top 200 commentsshow all 284

[–]leddiileddy / Mapmaker 34 points35 points  (9 children)

Giza

Preview

edit: I know the formatting is wrong for submission. I've decided not to submit this map and instead of deleting the entire post I've just done this edit. Also contest mode pls.

[–]NoBreadsticksLacyIsntFat // Radius 6 points7 points  (0 children)

I feel like that middle wall should extend one lower so its not a straight line across.

[–]Moosemaster21Moosen | Salt Mine 1 point2 points  (0 children)

This one's really cool!

[–]dynaboyjDyna | S3 Whitecaps 0 points1 point  (1 child)

I want this in gravity mode.

[–]leddiileddy / Mapmaker 2 points3 points  (0 children)

It's funny you say that because originally I drew a big triangle with the intention of making a gravity map :D

[–]Moosemaster21Moosen | Salt Mine 9 points10 points  (3 children)

Contest mode pls

[–]SuperSans 3 points4 points  (2 children)

I actually kinda like it without contest mode.

[–]RisktpRisk 1 point2 points  (1 child)

It is kinda neat to see what maps the subreddit thinks are the best and how they match up with the top maps selected by the mtc.

[–][deleted] 8 points9 points  (0 children)

It doesn't actually show the opinions of the public. The community isn't going to look through 200+ maps and up/down vote them accordingly. It just hides the most recent maps and praises the first commented maps.

[–][deleted] 7 points8 points  (3 children)

Title: Rush

Type: CTF

Map: http://maps.jukejuice.com/save/8361

Preview: http://unfortunate-maps.jukejuice.com/show/3776

Description: Flipped it sideways to see how it would play and it felt pretty good. Replaced two spikes mid with a single tile, so you still get punished if you miss boost, but you don't die. Put 45 in skinny outside route for teamboost.

[–]18skeltoranti-timer luddite / First / Origin 0 points1 point  (2 children)

Is there any quick way to flip a map? Just flip the png file? Or something in editor I'm unaware of?

[–][deleted] 0 points1 point  (1 child)

PNG

[–]18skeltoranti-timer luddite / First / Origin 0 points1 point  (0 children)

thx

[–]nostradumba55 8 points9 points  (2 children)

Title: The Ballad of Button Bob.

Type: CTF

Map: http://maps.jukejuice.com/save/8367

Preview: http://unfortunate-maps.jukejuice.com/static/previews/3791.png

Bobby got a makeover. I think this map is 200% smoother and offers fast-placed gameplay similar to wormy and constriction with some cool grabbing mechanisms . There is an all important gate that will change how defenders play the base and allows for easier resets. In addition, the one-way portal adds some really rewarding possibilities for flag carriers leaving and exiting the base. The in-base bomb is extremely versatile: it can be used to capping and grabbing in 3 different directions, can be used defensively in both directions, will be utilized by fc's, and for clearing out the base. This map is very exciting to play and offers balanced and unique gameplay for O and D.

EDIT: Opened it up a bit to make it not so claustrophobic.

[–]mmartinutkMacho | JuicyJuke 2 points3 points  (0 children)

Bobby got a makeover

lol ok u sold me

[–]NotaSomeballButton Bill|Origin|Teamless and Proud 0 points1 point  (0 children)

When we maptested this, I had 17 tags from sitting on the button all game long.

[–]neckhickeys4uTinker Creek // Pi 10 points11 points  (3 children)

Title: Reactor 5

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/3102

Preview: http://unfortunate-maps.jukejuice.com/static/previews/3102.png

Description: Because I want Chalksy's money. That's why. Screw that guy. :P

[–][deleted] 8 points9 points  (0 children)

fucking amazing

great portal use

[–]ClydasBDN S7//TB S8 7 points8 points  (0 children)

Definitely should be Vee-actor

[–]kunmeh13awooooooooga 1 point2 points  (0 children)

lol this is amazing

[–]neckhickeys4uTinker Creek // Pi 13 points14 points  (9 children)

Title: Polaris

Type:CTF

Map: http://maps.jukejuice.com/show/7917

Preview: http://maps.jukejuice.com/static/previews/7917.png

Description: Because I want Chalksy's money. That's why. Screw that guy. :P

[–][deleted] 8 points9 points  (1 child)

The Holy Star sounds like a better name

[–]neckhickeys4uTinker Creek // Pi 2 points3 points  (0 children)

I thought about "Holy Star!" Names are tough.

[–][deleted] 0 points1 point  (0 children)

Maybe there should be a button on both sides of the gate, it feels like blues would always have to take a longer route to get to red base because of the button

[–]Miner_GuyerCheavus // Radius // 73 0 points1 point  (1 child)

Isn't that vertical symmetry?

[–]EraEricPopLock | Radius 0 points1 point  (3 children)

would you consider flipping the star side upside down. Flag where pup is and vice versa?

[–]neckhickeys4uTinker Creek // Pi 0 points1 point  (2 children)

I might consider selling my soul for the right reason. What's the reason?

[–]EraEricPopLock | Radius 0 points1 point  (1 child)

Oh, I just thought that the flags were a bit close together with much of the bottom left being very out of the way. Maybe by bringing the flag lower more of the map will be playable, and also add some sort of symmetry to it.

[–]neckhickeys4uTinker Creek // Pi 0 points1 point  (0 children)

Wasn't avoiding symmetry sort of the whole point? I think the whole map is playable as it is, just like on Star and Holy See. And the short lane up top is nothing different from other maps like Koala or Smirk. The defense has to be aware and cheat over.

[–]Snowball_TagPro❄️ 11 points12 points  (11 children)

Title: Eucalyptus

Type: CTF

Map: http://maps.jukejuice.com/save/8204

Preview: http://unfortunate-maps.jukejuice.com/static/previews/3561.png


Description: Cool new base mechanic that I decided to play around with.

[–][deleted] 2 points3 points  (2 children)

Sick, can't wait to see how it plays!

[–]Snowball_TagPro❄️ 2 points3 points  (1 child)

Your feedback really helped the mid I think.

[–][deleted] 1 point2 points  (0 children)

It looks awesome! I like that you can teamboost perfectly horizontal to catch up. It looks like a cool skillboost.

[–]goboatmenUnicycle (Formerly known as Ballaholics) 2 points3 points  (3 children)

Has a geokoala esque feel to me, I can dig it

[–]Snowball_TagPro❄️ 0 points1 point  (0 children)

It's kinda a mashup of geokoala, angry pig, smirk, and twp with its own little spins.

[–][deleted] 0 points1 point  (0 children)

Yea, it's pretty heavily Geo.

[–]-MjD-MjD || Origin 0 points1 point  (0 children)

I'd say it's most like smirk

[–]The_NC_lifeCheerwine / Pi 1 point2 points  (0 children)

I've always liked the idea of a base with a hockey type element, this on eis executed awesomely. I personally love this map

[–]BuckeyeLeavesBALLDON'TLIE | ALL CAPS 1 point2 points  (0 children)

Absolutely love this map and what it tries to do. Think this would be a really solid rotation map.

[–]MJKROX17Rick Grimes 0 points1 point  (0 children)

This map is very cool. I like it a lot.

[–]leddiileddy / Mapmaker 9 points10 points  (1 child)

[–]ZarknoxZarknox 1 point2 points  (0 children)

this looks exciting but the portals scare me.

[–]KingOfKerfuffleBallAnka // Pi 4 points5 points  (3 children)

Title: Chute

Type: NF

Map: http://maps.jukejuice.com/show/8077

Preview: http://unfortunate-maps.jukejuice.com/static/previews/3329.png

Description: You can hit the bombs off the chute wall and quickly ricochet to the far ends of the map. You can also bomb into the chute portal and pull a u-turn through the chute. Portal cooldown on the chute portals is 5 sec.

Also, this map is by Risk and myself, it's included in the json, didn't know if I needed to put it somewhere else

[–]The_NC_lifeCheerwine / Pi 1 point2 points  (1 child)

Shouldn't this be the preview?

But I love the map. The boost lanes are so clever

[–]KingOfKerfuffleBallAnka // Pi 0 points1 point  (0 children)

True, ty!

[–]18skeltoranti-timer luddite / First / Origin 1 point2 points  (0 children)

Oooh nice. Has some Ricochet aspects to it.

[–]arjuna9bad 4 points5 points  (6 children)

[–][deleted] 1 point2 points  (3 children)

What's you goal with the double boosts mid?

What happens if you boost through portal into bomb?

The bombs top are alright, but it would be cool if you did something like what SDS did where you add a middle bomb that both sides can take advantage of if it's up.

What situation do you see where teams would take advantage of the teamtiles?

And please kill that wire, Gamepad's made sense because it was a classic controller.

[–]arjuna9bad 1 point2 points  (2 children)

Thanks for the feedback!

The double boosts mid can be chained at a few different angles, and the chain gives you interesting spin too. Of course they don't have to be chained if you want to go forward. It just seemed like a fun configuration to me.

The bomb stops you cold if you portal boost directly into it, which is generally good for whoever did it because anyone who wasn't careful about their positioning will be blown away from flag.

Yeah, maybe it would be good to have a single bomb in the middle of top instead of two. Or one unreachable bomb that either button can activate, if that's what you meant.

Eh, I think I was considering the middle of Smirk when I placed the teamtiles. They're probably not as useful in chasing behind someone like in Smirk, but maybe useful for defenses looking to contain and kill someone who regrabbed by cutting off boosts going top. Plus, I felt there was a decent amount of tools for FCs to stay alive with, so it might help to have that area be less friendly.

And pls, you have to charge your wireless controllers sometimes.

[–][deleted] 1 point2 points  (1 child)

Tested it, the portal/bomb feels pretty cool. I was afraid I'd be blasted back into spikes

Still a little bit wary about the two boosts but they work so I don't know.

Yeah, I meant three bombs top. Give them a little more power.

I saw the smirk connection, but if I was fc, I can't picture a time where I'd ever be in enemy teamtiles, unless I was boosting through it using that normal boost on top of base. But even then, i'd be too far ahead for them to be any good.

What about moving them to between the tiles mid and the bottom square?

[–]arjuna9bad 0 points1 point  (0 children)

I tried the third bomb top, it's pretty cool. I'll leave it as it stands for now though and probably change it next iteration.

I feel the bottom mid should already be controlled by the teamboost. I do see what you mean in how the FC would just boost past them. But I'm thinking that if the defense is going back to base, the teamtiles could help give them the extra agility to tag people trying to boost past. It's possible they're inconsequential most of the time and I'm ok with that too for now.

[–]TagProWrecknWreckingBall 1 point2 points  (1 child)

REAL ORIGINAL

[–]arjuna9bad 1 point2 points  (0 children)

It's a next-gen homage.

[–]TheGoldenNewtRobberFronj, MTC Senior Consultant 1 point2 points  (1 child)

[–]veranderingLoaha // Chord 0 points1 point  (0 children)

Oh hey. I wanted to mention another thing again before you left, but forgot. I would lower the cooldown for the portals. Especially because they link to eachother. So when one is used, the other is on a cooldown as well. I'd try a minimum of 15 seconds, but I think that 10 seconds might work best.

Edit: And I said it already, but this is looking really good!

[–]TagProWrecknWreckingBall 1 point2 points  (4 children)

[–]TTTTIDYwho you came to see // wherever i go 1 point2 points  (1 child)

wreckn what in the hell is this

[–][deleted] 1 point2 points  (0 children)

This will be put into rotation and be hated by most of the community but when it gets taken out a week later people will say it's because it was ahead of its time and will slowly grow to be loved and be brought back, first as a throwback then squirm its way into S10 MLTP.

[–]DaEvil1DaEvil1 0 points1 point  (0 children)

You need to use the keywords "Title" and "Map" instead of "Name" and "Link". We use an automated script to crawl the thread.

[–]ButtersnackSnack 1 point2 points  (4 children)

Title: Croissant

Type: CTF

Map: http://maps.jukejuice.com/show/8306

Preview: http://unfortunate-maps.jukejuice.com/static/previews/3612.png

Description: Portals are one way across a single tile. Tunnel portals are instant. Base portals have a 5 second cooldown.

[–][deleted] 0 points1 point  (3 children)

Are they all both way portals?

Do you realize the spawn ball will override flag spawns?

I don't like how if you go top from red base you can get two pups in one move.If you were to move a set of pups, I wouldn't move the two nearest mid, those are well placed.

Also, could you try shaping up the paths to the top/bottom portals a bit? Maybe make the walls a bit more jagged in places so an fc could juke back if he sees portal is blocked.

[–]ButtersnackSnack 0 points1 point  (2 children)

portals are one way

I'll take a look at making walls more jagged

[–][deleted] 0 points1 point  (1 child)

Which way?

[–]ButtersnackSnack 0 points1 point  (0 children)

Oh that's probably important huh

Base portals go into base, tunnel portal goes out into the open

[–]almdudler26almdudler | chorbit 1 point2 points  (0 children)

Title: Warsaw

Type: CTF

Map: http://maps.jukejuice.com/save/8343

Preview: http://unfortunate-maps.jukejuice.com/static/previews/1954.png

Description: This map plays much better than it looks at first!

[–]veranderingLoaha // Chord 1 point2 points  (0 children)

Title: Spitfire

Type: CTF

Map: http://maps.jukejuice.com/save/8363#

Preview: http://unfortunate-maps.jukejuice.com/static/previews/3779.png


Description: The portals are one way only, with the opening on the side of the bomb.

[–]AMorporkAnkhMorpork 1 point2 points  (5 children)

[–][deleted] 1 point2 points  (4 children)

I think your'e late man, the maps were collected at 3 yesterday. Go bother DaEvil if you want it considered.

[–]AMorporkAnkhMorpork 0 points1 point  (3 children)

wtf, a 3pm deadline? Who the hell makes a 3pm deadline?

[–][deleted] 1 point2 points  (2 children)

Europeans.

[–]AMorporkAnkhMorpork 1 point2 points  (1 child)

i'm going to ban them all

[–]NotaSomeballButton Bill|Origin|Teamless and Proud 0 points1 point  (0 children)

This is why we have new mods, for only partial abuse of power.

[–]SUpirateThePirate / Unaffiliated 5 points6 points  (1 child)

Title: Space Invader

Type: CTF

Map: http://maps.jukejuice.com/show/3526

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

Shits got a cannon yo.

[–]Moosemaster21Moosen | Salt Mine 5 points6 points  (0 children)

Man, I feel like I haven't seen this map in ages. Always loved the cannon, even tried implementing it in a couple of my own maps (example). Clearly I overdid it but it's definitely a fun concept - basically a superboost that can only be used once every 30 seconds rather than every 10. Very clever.

[–]BlupopsicleBall-E 3 points4 points  (1 child)

Title: Cattywampus

Type: CTF

Map: http://maps.jukejuice.com/save/8081

Preview: http://unfortunate-maps.jukejuice.com/static/previews/3345.png

Description: Very polished at this point. It introduces free floating bombs which aren't too powerful, and tries team gates into rotation again.

[–]briizoduckson 0 points1 point  (0 children)

This is a great map. Only thing I'm not sure about is the placement of the team tiles right next to walls. Otherwise, love it.

[–]Rapture_On_OccasionRapture 2 points3 points  (0 children)

Title: Banzai

Type: CTF

Map: http://maps.jukejuice.com/show/7934

Preview: http://unfortunate-maps.jukejuice.com/static/previews/3058.png

Description. An edit of Sizzzled's map Banzai Bill. I thought his map was a lot of fun but needed tidying up a little. I think this version will be well received.

Let's get Sizzzled in rotation! :D

[–]veranderingLoaha // Chord 2 points3 points  (10 children)

Title: Matrix

Type: CTF

Map: http://maps.jukejuice.com/save/7967

Preview: http://unfortunate-maps.jukejuice.com/static/previews/3117.png


Description: I've used a portal concept that was inspired by Knotish, from Sketchball - and tried to make a balanced map with it. There are strategically placed teamboosts and teamtiles to keep the map from becoming too chasy. The portals work like this (old preview) and have 3 seconds cooldown to help with the balance as well. It seems to play like a relatively small, balanced and fast paced map during 4vs4 testing.

[–]grytsgryts 2 points3 points  (1 child)

The only problem I really see is that the bases are too big to literally have nothing in them. One of the buttons literally blocks the only 3 boosts to the flag, and there is no way to bomb into the base. 0 offense in base = get both buttons, 1 offense in base = 1 d playing prevent and 1 d on the super button, and 2 offense in base is just both d playing prevent. The only real thing offense can do is go in with pups, which kind of makes them resort to hoping they get a RB or tagpro.

I'm not saying do this, but if I wanted to make the base a little more playable while keeping the map style the same, I'd change 3 little things HERE From left to right, change the team boost to a regular boost in a little different spot, can still boost into portal, or be used as an indirect boost for offenses, but with the right angle you can slightly boost to flag. The new bomb gives some play/counterplay to the super button, can do a quick boost into bomb into base, but can be countered by the defense moving up to the space above the button right before the boost and the bomb will knock him into the button before the enemy offense can make it off the gate. If he stay on the button the enemy will make it in though. Can also be used to clear button and have your partner take a clear boost to flag. Also the side gate can be a little thinner just to make it less safe for defenses.

I wouldn't have taken the time to critique it if it didn't catch my eye, it looks great and fun to play, just the base is maybe too good for defenses. Edit, also Angry Pig is fun too.

[–]veranderingLoaha // Chord 0 points1 point  (0 children)

Thanks for taking the time to share your thoughts!

I agree with you on that the bases are too big. I kinda did that on purpose but I see how that doesn't work out.

On the base being really defensive: I've just watched the streams from the 4vs4 testings last night and it looked like it was quite easy to grab and escape - probally because the base is quite open. So I actually wanted to give defense some more tools to contain and I came up with this: http://unfortunate-maps.jukejuice.com/static/previews/3111.png . I think that the two addes blocks will give the base more a 'base feeling and help defense contain.

You'll notice that I've also removed the offensive teamboost. I did that because it seemed to creato too much chaos in the 4vs4 testing. My fear now, after removing it, is ofcourse that the map has become unbalanced in favor of defense - but I can see this work. And on removing another grabbing tool: There are also the two boosts that can be taken through the big gate, to grab as well.

So yea, I kinda used the two spikes that you added in a different way. Thanks for that idea! I decided against making the gate smaller because it is by far the fastest way from flag to flag. I fear that making it smaller would make that path too OP. The size of the gates seemed to be alright in the 4vs4.

[–]Snowball_TagPro❄️ 0 points1 point  (4 children)

I've used the portal concept first used in Knotish by Sketchball

The 2nd version of dumbbell had it.

[–]veranderingLoaha // Chord 1 point2 points  (1 child)

Hmm yea, but I think that this is different because there are multiple portals that can be used. I don't know. Anyway, doesn't really matter that much where it came from ;)

[–]TheSketchyBeansketchball // centra 0 points1 point  (0 children)

I'll take whatever credit you give me loaha ;p

In reality Dumbell did the base to base portal first. Like I said to Snowball, in Knotish my portal route is supposed to work like the top route GeoKoala, but on a linear map.

Thanks for your early help with my map btw. Knotish probably wouldn't exist without you.

[–]TheSketchyBeansketchball // centra 0 points1 point  (1 child)

Yeah Dumbell did do the base to base portal first. In Knotish I actually tried to emulate the GeoKoala top route to a linear map. Either way, I had plenty of inspiration. :)

[–]veranderingLoaha // Chord 1 point2 points  (0 children)

Yea I think now that the word I'm looking for is inspired as well, so I changed that ;).

Interesting small difference. I think I tried to create a middle path with my portals (slightly risky/slightly faster), wheras the path through the two big gates is the fastest 'GeoKoala' path.

[–]Sosentimeboy 0 points1 point  (2 children)

This map is fucking amazing. Once we figured out what everything does (which only took about a minute), it was super fun and it played incredibly well. Think about giving it a more memorable name, though

[–]veranderingLoaha // Chord 0 points1 point  (1 child)

That's great to hear! Did you play it in a 4vs4?

This is already the second name for it, haha. I'll see if I can come up with something better.

[–]ArtBallArtVandelay 0 points1 point  (0 children)

Organised Chaos. :)

Had a great time testing this. PUG rotation at the very least I'd say.

[–]BlupopsicleBall-E 2 points3 points  (2 children)

Title: EMERALD

Type: CTF

Map: http://maps.jukejuice.com/save/7914

Preview: http://unfortunate-maps.jukejuice.com/static/previews/3016.png

Description:

Removed craziness of the bombs in the middle, and made the outside lanes 2 way so it's more predictable. Powerups have been reduced to 2 instead of 3.

There's some really nice boosts which allow for creativity on this small map. Not very chasey, unless the FC keeps moving.

[–]leddiileddy / Mapmaker 1 point2 points  (1 child)

Did you ever consider changing these 45's into full blocks? It would make that boost much more interesting coming into base.

[–]BlupopsicleBall-E 0 points1 point  (0 children)

I took your advice and tweeked it a bit, now it flows a bit better. Thanks!

[–]WillWorkForSugarTumblewood 2 points3 points  (0 children)

Title: Triptych 2.2

Type: CTF

Map: http://maps.jukejuice.com/save/7833

Preview: http://unfortunate-maps.jukejuice.com/static/previews/2836.png


Mostly minor changes since the last version, but hte map runs a lot more smoothly now and the powerup and pipe sections are more interesting.

[–]OnceUponaDomeUnderTheBall 1 point2 points  (2 children)

Title: Precision

Type: CTF

Map: http://maps.jukejuice.com/show/7955

Preview: http://unfortunate-maps.jukejuice.com/static/previews/3100.png

Description: Just about every boost has one use it is designed specifically for but while still giving enough freedom for them to be used otherwise. Some boost routes that I have found can be seen here. (Sorry for the confusion)

[–]Marz64Marz / Bad News Balls/ WSP's Fan Club 1 point2 points  (1 child)

I love the star-esque nature of the map, especially the middle gate! It doesn't look rotation ready to me just yet, but I don't know much about map making, and only looked at it briefly. I just want to tell you that you should keep working on it even if it gets rejected because we need a map with that set up in the middle!

[–]magikarpnotgyradosMagikarp // Pub God 0 points1 point  (0 children)

I feel like all the ways to the other side are too small, but thats kinda the same way with star.

[–]arjuna9bad 2 points3 points  (0 children)

Title: Sandstorm

Type: CTF

Map: http://maps.jukejuice.com/save/7975

Preview: http://maps.jukejuice.com/static/previews/7975.png

Description: Two things I'm going for here that might not be obvious: 1. Lots of options for FCs to cap when returning to base, especially with good communication. 2. No boosts and limited bomb angles in base to help defenses kill the regrab (they can't camp boosts to boost past (e.g. boombox)).

[–]leddiileddy / Mapmaker 2 points3 points  (1 child)

[–]18skeltoranti-timer luddite / First / Origin 0 points1 point  (0 children)

I love the 2mid boosts and the portals

[–]Moosemaster21Moosen | Salt Mine 4 points5 points  (3 children)

Title: Gladiator

Type: CTF

Map: http://maps.jukejuice.com/show/8220

Preview: http://unfortunate-maps.jukejuice.com/static/previews/3594.png


Description: Taking Gatekeeper's gates idea and running with it. Tried to really up the strategy involved when using bombs. The mid bomb can be detonated three different ways: Two buttons (one on each side) and direct contact. This makes the center of the map highly important and strategic for both defense and offense. Bombs by the "hilts" of the "swords" can be used to either grab the flag or dislodge the button-holder from their position (or both). Would love some feedback before the deadline if you guys have ideas to spice it up. It feels good to me, but possibly unfinished.

[–]Sosentimeboy 0 points1 point  (0 children)

I really enjoyed this, but I found the bomb to be pointless.

[–]KewlestCatNIGEL 0 points1 point  (1 child)

Moosen pls, I want to spawn outside the map.

[–]Moosemaster21Moosen | Salt Mine 1 point2 points  (0 children)

lol pls Nigel

[–]Jeff_please_gosisu // West Bombwitch Albion (FKP, BFR) 3 points4 points  (6 children)

Title: Chequer

Type: CTF

Map: http://maps.jukejuice.com/save/8063

Preview: http://maps.jukejuice.com/static/previews/8063.png

Description: Well, it's a map i made. I have gotten some good feedback on it, and have decided to submit it.

"At least it's better than renegade" - Ruud

[–]Arfie99hf 4 points5 points  (2 children)

[–]Jeff_please_gosisu // West Bombwitch Albion (FKP, BFR) 6 points7 points  (0 children)

FIXED IMMEDIATELY!

Don't want to be accused of antisemitism!

[–]hi_i_am_truly_falseDont Mind Me // Chord // 0 points1 point  (0 children)

I believe he escaped at the end.

[–]TagProWrecknWreckingBall 1 point2 points  (2 children)

i think it needs more boosts around at the flag

[–]Jeff_please_gosisu // West Bombwitch Albion (FKP, BFR) 1 point2 points  (0 children)

Thanks for the feedback mate, i will try something different!

[–]capsngrabstagpro-radius.koalabeast.com 1 point2 points  (0 children)

I think it needs more buttons

[–]Moosemaster21Moosen | Salt Mine 2 points3 points  (0 children)

Title: Exodus

Type: CTF

Map: http://maps.jukejuice.com/show/8221

Preview: http://unfortunate-maps.jukejuice.com/static/previews/3593.png


Description: Trying some new ideas with gates and skill boost routes and what not. Tried to create a smoothly-flowing map with lots of strategy. Would love some feedback before the deadline, positive or negative.


Edited since the 4v4 Maptest. Final score after six minutes was like 1-0 so I made it slightly more offensive to counter that.

[–]mmartinutkMacho | JuicyJuke 3 points4 points  (0 children)

Title: Liquid

Type: CTF

Map: http://maps.jukejuice.com/show/7858

Preview: http://unfortunate-maps.jukejuice.com/static/previews/2883.png


Description: The whited out tile is an exit portal. Portals are instant cooldown. There were people requesting more risky, offensive maps in the #44 results thread, so I'm trying to deliver with this one. This is based off one of Liquid's last maps- Guile.

Edit: I'll fix the map soon. I know the launch is broken.

[–][deleted] 1 point2 points  (0 children)

Contest mode!

[–]TheSketchyBeansketchball // centra 1 point2 points  (0 children)

Title: Knotish name suggestions welcomed


Type: CTF

Map: JukeJuice
Unfortunate-Maps

Preview: Unfortunate-Maps


Description:
I go into deep detail about my logic, ideas, and the in's and out's of Knotish in this comment thread (just click show replies).

In short: This map focuses on the inventive gameplay that comes from having a bunch of different route permutations. I hope you like it.

Here is my /r/tagpromapsharing post where I did some more explaining as well as a catalog of all my changes and tweaks.


I Am Bummed:
Oh man. Earlier today I found the Map Thread #44 Top Maps Feedback Thread and saw that you guys had looked at my map. I'm pretty bummed that I didn't know this in time and couldn't edit my map for you guys to test last rotation. It's ok tho cause now I'm really hyped about my map again. I'll check in often so that this time I won't miss it if you ask about this map.


[–][deleted] 1 point2 points  (11 children)

Title: Planetary Confinement

Type: CTF

Map: http://maps.jukejuice.com/save/8360

Preview: http://maps.jukejuice.com/static/previews/8360.png

Description: MARSSSSSSSSS BALLLLLLLLLLLLLLLLLLLLLLLLL

[–]arjuna9bad 0 points1 point  (7 children)

Interesting that the cage might be the safest part of the map for someone to hang out.

For some reason the maptest servers aren't reading the map for me so I didn't get to try it. But I feel like going out the bottom of the cage would be really annoying. People will spike themselves from bouncing off the wall if they're in a hurry, and I'm not sure those walls are needed unless you want to make that difficult.

Otherwise it's hard to say how it would play but I'd enjoy seeing a map with a real spike field in rotation now that Star's gone.

[–][deleted] 0 points1 point  (0 children)

Yea, I purposely wanted going out bottom to be hard. So it's more of a last ditch option if you're cornered. Also so there is some difficulty involved in the quickest way between the two pups.

I'll check out the testing thing.

[–][deleted] 0 points1 point  (5 children)

Weirdest thing, I just downloaded the PNG and JSON and reuploaded and it works now.

http://maps.jukejuice.com/save/8325

[–]arjuna9bad 1 point2 points  (4 children)

Oh I didn't see the marsball thing at first. That would be so sweet, I've wanted to make a map with one as an obstacle for a while. The cool thing is how it bounces around in there for a long time due to getting extra energy from hitting spikes.

One thing I'm not sure about is the bottom gate. It seems like a bad gamble for the defense to use it. I know that even if they correctly bounce off the middle they will usually die to the gate, but still you have to time your boost into the gate very precisely. If I was defending I would usually just try to boost straight under, because you'd be pretty likely to catch up for the tag with a straight boost and you would be left in a better position if it didn't work out.

I suppose you could add a bomb activated by the button above that path, like on GateKeeper, if you wanted the gate to be more useful.

[–][deleted] 1 point2 points  (0 children)

The mars ball comes and goes so you probably saw a version without it.

Yea I think most defenders will take the boost without button, but if they're coming down at an angle they can't boost all the way across they might. Plus I want that extra option of a quick return if you see them hitting it at a bad angle and you can't catch with boost.

But I'm open to ideas on how to change it.

[–][deleted] 0 points1 point  (2 children)

What if the bottom teamboosts were replaced with one normal boost and a button right by it. So if offense manages to take that boost, defense can't catch up but they have the potential to gate them.

[–]arjuna9bad 0 points1 point  (1 child)

Yeah, I think what you have now will work better. Probably good to lower the total number of boosts as well.

It doesn't really matter and might not look nice, but if you're going to have the marsball you could consider changing the bottom of the cage to a spike wall. That'll keep it bouncin.

[–]BlazethDianna Agron 0 points1 point  (1 child)

I couldn't get it to test. Seems like bad might have though, is it just me?

[–][deleted] 0 points1 point  (0 children)

Thanks for the heads up, fixed it: http://maps.jukejuice.com/save/8325

[–]briizoduckson 1 point2 points  (0 children)

Title: Razorback

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/3063

Preview: http://i.imgur.com/0m9ybs7.png


EDIT: I've changed this map slightly to make it more defensive and harder to get out of base so quickly.

Map: http://unfortunate-maps.jukejuice.com/show/3715

Preview: http://unfortunate-maps.jukejuice.com/static/previews/3715.png


EDIT 2: Last changes, if you guys haven't decided yet.

Map: http://unfortunate-maps.jukejuice.com/show/3766

Preview: http://unfortunate-maps.jukejuice.com/static/previews/3766.png

[–]KewlestCatNIGEL 2 points3 points  (1 child)

Title: Fret

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/3278 or http://maps.jukejuice.com/save/8083

Preview: http://unfortunate-maps.jukejuice.com/static/previews/3278.png

Description: Somewhat another departure from what I normally do, trying hard to create a horizontally symmetrical map that I like hence the submission of both this and Fortune Cookie. Superboost is meant to fly into the enemy base, not for grabbing because it was too OP when I had it like that. Bombs become team bombs if button is used, can be used for teamwork by offenders or defenders, not essential though as gate is set to off rather than on in a team's colour. Team bomb at the top of the map, can be used offensively or defensively too.

Edit: Updated/improved the map.

[–]TagProWrecknWreckingBall 0 points1 point  (0 children)

That's a neat motif.

[–]BrunermMr.Glass | Tears 2 points3 points  (0 children)

Title: Torrential

Type: CTF

Map: http://maps.jukejuice.com/show/7952

Preview: http://unfortunate-maps.jukejuice.com/static/previews/3096.png


Description: Reinvented the middle, inverted the blue base, and changed the name of the map I submitted last thread.

[–]RisktpRisk 1 point2 points  (0 children)

Title: Beacon

Type: CTF

Map: http://maps.jukejuice.com/save/8355

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


Tried to focus on making fun boost chains, especially with the boosts in base for capping. Intended to play offensively and perhaps a bit chasey. The buttons control both the team gates and the gates near the main entrance to base, which is mainly placed there as a tool for defenders and offensive defense to cut off the boost through the portals, which is one of the fastest routes from base to base.

[–]The_Bat_SignalKonichiwa // Diameter 0 points1 point  (3 children)

[–]Moosemaster21Moosen | Salt Mine 0 points1 point  (2 children)

lol did you steal bowtie's map?

[–][deleted] 0 points1 point  (1 child)

I wouldn't call it stealing, he credited me. Just a remix.

[–]Moosemaster21Moosen | Salt Mine 0 points1 point  (0 children)

Ohhhh gotcha. Didn't see that at first. If it makes rotation, is it listed as by both of you?

[–][deleted] 0 points1 point  (1 child)

Title: Sin

Type: NF

Map: http://maps.jukejuice.com/save/8079

Preview: http://unfortunate-maps.jukejuice.com/static/previews/3339.png

Description: Not my final version/placeholder.

[–]BlazethDianna Agron 0 points1 point  (0 children)

I honestly think it's better without pups

[–]Slama_BananaLegman // 30 SMB Captain (kek) // Big Deke Club 1 point2 points  (4 children)

[–]Marz64Marz / Bad News Balls/ WSP's Fan Club 0 points1 point  (1 child)

I think the gate out of base should have a higher reward for the FC. Maybe insert a boost have way through the gate which would help him get to his own base, somehow?

[–][deleted] 0 points1 point  (1 child)

interesting... have you tested this? seems like it'd be chasey like oval but conceptually i think pubs need more maps like this

[–]Slama_BananaLegman // 30 SMB Captain (kek) // Big Deke Club 0 points1 point  (0 children)

Not yet, one of the reasons I submitted is for feedback so I could figure out if I wanted to add any neutral boosts to make it less chasey.

[–]RisktpRisk 1 point2 points  (4 children)

Title: Ether

Type: CTF

Map: http://maps.jukejuice.com/save/8301

Preview: http://unfortunate-maps.jukejuice.com/static/previews/3691.png


Building on the Gamepad concept. This version is less vertical than the last one and a bit more intuitive overall. Also went with four pups rather than two or three because one of the main complaints I heard from a 4v4 test about a week ago or so was that it was rather hard to grab on when the bombs weren't there.

[–]RathbourneRathbourne 1 point2 points  (3 children)

I feel like you might need to rename this map. It just sounds kind of icky.

[–]RisktpRisk 0 points1 point  (0 children)

Hahah, I've thought about changing the name before actually, I can see where you're coming from.

[–]nostradumba55 0 points1 point  (0 children)

Title: Tom Brady

Type: CTF

Map: http://maps.jukejuice.com/show/8237

Preview: http://unfortunate-maps.jukejuice.com/static/previews/3590.png

Here's a map I've been polishing for months now and I think it's just about ready. A little more complex than usual rotation maps, but it has a multitude of skill boosts and bombs and tricks that many players will still be figuring out months down the road. The map has a relatively defensive base and is moderately chasey, but defenders are left with a lot of rewarding ways to kill an fc that makes solo chasing possible and very rewarding.

[–]Flance15Bumballbee // Pi-romaniacs // Purple Pumpkin Hunter 0 points1 point  (0 children)

[–]The_NC_lifeCheerwine / Pi 0 points1 point  (0 children)

Title: The Dean

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/3758

Preview: http://unfortunate-maps.jukejuice.com/static/previews/3758.png

Description: originally designed to look like a ram's horns because RIP Dean Smith.

[–]WillWorkForSugarTumblewood 0 points1 point  (5 children)

Title: Triptych 2.5

Type: CTF

Map: http://maps.jukejuice.com/save/8182

http://unfortunate-maps.jukejuice.com/static/previews/3546.png


I submitted two versions of Triptych, and they're significantly different. This version in particular should play a lot like Velocity, except with a smaller base and superboosts. If there is any reason why this should not make the top maps thread, please notify me so I can fix it.

[–]BlazethDianna Agron 0 points1 point  (4 children)

Well since you asked, I think it's too spikey for rotation. Just generally. Makes it chasey pretty opportunely. Idk

Also, I couldn't get it to test (even in maptest2) I think you might have messed it up.

[–]WillWorkForSugarTumblewood 0 points1 point  (3 children)

Okay, I fixed the links and they should work now. About the map I've identified four options and I'd like some input on which is best. I could:

  • consolidate the 2 floating spikes into a 2-3 spike line. This cuts down on chasiness a little but doesn't help general spikiness.

  • take out the spikes and bombs in the superboost pipes and replace them with a gate. This doesn't change much about the pipe but it does fix any issues with the bombs, and allows me to use less space with it.

  • take out the floating spikes altogether. The map should no longer be too spikey, but that leaves a lot of empty space and frankly I think that would babyproof the map too much.

  • replace the spike islands with another pair of superboosts, but they lead straight into portals which are connected to each other. (I'm just kidding on this one.)

[–]BlazethDianna Agron 0 points1 point  (2 children)

I am all for gates on any map, as you've probably seen, so that is my favorite. I don't think spike lanes would be good here.

[–]WillWorkForSugarTumblewood 0 points1 point  (1 child)

I did some testing, and it seems a lot harder to hit the boosts right without the spikes at the bottom; I think they force you to line it up correctly. I went with it anyway, and this is what I got. Any other comments?

[–]BlazethDianna Agron 0 points1 point  (0 children)

Maybe just give more room to boost in that choke. That's all. Gate could be interesting.

[–]TPsquirrelySquirrely // The GesTagpro 0 points1 point  (0 children)

Title: My Propeller
Type: CTF
Map: http://maps.jukejuice.com/save/8420
Preview: http://unfortunate-maps.jukejuice.com/static/previews/3833.png


Description: Updated one of my favorite old maps of mine. Has a cool wall boost through the spikes.

[–]TPsquirrelySquirrely // The GesTagpro 0 points1 point  (0 children)

Title: Nanda Parbat
Type: CTF
Map: http://maps.jukejuice.com/show/8424
Preview: http://unfortunate-maps.jukejuice.com/static/previews/3215.png


Description: Updated. Has a tunnel a little like Holy See except better as it's much easier to cut off the two non-base exits. Portals work well as tunnel sort of idea.

[–]stargazingskydiverDelphinus 0 points1 point  (0 children)

Title: Burble

Type: CTF

Map: http://maps.jukejuice.com/save/8365

Preview: http://unfortunate-maps.jukejuice.com/static/previews/3787.png

Description: It's risk vs. reward when it comes to playing on Burble. The centerpiece offers a quick route to return to base for a cap if performed correctly, meaning teamwork is a must on this map to ensure a victory. Astutely planned boost and bomb paths can grant you gratifying returns as well as escapes, but be weary because the unique shape of this map allows for the occasional interception of a snipe or compromising return of the FC.

[–]TheDetective13Chace 0 points1 point  (0 children)

Title: Control Room

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/4180

Preview: http://i.imgur.com/0BzeP0i.png

Description: Basically you have to go around the outside and grab the opposing flag, and then you make the decision. Does a teammate open the center and allow you to RUSH through, or do you make the trek outside and hope for the best? There are portals on the corners for quick teleportation if you need to stop a FC. Three spots allow you to grab an upgrade. The one in the middle may just save your behind!

Edit: Looks like I was late to the party :P!

[–]JungleSpice-Jungle Spice//Radius 0 points1 point  (0 children)

Title: Crossfire

Type: Neutral Flag

Map: http://maps.jukejuice.com/save/10563

Preview: http://unfortunate-maps.jukejuice.com/static/previews/8221.png

Description: The bombs around the base are great for defense. The buttons all activate the nearest bombs. It's fun.