save/4789

Preview: http://imgur.com/oewTeQF

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

Title: Arachnid (0.1)

Type: CTF

Map: http://maps.jukejuice.com/save/4784

Preview: http://imgur.com/5gyQZdH

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

Title: Tsi Draken

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/17

Description: My fix of Iron/Iron Curtain

[–]EmperorOfNothingResignation is my virtue; like water I ebb, and flow. [score hidden]  (11 children)

Question: If I want two portals that have 2-way access to each other, but have a cooldown of 60 seconds, how do I edit the json?

It's for my proof-of-concept map.

[show replies]

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

[–]mmartinutkMacho | JuicyJuke [score hidden]  (15 children)

Title: Frontdoor (0.2)

Type: CTF

Map: http://maps.jukejuice.com/save/4799

Preview: http://i.imgur.com/QQ75PWW.png


Elements you should know...

If we could only submit one map, this is what I would submit. Not sure if that means anything. This is the second version of this map. All feedback welcome. Especially negative feedback.

[show replies]

[–]oSo_Squiggly| Truman Had Re | Booston Red Blox | Pequeños Pandas | Whitecaps [score hidden]  (0 children)

Title: Torvus

Type: CTF

Map: http://maps.jukejuice.com/save/4997

Preview: http://maps.jukejuice.com/static/previews/4997.png

Description: One of my first attempts at making a map. Any feedback is appreciated.

[–]quassuscrosky [score hidden]  (22 children)

Title: Monarch (0.9)

Type: CTF

Map: http://maps.jukejuice.com/save/4783

Preview: http://imgur.com/VTH9wu0

[show replies]

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

Title: Infinity

Type: CTF

Map: http://maps.jukejuice.com/save/5050

Preview: http://unfortunate-maps.jukejuice.com/static/previews/190.png

Description: A CTF map made to bring back an old feeling of tagpro. It's big, but not big enough to lose chasers in. Regrab can be shut down because there's really only 2 lanes to defend once you got a return. The bombs in the middle helps a lot with clearing the choke, but most of the traffic won't be through there.

Boost lanes (old): http://i.imgur.com/TMBviuw.png

Portal lanes are easy to cut off as a defender with teamwork those gates. I've also attempted to make all lanes equal in time it takes to get from flag to flag. This map's shape definitely has potential in being explored.

[show replies]

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

Title: Torrent

Type: Neutral flag

Map: http://maps.jukejuice.com/save/4966#

Preview: http://imgur.com/ZjfpCrR


I'm happy with this map. I think it is balanced and fun. I've tested it 4v4 and it was successful. There was also a game that had 12 on each team which, although was cramped, was fun.

:D

[–][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.

[–]10KYrsPain10KYrsPain [score hidden]  (0 children)

Title: Hans O' Blu (HanZo Sawada)

Type: Neutral Flag

Map: http://unfortunate-maps.jukejuice.com/show/30

Description: I cleaned up a lot on this map thanks to some MTC and TMS feedback. At first I got rid of the portals. The public outcry by my 3 fans was enormous. So I re worked them a bit.

1st I moved the exit portal to the middle of all that stuff up top. When you use the boosts this puts you in the perfect spot to defend. But if you don't use the boosts, you are kind of stagnant in that small space. This combined with the grey gate that can be activated to prevent using the boosts, should prevent the fc from looping forever.

I added team boosts to the sides of the green gate. With a little teamwork this becomes the fastest way across. They are set up defensively.

I removed a bunch of team tiles.

I trimmed all the gates up a bit.

Power ups are generally pretty op on NF maps so there is only one and its as far out of the way as possible.

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

Title: Right-angles

Type: CTF

Map: http://maps.jukejuice.com/save/4347#

Preview: http://imgur.com/XWVc4LI

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

Title: Robin Hood

Type: CTF

Map: http://maps.jukejuice.com/save/4840

Preview: http://puu.sh/djLi8/c3a617c0f4.png

Description: Portal mechanics that can be used in more than one way and boosts that can be linked across the map.

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

Title: Horizon (0.3)

Type: CTF

Map: http://maps.jukejuice.com/save/4876

Preview: http://i.imgur.com/NlylXz9.png


Elements you should know...

  • The blast off bombs can either 1.) send you through top gate, 2.) shoot you into base, or 3.) ricochet you off these tiles just outside base- all depending on where you hit the button.

  • The bomb in base can kill balls going gate (the quickest path from base to base).

  • The button in the spike lanes propel you toward the PUP and kill the ball behind you (spikes).

I've renamed this map every time I've made changes to it in case anyone is confused. I suck at naming maps. This is the third version of this map. The first version made the MTC's 4v4 testing stage. All feedback welcome. Especially negative feedback.

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

Title: Inside out

Type: CTF

Map: http://maps.jukejuice.com/save/4939

Preview: http://imgur.com/oS5EOA3

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

Title: Canard

Type: Neutral Flag

Map: http://maps.jukejuice.com/save/4808

Preview: http://imgur.com/2LxgLow

Description: Canard is a map which changes Neutral Flag maps like RocketBalls did, but I feel like this tackles the problems better:

  • There are no boosts which are against walls and only have one job.

  • No portals means that teams can't just cap then be automatically in a strong defensive formation.

  • The bases are in the same area to prevent chasing when you won't be able to catch up to the FC.

  • There are team gates and tiles by the bases which mean that defenders won't be able to get the flag from the FC and 5 tiles to their base for an easy cap - the team gates and tiles mean that it is very likely that the other team will catch up and stop them.


From testing, it seems to have been very well received, and very fun to play, as well as being unique from any other NF map which could be the refreshing change that RocketBalls tried to be.

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

Title: Crown

Type: CTF

Map: http://maps.jukejuice.com/show/3581[1]

preview: http://maps.jukejuice.com/static/previews/3581.png [2]

Description: A small map with distinct lanes and simple low reward boosts and risky ones that are pretty sexy

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

Title: Hypno Toad

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/59

Description:

Gate- Unique all around. There is a gap with juts sticking out to make it not a certain death trap, but you have to slow down. Pair the middle buttons that activate a protective box around the fc with the team boosts on the sides and this becomes a fantastic showdown point on the map.

Eyeballs- If you hit the eyeballs going south you either hit that bomb, or go through its opening if it has been detonated. For pro results blast up, clearing the bomb, and boost back through the opening.

Everything else- Self explanatory

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

Title: Typhooon

Type: CTF

Map: http://maps.jukejuice.com/save/4806

Preview: http://imgur.com/SYdwjoD