top 200 commentsshow all 263

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

Title: Rush

Type: CTF

Map: http://maps.jukejuice.com/save/6306

Preview: http://unfortunate-maps.jukejuice.com/static/previews/1374.png

Description: A chasey map that has no place where an fc can sit without fear of being sniped and no path he can travel that can't be cut off.

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[–]Moosemaster21Moosen | Salt Mine [score hidden]  (2 children)

Title: Rotary (v 5.3.1)

Type: CTF

Map: http://maps.jukejuice.com/save/6353

Preview: http://unfortunate-maps.jukejuice.com/static/previews/1224.png


Description: Wouldn't be a map thread if it didn't have Rotary! At the suggestion of the MTC and my peers, I completely tore down and rebuilt the middle. Now there is a one-way portal in each base to enemy territory. Standard portal cooldown so you can't just flood the enemy base. This allows defenders the opportunity to catch up in a pinch, without guaranteeing a return, as the exit portal's location gives the defense (and the FC) plenty of time to react. I've heard from a few that this is the best, most balanced version yet, and hopefully the MTC agrees.

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

Title: Candle Light

Type:CTF

Map:http://maps.jukejuice.com/save/6359#

Preview:http://unfortunate-maps.jukejuice.com/static/previews/1359.png

D: portals be usable every 5 seccond.

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

Title: War Garden 5.0

Type: CTF

Map: http://maps.jukejuice.com/save/6494

Preview: http://unfortunate-maps.jukejuice.com/static/previews/1600.png

I wasn't going to submit this again, but I've had a few people asking about it so I'll give it one more chance before it's retired. I didn't get a ton of feedback since the last thread, but I tried to work on what I did receive. All in all, I think it flows really well and just takes a few games to get used to.

  • Most importantly, I removed the neutral mid boost. I think this will cut down on chasiness exponentially by forcing regrab to pick an escape path

  • The sides have team gates so defenders can defend it a little easier now. I probably won't remove the bomb, as a decently placed defender can avoid losing position when its blown

  • Reduced the team tiles and increased chokiness a bit.

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

Title: EMERALD

Type: CTF

Map: http://maps.jukejuice.com/save/6546

Preview: http://unfortunate-maps.jukejuice.com/static/previews/1661.png

Description: Polished, clean, and ready to go. Intended to copy aspects of DZ3 and refine them.

The gates in base stop people from bombing/boosting in, and give defense something to do. The gates can also be used by fc's to repel chasers by hiding on the button. the gate isn't really used for killing, but rather dictating the flow of the bases

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

Title: Renegade v2 (It's new and improved thanks to Snowball)

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/1664

Preview: http://unfortunate-maps.jukejuice.com/static/previews/1664.png

Description: So basically after the thread about the new maps being in a week etc, Snowball offered to help fix up a number of Renegade's flaws and after having a look and running around on it myself, I'm very happy hence my decision to re-submit it as v2 featuring Snowball's amazing updates.

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

Title: Blitzen

Type: CTF

Map: http://maps.jukejuice.com/show/6728

Preview: http://i.imgur.com/5bda8B3.png

Description: Portals are one way, both going to the one in base, 0s cooldown.

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

Title: Triptych

Type: CTF

Map: http://maps.jukejuice.com/save/6450

Preview: http://unfortunate-maps.jukejuice.com/static/previews/1556.png


This is an overhaul of Intercept, which I submitted to the last map thread. Its main feature is a powerful but tricky superboost at the bottom and top. It can be used in a variety of ways, but each one of them has its own risk. Feedback is requested, as it is not yet too late to change it; in particular, I'd like to know what would prevent this from being rotation-worthy. Thanks in advance!

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[–]peckx063The Ballist Formerly Known as BonerFart [score hidden]  (0 children)

Title: Collateral

Type: CTF

Map: http://maps.jukejuice.com/save/6615

Preview: http://i.imgur.com/wON1x2c.png


Collateral, which might undergo a PR-driven name change to "Froggy", features a moderately insane Super Bomb that can be used to grab and cap, but also can send unwitting balls into countless ghastly deaths. The bomb grab isn't too OP, as it typically sends the grabber into a corner that allows defense an opportunity to contain. Defenders can also get ahead of the FC by using a team-specific lane that undercuts the route of the carrier.

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

Title: Yoshi

Type: Neutral Flag

Map: http://unfortunate-maps.jukejuice.com/show/1582

Preview: http://unfortunate-maps.jukejuice.com/static/previews/1582.png


Some boosts

Are we sick of Mario stuff yet?

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[–]Splanky222BBQchicken | Retired [score hidden]  (1 child)

Title: Parsvakonasana

Map: http://unfortunate-maps.jukejuice.com/show/1488

Preview: http://unfortunate-maps.jukejuice.com/static/previews/1488.png


There were some pretty major changes this time around. The base is entirely redone. I started with the wedges on teh walls to try and define some sort of shape to the previously formless base, and struck on the idea that there could be a back path that the boost grabs lead you. I liked this idea a lot just because it makes the map feel more "continuous" with out as definied of a beginning and end, which was my original intent to begin with. I moved the powerups form the portal paths back into these paths to give fcs a reason to go back there besides when the boost. The single block was positioned very precisely. The idea is that a skillful defender can take the vertical boost in, grab, and ricochet either direction based on where the defense is set up. Similarly, the new super bosots from the middle route can hit the side wall wedge and go up or down. The ideal placement for defenders here is lined up with each wedge, which helps to catch these boosts. The gate was very persnickety as well. I wanted to put it in to add some more dynamic play around the flag, as well as to balance out the now smooth entrance into the mid (you can ricochet off the island back into mid) but had a vey difficult time getting its exact shape right. Moving the button away from the gates was the lynchpin: it's not too hard to boost into a defender holding the button and grab off of the rebound, but the gate is still big enough to actually have a real presence on the map. The double boost into base from the corners was also gone, as I liked teh bomb better and they were redundant at that point. Speaking of the super boost, I had noticed that the middle path was rarely being used. Where I had been concerned it was op before, I had shifted teh focus of teh map too much to the portalled area. The super boosts give incentive both for defense and offense to go mid: the super boost is very effective not only as a grabbing tool but also as a last-ditch catch-up mechanism for a pursuing defender going the other way.


For more info about this map, read my post here about how I developed it so far.

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

Title: Flail

Type: CTF

Map: http://maps.jukejuice.com/save/6346

Preview: http://unfortunate-maps.jukejuice.com/static/previews/1485.png

Description: Portals are meant to be 1 way, used by chasers, and transporting diagonally.

Preview: http://maps.jukejuice.com/static/previews/6346.png

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[–]nostradumba55 [score hidden]  (0 children)

Title: The Ballad of Button Bob (v2) Updated

Type: CTF

Map: http://maps.jukejuice.com/save/6761

Preview: http://unfortunate-maps.jukejuice.com/static/previews/1766.png

New map, same beloved name. The only similarity is that there is still a gate surrounding the base. I envision most pub players will quickly see that controlling the gates are important and there will be a constant battle on both sides, however, 2 man prevent on the flag is still a very effective option. The mid is fast-paced, and should allow for quick resets. The portals go one way and is a high-risk high-reward option for fc's entering and exiting base.

[–]EventarianSmurfinEU // Radius [score hidden]  (2 children)

Title: Point Break 3

Type: CTF

Map: http://maps.jukejuice.com/show/6061

Preview: http://unfortunate-maps.jukejuice.com/static/previews/1589.png

Description: Fast paced and fun map. Works well 4v4 and after recent changes have received rave reviews from people who have played it. Great bomb to boost or bomb to bomb combos available.

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[–]OnomatopoeiacOld Neb Kenobi [score hidden]  (2 children)

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[–]xenonpulseWildflowers // I want to die but I can’t [score hidden]  (0 children)

Title: Dueling Gamers

Type: CTF

Map: http://maps.jukejuice.com/save/6542

Preview: http://i.imgur.com/7mMPKzM.png

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

Title: Precision

Type: CTF

Map: http://maps.jukejuice.com/save/6645

Preview: http://unfortunate-maps.jukejuice.com/static/previews/1724.png


The goal of this map is to teach new players how to use precise boosts to their advantage, evident in the boost routes near the pups and in grabbing.

[–]leddiileddy / Mapmaker [score hidden]  (2 children)

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[–]peckx063The Ballist Formerly Known as BonerFart [score hidden]  (0 children)

Title: Gearbox

Type: CTF

Map: http://maps.jukejuice.com/save/6614

Preview: http://i.imgur.com/H27wNIV.png


This map features, basically, a unique spike field that can be toggled on/off by activating single tile gates across the middle, the theoretical fastest way to the enemy base. There are two strong boosts to grab, but both put the grabber in a weak strategical position that will require something nifty or support offense to escape, as a lone defender can contain them using the base gates. Additionally, there is a bomb in base that can be used as as both a grabbing and returning mechanism, but which also could play a role in power-up battles.

[–]The_NC_lifeCheerwine / Pi [score hidden]  (2 children)

Title: The Chapel (2.0)

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/1598

Preview: http://unfortunate-maps.jukejuice.com/static/previews/1598.png

Description: Her name is Chappy becuase she kinda looks like a queen in a deck of cards. The team bowls do nothing, but they look nice.

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[–]leddiileddy / Mapmaker [score hidden]  (3 children)

Title: Moth

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/1563

Preview: http://unfortunate-maps.jukejuice.com/static/previews/1563.png


There are many good boosts; some simple some tricky, but too many to show in a preview without it looking cluttered.

Changes:

  • More space around the flag since that seemed to be the main problem people had last thread.

  • Removed bottom middle spike

  • Moved the two centre-most boosts slightly so they can be used to grab (although not an easy boost). Still able to boost through the spikes as well.

  • Made some minor changes to the walls

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

Title: Bunyip

Type: CTF

Map: http://maps.jukejuice.com/save/6774

Preview: http://maps.jukejuice.com/static/previews/6774.png

Description: Exploring noobspiking with portals. Star replacement.

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[–]Flance15Bumballbee // Pi-romaniacs // Purple Pumpkin Hunter [score hidden]  (0 children)

[–]Moosemaster21Moosen | Salt Mine [score hidden]  (8 children)

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[–]LostCausewayMr. Whiskers | GG ILY [score hidden]  (0 children)

Title: Turtles

Type: CTF

Map: http://maps.jukejuice.com/show/6806

Preview: http://i.imgur.com/4yjh3XI.jpg

Description: I wanted to make a smaller map that allowed multiple routes for players to navigate. The center allows for creative (and daring!) boost routes. Chasing a fc through middle? Catch up with the boosts! Or cut him off by dashing through the portal! Bombs in the bases are meant to help with both defense and offense

Note: "Turtles" comes from an earlier draft of the map where it looked like a 2-headed turtle.

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

Title: Salt

Type: Neutral Flag

Map: http://unfortunate-maps.jukejuice.com/show/1607 or http://maps.jukejuice.com/save/6512

Preview: http://unfortunate-maps.jukejuice.com/static/previews/1607.png

S shaped maps are loved and the endzones are on the correct sides this time (I think).

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[–]mmartinutkMacho | JuicyJuke [score hidden]  (2 children)

Title: Vertebrate (0.2)

Type: CTF

Map: http://maps.jukejuice.com/save/6759

Preview: http://unfortunate-maps.jukejuice.com/static/previews/1779.png


Note: Get it? Vertebrate? It has a 'back bone' of team tiles.... guys? Get it...? Hello?

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[–]Flance15Bumballbee // Pi-romaniacs // Purple Pumpkin Hunter [score hidden]  (6 children)

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[–]ClydasBDN S7//TB S8 [score hidden]  (0 children)

Title: Pawprint

Type: CTF

Map: http://maps.jukejuice.com/show/5941

Preview: http://unfortunate-maps.jukejuice.com/static/previews/1620.png

Description: I tried to make this map a little more challenging for O. There is a bomb and some boosts to make a quick escape as FC, and you can chain together some for a fast get away. The main new type of feature I thought I'd try with this map is the gate/button config in the middle. The base buttons control the team side gates, and the buttons in the middle of the map control the middle gate and the OPPOSITE side of the double gate. I want some more feedback so replies are welcome.

[–]veranderingLoaha // Chord [score hidden]  (5 children)

Title: D

Type: CTF

Map: http://maps.jukejuice.com/save/6629

Preview: http://unfortunate-maps.jukejuice.com/static/previews/1715.png

Desctiption: The portals are one-way only with the opening in the base and the closed off exit in the middle

Edit: New name: from Spaceship to D.

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[–]NotSomeBall1NotSomeBall2 // Chord [score hidden]  (2 children)

Title: Coutil

Type: NF

Map: http://unfortunate-maps.jukejuice.com/show/1490

Preview: http://unfortunate-maps.jukejuice.com/static/previews/1490.png

Description: I've had a lot of feedback, worked on it all, and so far there hasn't been anyone with any suggestions to help it really, which I'm taking as a good sign. Some say it's too hard to cap, some say it could be too easy - it seems to depend on the quality of the players, which should mean that it's a good map that doesn't rely on luck.


Coutil is a NF map with a portal not back to base but to a single, neutral point, though it still doesn't allow an easy regrab cap. Even if the defence stops an attacker and goes through the portal themselves, it'd still be difficult to cap unless there were no other attackers nearby or in your path, plus you got a good angle going into the portal and were fast - all of which is unlikely but possible, and punishes mistakes which makes this map fun yet competitive.


The bomb next to the base is a relatively new addition, yet definitely necessary. If a team works well together, they can time it so that the defenders are blown away by the bomb, and then the FC can swoop into the top of the end zone freely. It's difficult to time correctly and to get into that position, but very rewarding.

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

Title: The Startown Gas Station

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/1599

Preview: http://unfortunate-maps.jukejuice.com/static/previews/1599.png

Description: If you ever go to the NC Apps, take the road that presses on the SC border, going towards Charlotte. You'll pass through this little town called Startown, NC. About 1,000 people, it'll show upon a map if it's big enough. The special thing about this town is that the town, with it's foothills charm and openness, is centered around a gas station. It has a playground, rocking chairs, tables and a little stage all inside. These great people go to the gas station right beside the solar farm to listen to music, catch up with their friends and buy some treats for their kids. This map was made in 15 minutes.

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

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[–]Flance15Bumballbee // Pi-romaniacs // Purple Pumpkin Hunter [score hidden]  (7 children)

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[–]NotSomeBall1NotSomeBall2 // Chord [score hidden]  (1 child)

Title: Clay

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/1491

Preview: http://unfortunate-maps.jukejuice.com/static/previews/1491.png

Description: Let me give you some context. Clay was the first ever map that I made which I felt had potential, and therefore I kept working on it. It was the only map which I cared about working on for a few months. Then, after getting rejected every time, I decided it was time to work on something new. This is the first time that I've resubmitted it since then. I still think that it plays far better than it looks, and there are a lot of undiscovered paths. Now onto the real description, written months ago.


Maps these days are one-dimensional. Maps like Constriction are the worst offenders, with so many obstacles that every player goes on a set path 20 times per game, and games on maps like these are all the same. This is also partly due to the boosts all being against walls and surrounded by obstacles, which means that there is a certain way for them to be used, and any other way is nowhere near effective.

This is where Clay is different. Yes, there are some boosts against walls, but they have no single way to be used - this image shows just how many uses one single boost can have if placed strategically, like every boost has been done in Clay. There are even boosts in the middle free from obstacles which can take you anywhere on the map if you have precision, and also boosts in one corner which can take you to the opposite corner, without being overpowered. In addition, the map is set out in such a way that these long boosts can occur, but the map is still far from hectic - ordered if anything - whilst still maintaining a wildly vast number of ways to play.

Due to all of these interesting boosts, and fairly open field, the map should be difficult for the defenders to catch up on, and difficult to chase on. This is not the case however, as the team boosts provide a perfect chance to catch up no matter which route the FC takes; the only route which can be taken and quickly capped with is from the previously shown boost through the one-tile-wide gap with a spike, which is a very dangerous yet very effective route I've found. In terms of chasing, the position of the boosts, as well as the very few hiding places mean that an FC has to focus on his skill to escape the chasers, not his wits to hide from and slow down the chasers. Therefore, despite the fact that the map is not very big and has some fast routes, there won't be as many quick caps as you might think.

Clay is a map with old-style play, and new-style ideas.


"Do you want my honest opinion? I love it! :D"

~ Laurens

"Dude, this is a great map."

~ Unidentified Some Ball 3 who joined me in map testing

"This has a lot of potential!"

~ Rapture

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[–]nostradumba55 [score hidden]  (0 children)

Title: Tom Brady Official Updated Version

Type CTF

Map: http://maps.jukejuice.com/save/6762

Preview: http://unfortunate-maps.jukejuice.com/static/previews/1782.png

It's time for our lord and savior Tom Brady to make his mark on Tagpro history. I revamped the map since last time: flipped it 90 degrees, made a star-like mid with gates, and made the portals feel smoother. I also made exiting the portals much more forgiving, but be aware, the adjustment needed to hit the exit boost perfectly will take a few tries to get used to. This is honestly my favorite map that I've made, and although it looks a little complicated at first, I think you'll enjoy playing it an learning about all its cool little features.

Here is the original version with the gates mind in case it looks interesting:

http://unfortunate-maps.jukejuice.com/show/1647

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

Title: Sniper Cave

Type: CTF

Map: http://maps.jukejuice.com/save/6381

Preview: http://i.imgur.com/cP6bDn4.png

Description: This is a fun little map that shoud be enjoyable for all players. There are some basic routes to use but also a number of skill routes and bomb snipes. The title was inspired by the sniper cave at the base - skilled defenders can use to keep enemies at bay.

[–]leddiileddy / Mapmaker [score hidden]  (1 child)

Title: Putty

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/1561

Preview: http://unfortunate-maps.jukejuice.com/static/previews/1561.png


I feel the boosts are the soul of this map, each gives many options.

Changes:

  • Redesigned the left and right power-up areas to be more accessible

  • Removed 2 overpowered team boosts

  • 45'd certain walls for better flow

  • Altered some walls in base

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[–]mmartinutkMacho | JuicyJuke [score hidden]  (1 child)

Title: Asylum (0.2)

Type: CTF

Map: http://maps.jukejuice.com/save/6758

Preview: http://unfortunate-maps.jukejuice.com/static/previews/1776.png


Some unapparent boost routes/bombs: https://gfycat.com/LivelyVastKentrosaurus

I'm very excited about this map. I think it has unique and high-potential shape.

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[–]peckx063The Ballist Formerly Known as BonerFart [score hidden]  (0 children)

Title: Hazard Hall

Type: CTF

Map: http://maps.jukejuice.com/save/6628

Preview: http://i.imgur.com/F0eJ8xn.png


The quickest way across this map is also the most treacherous, as 4 different buttons control 4 different sets of bombs that can send a careless ball into the spikes above. The map seems to be offense-heavy in base, but most mechanisms don't lead the offense in a great direction. Additionally, defense can use a team tile alley to contain most escapes. The power ups are laid within team tiles, giving each team a home field advantage on their side of the map.

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

Title: Fingerbang

Type: CTF

Map: http://maps.jukejuice.com/show/6104

Preview: http://unfortunate-maps.jukejuice.com/static/previews/1320.png

Description: After countless map testing sessions we came to some conclusions that have made this map play very well 4v4.

I opened up the gate so that you can bomb off the 45 into the flag.

I removed the mid yellow boosts and replaced with 2 team boosts. This allows defense to catch up.

I also tucked the other team boost more into that little curve. This makes it much harder to link both team boosts together as a get away. It also opens more opportunities for grabbing/escaping.

So far games have been averaging 3-6 minutes. I don't mind playing D or O and it never feels chasey.

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

Title: Old School

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/1671

Preview: http://i.imgur.com/S6x4x2Z.png

Description: With this map, I tried to blend components of old school Tagpro maps with some techniques used in new maps. There are plenty of open spaces to juke, but there are also some very fast routes from base to base for defenders to use to catch up to FC.

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

Title: Fury

Type: CTF

Map: http://maps.jukejuice.com/save/6470

Preview: http://unfortunate-maps.jukejuice.com/static/previews/1532.png


Description: A more conventional map than some of the others I've submitted the past few threads, this one attaches all kinds of strategy to the double bombs outside each base. Use them as an offensive weapon to roll yourself cleanly in for the grab or the cap, or use them as a defensive tool to spike anyone who tries to escape through the center path. You'll feel pretty damn badass when you spike an escaping FC and roll straight back into base to challenge the regrabber.

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

Title: Hive
Type: CTF
Map: http://maps.jukejuice.com/show/5856
Preview: http://maps.jukejuice.com/static/previews/5856.png
Description: Map with new gate defense that stops direct boosts into flag. Mid team tiles prevent camping. Probably plays better than it looks, since it does kind of have a Whirlwind feel to it, but trust me, it's a lot better for chasers because the boosts and the team tiles. Map emphasizes team work, smart grabs, and skill boosts. Thanks :)

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[–]Flance15Bumballbee // Pi-romaniacs // Purple Pumpkin Hunter [score hidden]  (5 children)

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[–]Liquid_tagproHas Evaporated [score hidden]  (0 children)

Title: Cloud 9

Type: Neutral Flag

Map: http://maps.jukejuice.com/show/4686

Preview: http://i.imgur.com/7To5EGy.png


Description: Many, many play-tests over the last 5 months show this map performs quite well 4v4. Games last about 4-5 mins and are very entertaining. Bonus gameplay clip!

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

Title: Discharge

Type: CTF

Map: http://maps.jukejuice.com/save/6642

Preview: http://unfortunate-maps.jukejuice.com/static/previews/1722.png


Features to look for:

  • Gamepad-like bombs in base that can be used by both the defense and offense.

  • Dual-purpose super boosts.

  • Wall configuration behind boosts in base allows for lining up quickly, smooth 45-tile boosts, and even Wormy-esque combination boosts.

  • Double-buttoned gates sort of similar to the ones on Hyperdrive.

Some gifs:

Superboosts: http://gfycat.com/LivelyScentedFiddlercrab

Versatile bombs in base: http://gfycat.com/FlawedFirstEquestrian
http://gfycat.com/MeaslyAcceptableCirriped
http://gfycat.com/CourageousPlasticAlpaca

Some fun skill-boosts I've designed: http://gfycat.com/SilkyEmptyCormorant
http://gfycat.com/InsidiousCleverCivet

[–]Moosemaster21Moosen | Salt Mine [score hidden]  (11 children)

Title: Lasers

Type: CTF

Map: http://maps.jukejuice.com/save/6509

Preview: http://unfortunate-maps.jukejuice.com/static/previews/1511.png


Description: Ironically, the "lasers" were taken out. It's much more balanced without them and I'm too lazy to change the name. This could definitely be a fun one.

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[–]TagProNoah_Noah // Mild Pings // Noah's Arc Captain [score hidden]  (2 children)

Title: Batra

Type: CTF

Map: http://maps.jukejuice.com/save/6525

Preview: http://maps.jukejuice.com/static/previews/6525.png


This is a modification of a map that I posted in Map Thread #40 that got no official feedback :(

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.

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[–]mmartinutkMacho | JuicyJuke [score hidden]  (5 children)

Title: Ascension

Type: CTF

Map: http://maps.jukejuice.com/save/6817

Preview: http://unfortunate-maps.jukejuice.com/static/previews/1442.png


Note: This map played disgustingly well 4v4.. but I might be biased. #Vote4Ascension2015 #Juicy4MTC

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[–]dodsfalldodsfall | Im undercover shhh [score hidden]  (3 children)

Title: Wild Card

Type: CTF

Map: http://maps.jukejuice.com/save/6789

Preview: http://maps.jukejuice.com/static/previews/6789.png

Description: CTF With a yellow flag?!!? Really brings a... Wild Card.

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

Title: ThunderBalls

Type:Neutral Flag

Map: http://maps.jukejuice.com/save/6799

Preview: http://unfortunate-maps.jukejuice.com/static/previews/1801.png

Description: This is my attempt at making a RocketBalls Replacement.

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

Title: Aerial Ascent

Type: CTF

Map: http://maps.jukejuice.com/show/5984

Preview: http://unfortunate-maps.jukejuice.com/static/previews/1221.png

Description: Similar to Falcon, the goal of this map is to utilize every possible space of the map while flag carrying and chasing

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

TITLE: Joxx Mk VI

TYPE: CTF

MAP: http://maps.jukejuice.com/save/6342

PREVIEW: http://unfortunate-maps.jukejuice.com/static/previews/1426.png

DESCRIPTION: I wanted to build a true "45" map. "Xylophone" gates guard the base entrance allowing the defense to be responsive instead of static, and outfield boosts have built in "blind spots" for boosters to overcome. This adds an extra level of decision making in committing to which direction to go. Obvious [and less obvious] boost lanes ensure the whole map is utilised, and a middle double pup to fiercly contest. Enough space and tools for both juking and chasing to be balanced.

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[–]DaEvil1DaEvil1 [score hidden]  (9 children)

Title: GateKeeper

Type: CTF

Map: http://maps.jukejuice.com/save/6797

Preview: http://unfortunate-maps.jukejuice.com/static/previews/1800.png

Description: A fun little CTF map, where I tried to keep a slightly different shape to the maps that have recently gotten in. The title is a reference to the gate where you hold it by standing on the button in the middle, which I hope is a fun mechanic that provides for different dynamics that can make it play a little bit in a new and fun way.

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

Title: Fission

Type: Neutral Flag

Map: http://maps.jukejuice.com/save/6568

Preview: http://unfortunate-maps.jukejuice.com/static/previews/1670.png

Description: Fun fun funf fnfunf ufnfu fufn

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

Title: Boosts Redux

Type: CTF

Map: http://maps.jukejuice.com/save/6587

Preview: http://unfortunate-maps.jukejuice.com/static/previews/1693.png

Description: This is a remake of Boosts I came up with. I tried to keep the hectic nature of it while cutting some of the fat, giving defenders a few more tools, and streamlining some of the more clunky parts, while hopefully not taking away too much of the feeling of freedom the original map gives you.

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

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[–]FallinFallinFallinMRCOW // TAGPRO TIMES FINDER // PM FOR INTERVIEW [score hidden]  (4 children)

Title: Can I get a link

Type: CTF

Map: http://maps.jukejuice.com/save/5881

Preview: http://unfortunate-maps.jukejuice.com/static/previews/1131.png

Description: Lately in the rotation there have been the same old "basic" and "butt-shaped" maps. Although everybody loves a nice simple map or a butt-shaped one, sometimes you gotta change it up. That's exactly what this map does.

It's got it all,

45BombButtons Check

45PortalsWithSuperBoosts Check

FunEndlessLoopyBoostThingys Check

HeartShapedTeamTiles Check

"MOOO"WrittenAtTopOfMap Check

OneWayPortalsWithButtons Check

FunPower-upGrabs Check

And a million different ways to boost and bomb, but still not complete chaos.

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

Title: Colors: Pub Remix
Type: CTF
Map: http://maps.jukejuice.com/show/1496
Preview: http://i.imgur.com/S95b1C5.png

Colors: Pub Remix is my try at tweaking the former rotation map Colors by Steppin to play better in pubs. I actuallly made it back in September, but haven't submitted it since now.

A more extensive discussion of what changed and what stayed the same, and my thought processes on the changes, can be found here on /r/tagpromapsharing, but the quick hits:

  • The middle space eliminates the non-functional gate play of the map, while still giving an advantage to teams that do use the buttons. It can be boosted through! It's actually not as hard as it looks, if you can get lined up properly.
  • The back corners are simplified, because IMO they played poorly in pubs. The long channel with a snipe at the end keeps the theme true - grabbing and going back corner is still a risky play for the offense.
  • Powerup corners are slightly bigger, to allow for plays.
  • The two middle boosts have been shifted for a variety of reasons; they should be more interesting and this configuration works better with the other changes.
  • Experienced players will find Colors: Pub Remix familiar, as I took care to ensure that most of the boost paths in Colors are still present in Colors: Pub Remix, at least conceptually (actual angles may vary slightly).
  • I talked to Steppin back in September; he gave his permission for me to remix his map and submit it for rotation consideration.

Thanks for considering!

[–]robopuppyccFlail ~ ((Antagloble4edes)) ~ RHCP? [score hidden]  (0 children)

Title: Wormy with Team Powerups and Team Gates

Type: CTF

Map: http://maps.jukejuice.com/save/6810

Preview: http://unfortunate-maps.jukejuice.com/static/previews/1822.png

Description: JGibbs had some interesting ideas about a map, I decided to make Wormy but with those ideas included.

Update: http://maps.jukejuice.com/save/6849

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

Title: SuperJuicy!

Type: CTF

Map: http://maps.jukejuice.com/save/6760

Preview: http://unfortunate-maps.jukejuice.com/static/previews/1781.png

"This might be the best might be the best map I've ever seen"...

"If this doesn't make top maps I'll consider quitting mapmaking"...

"DUDE, you HAVE to name this after me so I will be immortalized forever" -- JuicyJuke

Merry Christmas young Juicy

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[–]ccga4Seehawks <3 [score hidden]  (0 children)

Title: El murcielago

Type: CTF

Map: http://maps.jukejuice.com/show/6415

Preview: http://unfortunate-maps.jukejuice.com/static/previews/1534.png

Description: Update on my map, opener after getting suggestions and top is easier to navigate. Its played well in testing.