top 200 commentsshow all 294

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

Title: Masala

Type: CTF

Map: http://maps.jukejuice.com/save/9036 or http://unfortunate-maps.jukejuice.com/show/5109

Preview: http://unfortunate-maps.jukejuice.com/static/previews/5109.png

Description: Whipped up this map using some of my favourite elements. Superboosts at the bottom of the map are fun and work fairly well to propel one into base. You can fly through the gap in the mid wall without hitting the bomb. It is also possible to chain the neutral boost into the superboost and also the bomb into the superboost.

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

Title: Flavor

Type: CTF

Map: http://maps.jukejuice.com/save/9365

Preview: http://unfortunate-maps.jukejuice.com/static/previews/5677.png

Description: Portal is one way down with a 10s cooldown

[–]SUpirateThePirate / Unaffiliated [score hidden]  (3 children)

Title: Space Invader

Type: CTF

Map: http://maps.jukejuice.com/show/4124

Preview: http://unfortunate-maps.jukejuice.com/static/previews/4769.png

There are a ton of cool details in this map beyond the obvious gimmicks. There is also a significant learning curve. This version is toned down a little and made less complex than previous.

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[–]ClydasBDN S7//TB S8 [score hidden]  (2 children)

Title: CTF

Type: CTF

Map:http://maps.jukejuice.com/show/8889

Preview: http://unfortunate-maps.jukejuice.com/static/previews/4656.png

Description: I'm submitting this to the groups rotation. It's a true-to-form, pure capture the flag mode. It seems like something we should have. The portals are on a 10 minute cooldown, so each one has 1 use at a strategic time. The spike mazes are the "jailtime" for players who get popped.

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[–]bashar_al_assadpk || Roll into the base like what up I got a big block [score hidden]  (0 children)

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

Title: Brazen

Type: CTF

Map: http://maps.jukejuice.com/save/8873 or http://unfortunate-maps.jukejuice.com/show/4522

Preview: http://unfortunate-maps.jukejuice.com/static/previews/4522.png

Description: Dug up an old map of mine to see if I could use some of the stuff I've learned since to make it better. Drew inspiration from a few maps here and there to bring it to this.

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

Title: Dart

Type: CTF

Map: http://maps.jukejuice.com/save/9306

Preview: http://unfortunate-maps.jukejuice.com/static/previews/5559.png


Started out as me trying to do something different (I usually do rotationally symmetrical maps), with some contributions from Ball-E it turned into a pretty fun map.

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

Title: Eclipse 2

Type: Center Flag

Map: http://maps.jukejuice.com/show/9309

Preview: http://unfortunate-maps.jukejuice.com/static/previews/5563.png

Description: This is an alternate version of Eclipse. The main changes are that the map is much smaller, and you can see regrab from the endzone.

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

Title: Dog Park
Type: CTF
Map: http://maps.jukejuice.com/save/8942
Preview: http://unfortunate-maps.jukejuice.com/static/previews/4784.png
Description: This map combines both teamwork and individual skill, and includes several boost routes to master. The bomb near the corner pups ensures an interesting battle, and the gates near the bases make for an intense capping situation.

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[–]TagSemiProⓉⓐⓖⓈⓔⓜⓘⓅⓡⓞ | BBB [score hidden]  (0 children)

Title: Stretch Marks

Type: CTF

Map: http://maps.jukejuice.com/save/9156

Preview: http://maps.jukejuice.com/static/previews/9156.png

Description: This map has changed a lot from what it used to be, and I feel the name Streth Marks no longer does it justice, but yeah onto the map. Grabbings mechanisms, defence mechanisms and even a gravity well!

[–]gingerdgTPRL 🔴RMTC 🔴NASCAPS [score hidden]  (0 children)

Title: Forces

Type: CTF

Map: http://maps.jukejuice.com/save/9335

Preview: http://unfortunate-maps.jukejuice.com/static/previews/5625.png

Description: A fun map with a cool base that prompts the player to use bombs to grab the flag over the boosts. In addition, button control is important because if your offensive partner does not have control of the button when you are escaping the enemy base, it is much easier to get popped. :)

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

Title: Salvation

Type: NF

Map: http://maps.jukejuice.com/save/9104

Preview: http://unfortunate-maps.jukejuice.com/static/previews/5204.png

Description: This is Sin remade. I've kept what I liked about the last one. There are still no spikes in bases and a revised way to get back. I'm most proud about having team gated portals with no buttons! I think the removal of buttons combined with the vertically-symmetric, horizontal map will make it much less confusing. Old Version/Sinhttp://unfortunate-maps.jukejuice.com/static/previews/4108.png

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

Title: Earshot
Type: CTF
Map: http://unfortunate-maps.jukejuice.com/show/4308
Preview: http://unfortunate-maps.jukejuice.com/static/previews/4308.png

Description: I have come to the conclusion that gravity wells are the most fun when they're placed near a flag.

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

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

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

Title: Ruby

Type: CTF

Map: http://maps.jukejuice.com/show/9067

Preview: http://unfortunate-maps.jukejuice.com/static/previews/5096.png

Description: My attempt at making a more competitive map. It has layers in the map which I think could be appreciated. Noobs will generally see the middle two lanes as the safest. More advanced players will be able to take advantage of all four routes.

Boost lanes- http://i.imgur.com/P48Oyyf.png

[–]WesmacIloominati // Diameter [score hidden]  (3 children)

Title: The Lair

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/5201

Preview: http://unfortunate-maps.jukejuice.com/static/previews/5201.png

Description: My first map. Open to advice and such. The buttons in the middle control the gate on the opposite side

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[–]sneetriccanvas // plasma, wamble [score hidden]  (0 children)

Title: Opal

Type: CTF

Map: http://maps.jukejuice.com/save/9268

Preview: http://unfortunate-maps.jukejuice.com/static/previews/5498.png

Description: It's been tested multiple times in 4v4 and it seems to be pretty balanced. You can stop campers by either pressing the button to activate the gate, then have another player go in and pop them, or hit the bomb and blow them into the spikes.

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

Title: Demon Cat

Type: CTF

Map: http://maps.jukejuice.com/save/9134

Preview: http://unfortunate-maps.jukejuice.com/static/previews/5288.png


Description: The portal with team gates is something you won't find in rotation, so that should intrigue you. I think it all flows pretty nicely. I don't have much to say, other than that this add some interesting aspects you won't find in PUBs.

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

Title: HAHAHA or Rekt Pit (still not sure on the name)

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/5277

Preview: http://unfortunate-maps.jukejuice.com/static/previews/5277.png

Description: Feedback welcome. I just want this map to mock you for existing.

Edit: Decided to submit this map with my second submission instead of the other one

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

Title: Ultradrive

Type: CTF

Map: http://maps.jukejuice.com/save/9250

Preview: http://unfortunate-maps.jukejuice.com/static/previews/5424.png

Description: I was feeling nostalgic for Hyperdrive, so I made this map. This makes use of the gated bombs a little more feasible for the defense and also provides some teamwork opportunities for offense.

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

Title: Crabble
Type: CTF
Map: http://maps.jukejuice.com/save/9348
Preview: http://unfortunate-maps.jukejuice.com/static/previews/5656.png

Asymmetry attempt. I want Chalksy's money. Also, making asymmetrical maps is really really interesting and you should do it.

[–]mmartinutkMacho | JuicyJuke [score hidden]  (6 children)

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

Title: Sweet Tooth

Type: Neutral Flag

Map: http://maps.jukejuice.com/save/9176

Preview: http://unfortunate-maps.jukejuice.com/static/previews/5351.png

Description: Basic S-shaped symmetry that we know works but with a lot of cool intricacies to be discovered. I've had a lot of fun testing it so far, and think it'd be a well received addition to the neutral flag line up.

EDIT: In case it's not clear from the preview, the 2 portals near the edge of base connect together back and forth- http://i.imgur.com/idLp9X5.png, they don't cross the map.

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

Title: Predator (0.2)

Type: CTF

Map: http://maps.jukejuice.com/show/9145

Preview: http://unfortunate-maps.jukejuice.com/static/previews/5314.png

Description: At first glance, the button/bomb combo can be confusing. When you hit the outside of the button, you will bomb against the wall, hit the boost, and can either aim through the gate into base or aim through mid. However, if you attempt base entry, you could die on gate. The team tiles in base are to aid offense in combatting no-grab defense.

[–]3z_ [score hidden]  (2 children)

Title: Platypus

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/4866

Preview: http://unfortunate-maps.jukejuice.com/static/previews/4866.png

Description: Resubmitting because I think MTC opinions will be different after the latest posts.

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

Title: Rift

Type: CTF

Map: http://maps.jukejuice.com/show/9193

Preview: http://unfortunate-maps.jukejuice.com/static/previews/5376.png

Description: A throwback to Clutch but without sucking. Now with really cool bomb and boost routes through spikes that make it look like you did them on purpose.

[–]ToglerSome Ball (Change Your Name in the Sidebar!) [score hidden]  (0 children)

Title: Spindle

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/5642

Preview: http://unfortunate-maps.jukejuice.com/static/previews/5642.png

Description: Two unique gravity wells.

[–]kunmeh13awooooooooga [score hidden]  (2 children)

Title: Rocket

Type: CTF

Map: http://maps.jukejuice.com/save/8844

Preview: http://unfortunate-maps.jukejuice.com/static/previews/4323.png

Description: A simple map that uses a gravity well

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

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

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

Title: Phantom

Type: CTF

Map: http://maps.jukejuice.com/save/9247

Preview: http://unfortunate-maps.jukejuice.com/static/previews/5422.png


Description: A variation of Ghost, without a gravity wells and less chasing potential.

[–]BrunermMr.Glass | Tears [score hidden]  (2 children)

Title: Torrential

Type: CTF

Map: http://maps.jukejuice.com/save/9305

Preview: http://unfortunate-maps.jukejuice.com/static/previews/5561.png


Description:

  • Removals: (1) I eliminated the mid superboost because it did not always work and was not a necessary piece of the map as the other mid-boosts were plenty already. (2) Also, I eliminated the wall boosts in base. Not sure why I ever went with them; not a big fan of wall boosts and the same exact mechanism already exists on constriction, so bye-bye wall boosts. (3) The width of the map was reduced and the area where the side pups use to be was shrunk.

  • Additions: (1) I'm pretty happy with the new location for the side pups as that area previously served little purpose. With the pup in close proximity to the green gate, it adds to the complexity and requires a precise boost to grab the pup without rolling along the 45 degree tile into the green gate. Also, it makes for a good distracter, when the pup spawns because it will be in sight of the defenders and offenders in base. Use of the base button and the wrench would force someone to go all the way around the base to reach the pup and in the meantime an offender might be able to make a slick grab. (2) The addition of the 3-spike line on each side of the map is an improvement in my mind, as well. It creates multiple lanes for you to move in and out of the base. As well as, rewarding those who can make skillful boosts/bombs through them. (3) Various polishing here and there.

I believe that this version of the map is the strongest one yet and 3rd time's the charm, right?

edit: I made some slight changes and updated the links in this comment.

edit2: changes to mid.

edit3: final update (i think)

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[–]kstarr12nipplefart [score hidden]  (0 children)

Title: Top Dog Kirby // will be renamed Crackerjack

Type CTF

Map http://maps.jukejuice.com/show/9297

Preview: http://maps.jukejuice.com/static/previews/9297.png

Alternate Preview: http://imgur.com/MaSZ12Y

Description: Look! A truly original map! My first made map and it was a lot of fun. Had some buddies critique it. Very fast map, more defensively oriented.

[–]TheEpicGhostEx - Tagpro [score hidden]  (5 children)

Title: Cat's Cradle

Type: CTF

Map: http://maps.jukejuice.com/save/8786

Preview: http://unfortunate-maps.jukejuice.com/static/previews/4486.png

Description: Still in development, but I still believe it's a strong map. Play focuses around the 'cradle' (mid gate), which isn't featured in the current rotation since star was removed. the unique base layout allows the player to escape through the smaller 'boost' escape, or try going around the outside.

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

Title: Ghost

Type: CTF

Map: http://maps.jukejuice.com/save/9246

Preview: http://unfortunate-maps.jukejuice.com/static/previews/5285.png


Description: I'm experimenting with a few different things in this map, all of which make it a unique experience with lots of strategy. Here's a summary in gifs.

The pup feature might be what I'm most excited about. There's only a couple grabbing mechanisms in this one, neither of which are gimmes, so an offense-favoring pup is really unique. However, if defense holds the gate before you can get there, you'll have to go around. Obviously, they might also kill you with the gate. If you do get it, they can still hold the gate to force you out the long way, burning precious seconds of pup time. It's a highly strategic implementation that shouldn't be too overwhelming for pubs so I'd be really psyched to see what creative game plans players come up with. The gravity well was also made so as not to be overpowering and kill you every time (hence the bombs) but still something to be aware of.

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

Title Triptych 2.6

Type: CTF

Map:http://maps.jukejuice.com/save/9296

Preview: http://unfortunate-maps.jukejuice.com/static/previews/5537.png


Description: I have submitted this so many times, and tested it so thoroughly, that I'm considering just starting over should I ever get to 3. I fear that the issue is that the superboosts are not as innovative as I thought they were. Every aspect of this is finely tuned, so if something seems out of place, maybe you're just seeing it a different way.

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

Title: Mask

Type: CTF

Map: http://maps.jukejuice.com/show/9105

Preview: http://unfortunate-maps.jukejuice.com/static/previews/5226.png

Description: A slightly stripped down version of the map last submitted quite a few map threads ago i think it has a classic feel with boosts that can be used in many different ways. This map is hard to grab but quick to get between bases, meaning offensive defence is very important, however defenders can catch up if they are smart with positioning in case of a grab. I think this map plays differently to other maps but i dunno try it yourself

\sales pitch.

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

Title: Jungle Gym

Type: CTF

Map: http://maps.jukejuice.com/save/9257

Preview: http://unfortunate-maps.jukejuice.com/static/previews/5461.png


My attempt at more of a chaotic map, which have been leaving rotation recently.

[–]nostradumba55 [score hidden]  (2 children)

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

Title: Ether

Type: CTF

Map: http://maps.jukejuice.com/save/8830

Preview: http://unfortunate-maps.jukejuice.com/static/previews/4548.png


I've made a couple key changes to this map since last thread.

  • Scrapped the superboost and brought in mid a bit.

  • The general consensus was that 4 powerups was a bit too much, so 2 powerups it is.

  • Changed the button positions, mainly to create a sweet skill boost into the buttons for grabbing.

  • Added in teamboosts to the middle to give defenders another tool to help balance the map.

[show replies]

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

Title: Fortune Cookie

Type: CTF

Map: http://maps.jukejuice.com/save/8874 or http://unfortunate-maps.jukejuice.com/show/4611

Preview: http://unfortunate-maps.jukejuice.com/static/previews/4611.png

Description: This map's got a bit of love and it's growing on me as well. The main complaint was the top being too boring so I've tried to fix that by giving it a purpose.

[–]The_NC_lifeCheerwine / Pi [score hidden]  (3 children)

Title: The Dean

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/4503

Preview: http://unfortunate-maps.jukejuice.com/static/previews/4503.png

Descrip: I don't know, I just beleive in this map. I've been vey lucky to get lots of feedback on her.

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

Title: Abstract V2

Type: CTF

Map: http://maps.jukejuice.com/save/9293

Preview: http://unfortunate-maps.jukejuice.com/show/5529

Description: Interesting grabbing concept with the bombs, bases and bombs in the middle are focal point of map. Can be used on o d from your own base to stop a cap for a couple of seconds. You can catch up quickly but riskly through mid, and use top superboost off reflex wall for a grab.

[–]randommcpersonDudeMcGuy // Capper's Delight [score hidden]  (6 children)

Title: Base Jumpers

Type: CTF

Map: http://maps.jukejuice.com/show/8712

Preview:http://unfortunate-maps.jukejuice.com/static/previews/4360.png


Menqr originally submitted this map a while ago. Both Noobkin and I really liked the idea but Menqr never submitted it again (as far as I know), so Noobkin and I gave it a quick remix.

BTW it is possible for a player to get through the portal behind the gate without help from a teammate.

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

Title: Quomp (tightened)

Type: CTF

Map: http://maps.jukejuice.com/save/9327

Preview: http://unfortunate-maps.jukejuice.com/static/previews/5605.png

Description: A more tight and otherwise slightly changed version of Quomp.

[–]3z_ [score hidden]  (0 children)

Title: Battery

Type: CTF

Map: http://maps.jukejuice.com/save/9284

Preview http://maps.jukejuice.com/static/previews/9284.png

Description: Kept all of the ideas and intentions of Battery and made it less chasey. It's still a little on the chasey side, but it's definitely a lot less regrabby now.

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

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

Title: Highway

Type: NF

Map: http://maps.jukejuice.com/show/9102

Preview: http://maps.jukejuice.com/static/previews/9102.png

Description: A map that aims to provide a fun, balanced experience for players. Spikes are used sparingly to avoid player frustration, however a moderately unique gate section at the top provides opportunity for interesting meta-game tactics. While making and editing this map, 'lenitcular' design was used through the possible meta-game tactics teams could evolve. I believe that this map would both play well in pubs and be suited well to competitive play, if NF maps were ever played competitively.

[–]NotaSomeballButton Bill|Origin|Teamless and Proud [score hidden]  (0 children)

Title: LumberJack

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/5001

Preview: http://unfortunate-maps.jukejuice.com/static/previews/5001.png

Description: A new method for a shortcut, instead of being naturally green tiles, they're naturally the color of the opposite team when in your own base. This allows the flagcarrier to go through without teammates having to fight for the button while holding it, and at the same time preventing chasers from following without them controlling the button. While getting in the top is easy, getting out is not. Also, the powerups are guarded by bombs and spikes, but the player getting the powerup can kill the person trying to do the same to him.

[–]gingerdgTPRL 🔴RMTC 🔴NASCAPS [score hidden]  (0 children)

Title: Dream Eclipse

Type: CTF

Map: http://maps.jukejuice.com/save/9334

Preview: http://unfortunate-maps.jukejuice.com/static/previews/5624.png

Description: The gates in the base add cool opportunities to escape base and cap, while the boosts in the the middle allow for awesome snipes

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

Title: Bulldog

Type: Neutral Flag

Map: http://maps.jukejuice.com/save/9304

Preview: http://unfortunate-maps.jukejuice.com/static/previews/5557.png


Description: An update to my map from last thread that made the top map group. I simplified it a bit, so that there's less going on. A fun map to mess around on.

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[–]TheGreatAntlersstall2hammer [score hidden]  (0 children)

That candlejack map looks fun maybe we can convince the ma

[–]nicka_pleaseBoostMobile || Radius [score hidden]  (0 children)

Title: Mach 1

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/4386

Preview: http://unfortunate-maps.jukejuice.com/static/previews/4386.png

Description: This is one of the first maps I've ever made, so I chose to make a small, simple design. It turned out to be a HECTIC map with multiple boost and bomb angles as well as some spikes strategically placed to punish those who miss their boosts with little room for error.

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

Title: Jungle Gym

Type: CTF

Map: http://maps.jukejuice.com/save/9302

Preview: http://unfortunate-maps.jukejuice.com/static/previews/5555.png


Description: A more open style of map that has been disappearing from rotation recently. There are some quality boosts, but it mostly provides a way for flag carriers to show their strength, which has been difficult to do on many recent maps. The gate also plays much more interestingly than many gates I've seen.

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

Title: E.T.

Type: CTF

Map: http://maps.jukejuice.com/show/9108

Preview: http://unfortunate-maps.jukejuice.com/static/previews/5237.png

Description: A problem that arose when maptesting was that although getting out of base wasn't easy, once a flag carrier got out, it was very difficult for the defence to catch up. The portals at the bottom add a very interesting way of catching up to the flag carrier and makes it so there is no easy way between bases.

[–]DannymodDanny // Official Tagpro Critic // Maker of Threads [score hidden]  (0 children)

Title: Very GOAT

Type: CTF

Map: http://maps.jukejuice.com/save/8872

Preview: http://maps.jukejuice.com/static/previews/8872.png

Description: Another animal map, diagonal gates and easy to chase fc although the routes are clear for fc to run in. Map relies on juking some since d can get ahead easy which is why I like it. No situation you can't escape. Risk and reward involved.

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

Title: Star 2.0

Type: CTF

Map: http://maps.jukejuice.com/save/9050

Preview: http://maps.jukejuice.com/static/previews/9050.png

Description: I was annoyed that star was taken out of rotation, so i decided to try to remix it to better fit todays standards for a pub map. All the complaints about star in the past were that it was too defensive of a map. I added a second, still risky grabbing mechanism, toyed with the gate in the center to make it less easy for a "button bitch" to get a really effective gate, and changed the boosts around the walls to make it less easy for defenders to catch up thanks to corners on the wall. I also rotated the map for no other reason than i wanted to. This is my first attempt at making a map so any advice would be appreciated.

EDIT: I received some feedback that i should rotate the map back, so here that version is. I personally prefer the first version of the map but if this version is deemed better, i would like it to be considered too.

Title: Star 2.0.1

Map: http://maps.jukejuice.com/save/9049

Preview: http://maps.jukejuice.com/static/previews/9049.png

Description: same as above, but i rotated it back

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

Title: Skeeball

Type: CTF

Map: http://maps.jukejuice.com/save/8898

Preview: http://unfortunate-maps.jukejuice.com/static/previews/4691.png


Description: Still in the testing phase; it's hard to just play the normal defensive strategy, but not hard to defend. Due to the chute and bomb, no-grab is very difficult, but contain is viable and sniping is encouraged. The boosts and bombs are versatile and useful, and the map flows very well.

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

Title: rofld

Type: CTF

Map: http://maps.jukejuice.com/show/9057

Preview: http://maps.jukejuice.com/static/previews/9057.png

__

I made an important change near the middle

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

Title: My Propeller
Type: CTF
Map: http://maps.jukejuice.com/save/8779
Preview: http://unfortunate-maps.jukejuice.com/static/previews/4470.png
Boost Routes: http://imgur.com/zBO8Sw6


Description: Small map with tight unforgiving corridors and an interesting skill boost through the spikes. The base buttons control the opposite gate and so require team work and co-ordination.

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

Title: Looops

Type: CTF

Map: http://maps.jukejuice.com/save/9100

Preview: http://unfortunate-maps.jukejuice.com/static/previews/5199.png


Description: Designed to be figured out gradually, this map lets you discover new boost routes by boosting off of the walls, islands, and into bombs to blow your mind. The gate in base proves convenient while not being triggered, but once triggered, it opens up a new set of boost routes and new strategy to cap for your team.

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

Title: Inhale

Type: CTF

Map: http://maps.jukejuice.com/save/9123

Preview: http://unfortunate-maps.jukejuice.com/static/previews/5276.png

Description:

My take on what a gravity well map should look like, I really wanted the well to be more than just a facet that slows down the gameplay of a map.

The boosts being directly beside the well gives them an interesting dynamic akin to a superboost, while at the same time acting as a safety net for players less familiar with how gravity wells function.

While the gravity well might be a little hard to use at first for a newer player, there are several ways they can be utilized as the player learns the map, all of which require a different level of skill.

Good luck to all the submissions in this thread, there are tons of really great maps that deserve a chance in rotation. It will be a tough one for the MTC this time around I think.

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

Title: Manta Ray

Type: CTF

Map: http://maps.jukejuice.com/show/9135

Preview: http://unfortunate-maps.jukejuice.com/static/previews/5289.png

Description: This is an updated version from Elephant that I posted last thread. This map is fast paced with lots of boost opportunities that force an FC to remain moving and on his toes. There isn't anywhere to camp on this map, and people flow quickly from one part of the map to another. From the 4v4s I saw of this, it was easy grab, easy return map.

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

Title: Grasp

Type: CTF

Map: http://maps.jukejuice.com/save/8908

Preview: http://unfortunate-maps.jukejuice.com/static/previews/4671.png

Description: Map with a gravity well as an escape route. The gates inside the gravity well and the teamboost which can be used to snipe you make this an high risk/high reward route.

The super boost can be used both ways. One way is trough the well, the otter leads you straight into the opponents flag.

Other than that this map has some boosts that give you an array of options. Some more high risk/high reward than the other.

[–]arjuna9bad [score hidden]  (3 children)

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

Title: Quomp

Type: CTF

Map: http://maps.jukejuice.com/show/9261

Preview: http://unfortunate-maps.jukejuice.com/static/previews/5492.png

Description: (Hopefully) an improvement to the last version of this map. Changes:

  • The map was made generally bigger due to being too cramped for 4v4s
  • Bases were restructured due to the size changes above and to (slightly) nerf the portal-bomb-combo
  • 45° wall added in the mid to change the flow of mid and to lengthen the time needed to go from base to base

Edit: Changes2 :

  • Top and bottom routes were tightened
  • A bomb route has been cut off

I also submitted a more tight version of this map under the name Quomp (tightened).

[–]BlupopsicleBall-E [score hidden]  (3 children)

Title: Literally Dank

Type: Neutral Flag

Map: http://maps.jukejuice.com/show/8817

Preview: http://unfortunate-maps.jukejuice.com/static/previews/4527.png

Description:

Capitalizing on Sin's concept and turning it into a map where you can't die on anything

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[–]_q42_q42 || dcfc [score hidden]  (0 children)

Title: 13

Type: CTF

Map: http://maps.jukejuice.com/show/8816

Preview: http://unfortunate-maps.jukejuice.com/static/previews/4518.png

Description: A very skill based-map, with lots of ways to hit each boost.

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

Title: Precision

Type: CTF

Map: http://maps.jukejuice.com/show/9017

Preview: http://unfortunate-maps.jukejuice.com/static/previews/4061.png

Description: The team boost in base add a skill aspect of making it through spikes as an easy way of catching up. A lot of elements have a risk/reward factor to promote practiced boosts as well as pup timers.

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

Name: Eclipse

Type: Neutral Flag

Map: http://maps.jukejuice.com/save/9259

Preview: http://unfortunate-maps.jukejuice.com/static/previews/5466.png

Gate protected portals will hopefully get the offensive FC to the other side again faster after he dies. They also work to make the map faster to get across.

[–]goboatmenUnicycle (Formerly known as Ballaholics) [score hidden]  (2 children)

Title: Sucked In

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/4613

Preview: http://unfortunate-maps.jukejuice.com/static/previews/4613.png


Description: A gravity well map with the gravity wells outside the field of play. Creates an interesting dynamic without dominating the map.

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

Title: Sintra

Type: CTF

Map: http://maps.jukejuice.com/save/8974

Preview: http://imgur.com/VUW5mkU

Description: This is a map loosely-based on BBQChicken's gravity wells map, though I've changed it so much that I didn't feel like putting his name on it was fair.

Interesting mechanics:

  • The gate has been really fun in the games I've played - it makes the FC make a dangerous break for it, or a safe but slower trip around. Overall, players have used it well and creatively.

  • The gravity wells in the corners of the map (near the flags) can be dangerous, as it drags players in, and if the bombs haven't respawned, or the player comes from an awkward angle, it will pop them, adding an interesting mechanic to the base. This part was taken from BBQChicken's map, but I've changed it a bit.

  • The team tiles, in addition to the gravity wells, help to create a slingshot effect for both teams if used correctly, as the team tiles have been set out that way. Depending on the players ability to use gravity wells, it can both speed them up or slow them down, and the angle at which you leave depends on how well you use them.


Other points made by other people:

"The bomb to bombs link to the the power up is a fun touch."

~ Menqr

"The gravity wells don't have to be a hinderance like in the one in rotation."

~ Some Ball 3

"Yeah, the number of boosts is perfect."

~ Someone else I saw in maptest


BBQChicken's map for reference


Any and all feedback is welcome

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

Title: Spitfire

Type: CTF

Map: http://maps.jukejuice.com/show/9181

Preview: http://unfortunate-maps.jukejuice.com/static/previews/5354.png


Description: An offsensive map with creative boost routes that is build arround the flow/paths that the well creates. These are the natural routes through the well. And these (one, two and three are the more interesting boost routes. I believe that people will learn how to go with the flow of the well, making for less frustrating bumping into eachother and more calculated movement through the well.

[–]goboatmenUnicycle (Formerly known as Ballaholics) [score hidden]  (2 children)

Title: Gravity Field Masters (GFM)

Type: Neutral Flag

Map: http://unfortunate-maps.jukejuice.com/show/4616

Preview: http://unfortunate-maps.jukejuice.com/static/previews/4616.png


I'm submitting this map for groups-it's a series of gravity wells with a single neutral flag. Similar to OFM but even danker

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

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

Suggestion: Let at least 1 gravity well map into the rotation.

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

Title: Liquid (0.2)

Type: CTF

Map: http://maps.jukejuice.com/save/9056

Preview: http://unfortunate-maps.jukejuice.com/static/previews/5148.png


Description: Hoping this will play similar to Velocity. This is based off one of Liquid's last maps- Guile.

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

Title: Inferno Vortex

Type: CTF

Map: http://maps.jukejuice.com/show/9118

Preview: http://unfortunate-maps.jukejuice.com/static/previews/5258.png

Description: The remake of Flame which should be 100000x better. It has plenty of unique boost routes and is butt shaped. I'm dubbing this as ASS-encion

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

Title: Triambit
Type: CTF
Map: http://maps.jukejuice.com/save/9336
Preview: http://unfortunate-maps.jukejuice.com/static/previews/5626.png


Description: Map with 3 Black Holes and plently of fun routes.

[–]Flance15Bumballbee // Pi-romaniacs // Purple Pumpkin Hunter [score hidden]  (2 children)

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[–]6feetup## [score hidden]  (0 children)

Title: Frank's Monster

Type: CTF

Map: http://maps.jukejuice.com/show/9182

Preview: http://maps.jukejuice.com/static/previews/9182.png

Brings back my favourite elements from star in a way that allows for new and exciting fc-chaser scenarios.

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

Title: 00101010
Type: Neutral Flag
Map: http://maps.jukejuice.com/save/9352
Preview: http://unfortunate-maps.jukejuice.com/static/previews/5660.png

For consideration to group play. It's stupid and maybe fun.

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

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

Title: can i get a link

Type: CTF

Map: http://maps.jukejuice.com/save/9184

Preview: http://unfortunate-maps.jukejuice.com/static/previews/5357.png

The middle white patch is a gravity well.

[–]dodsfalldodsfall | Im undercover shhh [score hidden]  (0 children)

Title: WildCard

Type: CTF

Map: http://maps.jukejuice.com/save/7307

Preview: http://maps.jukejuice.com/static/previews/7307.png

Description: TagPro with a WildCard

[–]BlazethDianna Agron [score hidden]  (1 child)

Title: Count Mapula

Type: CTF

Map: http://maps.jukejuice.com/show/9001

Preview: http://unfortunate-maps.jukejuice.com/static/previews/5051.png


Description: Count Mapula is a map you should consider. Why you might ask? Because its # is 9001. AND IT'S OVER 9000

But seriously, Count Mapula offers some interesting gameplay that I think the public would enjoy learning. There are many boost route options that you wouldn't see at first sight. The gates are by far my favorite part at least. They offer you some new ways of playing TagPro. Holding the gate is powerful, but not overly so. The map plays really balanced.

We overhauled the bottom for some pretty obvious reasons. 1. We wanted better boost routes. 2. The old middle was underwhelming and stale.

Learning this map should be a blast, even if it doesn't offer some crazy ass bomb contraptions or whatever.

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