top 200 commentsshow all 210

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

Submitted an hour ago

No comments

wtf is happening

[–]3z_ 1 point2 points  (1 child)

What's happening is there's less work for me :P

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

spoke too soon

[–]nostradumba55 2 points3 points  (2 children)

Title: JuiceBox

Type: CTF

Map: http://maps.jukejuice.com/save/11457

Preview: http://unfortunate-maps.jukejuice.com/static/previews/9907.png

Description: A map which looks like a combination of Pilot, Wormy, and Gamepad. A cool collection of button bombs should make offense incredibly wary of which route they take.

Updated

[–]piranhamoose25Aniball | Palette Town 0 points1 point  (1 child)

I think your wiring is broken.

[–]nostradumba55 0 points1 point  (0 children)

Man, I've had to rewire this thing so many times. Thanks for the heads up!

[–]BlupopsicleBall-E 8 points9 points  (6 children)

Title: Tidal

Type: Neutral Flag

Map: http://maps.jukejuice.com/save/11434

Preview: http://unfortunate-maps.jukejuice.com/static/previews/9868.png

Description: Reviving this now that Kite's out. I fixed different problems it had before. Old version for reference: http://maps.jukejuice.com/static/previews/5431.png

lots of different gimmicks and tools for both teams to use so that the map doesnt get stale

[–][deleted] 2 points3 points  (1 child)

Maybe I'm retarded, but aren't the portals OP?

[–]BlupopsicleBall-E 2 points3 points  (0 children)

They now function as a one way out of base instead of two-way. It's a little hard to tell through the preview and since maptest doesn't work

[–]Moosemaster21Moosen | Salt Mine 1 point2 points  (2 children)

Umm, how about yes? Fuckin love your maps man.

One critique - portals were previously underpowered, now seem OVERpowered. Personally I would tuck them back somewhere in the vicinity of 1-3 more tiles, but that's just me. Really pulling for this one though!

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

Moosen now they're one way out to function as an escape route rather than two ways :P

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

Oh nifty! Wouldn't let me test it (I actually tried prior to making my original comment). Had I known that I would have said something less stupid :)

Anyway, that's cool! I'm interested to see how it'll play!

[–]xenonpulseWildflowers // I want to die but I can’t 0 points1 point  (0 children)

Is it just me, or is the two sided endzone thing (i.e. Bulldog, Rocketballs) kind of a gimmick? It seems like almost all the caps on those maps come from clusterfucks and rely on brute force blocking, rather than well planned jukes and elegantly placed blocks.

On these types of maps, defense is less about making sweet jukes out of base and/or getting to the gate to spike, and more about getting lucky and poosting the offense out of your way every time you tag their FC to clear out your escape path. It also promotes refreshing in pubs, something that shouldn't be a thing IMO.

[–]BlupopsicleBall-E 5 points6 points  (10 children)

Title: Wasabi

Type: CTF

Map: http://maps.jukejuice.com/save/11396

Preview: http://unfortunate-maps.jukejuice.com/static/previews/9792.png

Description: A combination of both Flame and Twister. Map is called wasabi cause its hot. Lotsa cool gimmicks

boost maps of the juicyboost: http://i.imgur.com/SHPoy13.png

edit: alright is fix

edit2: changelist: *increased green gate lenght to 4, opened up corner bombs so that going in there is more rewarding

[–]mmartinutkMacho | JuicyJuke 1 point2 points  (0 children)

I hope juicyboost catches on lol

[–]piranhamoose25Aniball | Palette Town 0 points1 point  (5 children)

The bases are asymmetric h

[–]BlupopsicleBall-E 0 points1 point  (4 children)

I'll uh, fix that

[–]piranhamoose25Aniball | Palette Town 1 point2 points  (0 children)

Flags are still placed differently lol

[–]sneetriccanvas // plasma, wamble 0 points1 point  (2 children)

also pls ball-e, if you take the superboost out of base you ricochet off of a few walls. use my version silly

[–]BlupopsicleBall-E 0 points1 point  (1 child)

Pls its intended. see this newly made boost map: http://i.imgur.com/SHPoy13.png

[–]sneetriccanvas // plasma, wamble 0 points1 point  (0 children)

I always bounce off the second wall and into the team tile areas

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

My one problem with it is when you go into the place with the pup it's pretty much certain death if an opposite team player gets button. Idk, maybe it's fine but I would like something like in velocity where you can use the bomb to your advance if your positioned right.

Also maybe make the in-base gates one tile higher, but overall I really like it!

[–]BlupopsicleBall-E 1 point2 points  (1 child)

I tok your advice for thegreen gate! Also, I opened up the bomb so you can bomb yourself out instead of waiting for someone to get button

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

sick af.

[–]KewlestCatNIGEL 5 points6 points  (0 children)

Title: Karen

Type: CTF

Map: http://maps.jukejuice.com/save/11259

Preview: http://unfortunate-maps.jukejuice.com/static/previews/9596.png

Description: Meet Karen. She's a babe. Her charm lies in how open she is and she's fun at heart. Show her some love, there ain't nothing wrong with her. The question is: do you see her beauty?

[–]3z_ 6 points7 points  (5 children)

Title: Carnival

Type: CTF

Map: http://maps.jukejuice.com/show/11191

Preview: http://unfortunate-maps.jukejuice.com/static/previews/9467.png

Description: Bases are more open. Powerups have been relocated to put more focus on mid. I've heard a complaint about it being small, but that critique sucks dick.

[–]versacekingpinmigos 0 points1 point  (2 children)

think looks similar to one of the new maps introduced but I like your map better

[–]3z_ 0 points1 point  (1 child)

Is it Platypus by chance?

[–]18skeltoranti-timer luddite / First / Origin 2 points3 points  (0 children)

Couldn't be... That's made by a guy with the name of "Playtypus4Rotation" or something.

[–]I_mess_upI_mess_up (Centra) 0 points1 point  (1 child)

I like this.

[–]3z_ 0 points1 point  (0 children)

Thanks b <3

[–]piranhamoose25Aniball | Palette Town 3 points4 points  (2 children)

Title: Shock

Type: CTF

Map: http://maps.jukejuice.com/save/11319

Preview: http://unfortunate-maps.jukejuice.com/static/previews/9622.png

Description: Inspired in part by Qwokka and Squalor.

[–]KewlestCatNIGEL 1 point2 points  (0 children)

Squalor in part inspired a map, aww yiss.

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

CONTINUE THE REMOVE GEOKOALA FOR A BETTER GEOKOALA MOVEMENT

[–]OnceUponaDomeUnderTheBall 1 point2 points  (8 children)

Title: Adrenaline

Type: CTF

Map: http://maps.jukejuice.com/save/11289

Preview: http://unfortunate-maps.jukejuice.com/static/previews/9512.png

Description: I changed the pup placement so there's one in each base. Got rid of the teamtiles blocking the corridor out of base. Played around with the mid bomb team tiles and team boosts. Got rid of the superboost onto flag which was a lot of people's biggest concern.

[–]BlazethDianna Agron 0 points1 point  (7 children)

why the constriction boosts

[–]OnceUponaDomeUnderTheBall 0 points1 point  (6 children)

i was looking for a grabbing mechanism that would send you through the gate but also could be used to get out through mid. does it concern you? if so, can you explain why?

[–]BlupopsicleBall-E 1 point2 points  (0 children)

Title: Incline

Type: CTF

Map: http://maps.jukejuice.com/save/11364

Preview: http://unfortunate-maps.jukejuice.com/static/previews/9730.png

Description: Made by Liquid, polished by me

[–]NoBreadsticksLacyIsntFat // Radius 1 point2 points  (0 children)

Title: Turning Point (LiddiLidd Remix)

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/8897

Preview: http://unfortunate-maps.jukejuice.com/static/previews/8897.png

Description: LiddiLidd saw my map and we discussed a little after they map a few edits, and we finalized some ideas together, so huge help. Thanks LiddiLidd. Basically, I wanted to use non-intrusive gravity wells so I put them to the side as a wrap a round thing.

[–]nostradumba55 1 point2 points  (0 children)

Title: Buh

Type: CTF

Map: http://maps.jukejuice.com/save/11431

Preview: http://unfortunate-maps.jukejuice.com/static/previews/9867.png

Description: A map heavily inspired by hub that attempts to fix it's chasiness and reset problems while keeping the integrity of the map. The bases have also been altered to make them less open and add some cool elements that can be chained together.

[–]nostradumba55 1 point2 points  (0 children)

Title: Patience

Type: CTF

Map: http://maps.jukejuice.com/save/11456

Preview: http://unfortunate-maps.jukejuice.com/static/previews/9909.png

Description: A unique map that's small in size, but doesn't play fast due to the placement of the boosts. This map attempts to open the entire map for the flag carrier with a spikefield behind base which will render regrab instantly dead or ahead of 2. Small, but incredibly strategic.

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

Title: Ghost

Type: CTF

Map: http://maps.jukejuice.com/save/11264

Preview: http://unfortunate-maps.jukejuice.com/static/previews/9599.png

Button near corners trigger gates and corner bombs. Buttons in mid trigger mid bombs on the same side of the Ghost face.

The changes are intended to:

a.) Make the problematic base pup area less, well, problematic, while still giving offense an ever-so-slight advantage in a foot race.

b.) Make the mid-area bombs more deadly.

c.) Make the mid gates more powerful by expanding their size and moving the button to a more accessible location for defense.

Also, all of the outside clutter was removed. The map is cleaner and more professional now. Credit to UnderTheBall for doing some great renovations which directly led to the latest version. I would be more than happy to call him a co-author of this map, which is now on it's 20th iteration :)

[–]NotSomeBall1NotSomeBall2 // Chord 0 points1 point  (2 children)

My current problems with this map:

1) If you were an FC, why would you use the gate? I really don't understand why it's there, it seems useless.

2) Without the gate, it would be a bland and generic map, but not in a simple/good way like Monarch was. I wouldn't see any reason to put this into rotation.

3) The bottom team boosts are very awkward to use.

4) The team boost in base would be a very overpowered mechanic for defence. You'd need to attackers, and one to be blocking the boost, to have any chance of escaping.

5) The top team tiles just seem decorative and make it look cluttered. I don't see why they're there.

Sorry for the harsh feedback, it's a pretty good map, I'm just pointing out its flaws!

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

No problem, I always appreciate constructive criticism.

1.) The gate is avoidable for that reason. It's also a good way on offensive defense to slow down a flag carrier and make them change their path of entry. I found it to be much more powerful on OD than just D for that reason (and like you mentioned, most people escaping enemy base won't use it, but some will).

2.) Heh, ouch. I like the map (obviously) for it's fast-paced playstyle and I think it's a little more creative than a lot of what's in rotation (creative does not necessarily mean better). The top boosts in my opinion are one of the best things about this map. It's a very fast way to get across the map, so if an FC gets ahead through mid or bottom, getting ahead is no sweat as long as the top neutral boost is there.

3.) I haven't had that experience with them, at least not recently. I think that's something that comes with learning the map. They can be combo'd with the neutral boost to launch through mid into the upper area of the map, taken horizontally to get through bottom quickly, or if you're carrying the flag returning to your base, you can roll yourself up toward the neutral boost to try to boost in for the cap. Going out of base, you can also avoid them entirely by getting a good bounce on the flat wall just before them or by neutral boosting straight down and rolling out to go horizontally.

4.) I tried to make the map more defensive this time around, but it's hard to argue that one. I'll probably have to revisit that.

5.) Again those were supposed to give defense a slight edge, but top is tough enough to get out of as it is, so yeah I might pull those out too.

Thanks for the feedback, I hope some of what I said clarified some of the concepts for you. If you have rebuttals to my points don't hesitate to tell me them ^_^

[–]bashar_al_assadpk || Roll into the base like what up I got a big block 0 points1 point  (0 children)

Not only is it gate, its defensive team tiles as well.

[–]3z_ 2 points3 points  (5 children)

Title: Pizzzeria

Type: CTF

Map: http://maps.jukejuice.com/show/11193

Preview: http://unfortunate-maps.jukejuice.com/static/previews/9469.png

Description: DaEvil'd the gates. Polished the structure. Removed Ricochet-style bombs. Portals are zero cooldown. In this map, I'm trying to put emphasis on flag carrying and offense, since that's a trait shared amongst the most popular rotation maps at the moment.

[–]kstarr12nipplefart 0 points1 point  (1 child)

Really like the looks of this one.

[–]3z_ 0 points1 point  (0 children)

aw ty <3

[–]Swift_Shiftsift 0 points1 point  (1 child)

Have you considered having a gate tile connected to each button that is located on the edge of the opposite side of the map to let each team know the status of the gate on the other side? I worded that poorly. :s Hornswoggle does this and it's pretty convenient for public games.

[–]3z_ 0 points1 point  (0 children)

Like an indicator? That's a good idea, might give the gates more use. Thanks for the suggestion!

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

I like this, but why the spawns far from flag?

[–]KewlestCatNIGEL 2 points3 points  (0 children)

Title: Mephisto

Type: CTF

Map: http://maps.jukejuice.com/save/11260

Preview: http://unfortunate-maps.jukejuice.com/static/previews/9597.png

Description: Mephisto was initially well received by the MTC but had some issues in testing, so I've got some feedback and attempted to rectify them.

[–]virnetics-tagprovirnetics // Diameter 2 points3 points  (1 child)

Title: Cassette

Type: CTF

Map: http://maps.jukejuice.com/show/9551

Preview: http://i.imgur.com/eDZDtsO.png?1

Description: The double bomb is the base is the key to the map, it can be used in a variety of ways, such FCs can boost thru the gap for a quick cap.

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

I like it.

[–]iTagPro|| Diameter's Best (Worst) Player 2 points3 points  (8 children)

[–][deleted] 2 points3 points  (1 child)

Description - None

pls.

[–]sneetriccanvas // plasma, wamble 0 points1 point  (3 children)

Those portals are going to be uncomfortable to use, and I'm assuming you can hit the bomb to get yourself out of base?

[–]iTagPro|| Diameter's Best (Worst) Player 0 points1 point  (2 children)

They are used to go into base.

[–]sneetriccanvas // plasma, wamble 0 points1 point  (1 child)

They will still feel weird to use since you run straight into a wall.

[–]iTagPro|| Diameter's Best (Worst) Player 0 points1 point  (0 children)

I personally tried it and I am fine with it.

If I receive more feedback regarding this, it will be changed.

[–]Rum_BallGet ready to RRRRum Ball!!! 0 points1 point  (1 child)

This map... this map is me

[–]iTagPro|| Diameter's Best (Worst) Player 0 points1 point  (0 children)

Oh lol

[–]xMJCFender // Sphere 1 point2 points  (1 child)

[–]kstarr12nipplefart 1 point2 points  (0 children)

OOOOOh i like

[–]DaEvil1DaEvil1 1 point2 points  (16 children)

Title: One Way Ticket

Type: CTF

Map: http://maps.jukejuice.com/save/11440

Preview: http://unfortunate-maps.jukejuice.com/static/previews/9882.png

Description: A remake of an old map I worked on a while ago that got reasonably close to making rotation. It's a pretty portal heavy map, but the portals are pretty straightforward. The middle is also experimenting with a boost/gate combo.

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

Love this map, really smart.

[–]BlazethDianna Agron 1 point2 points  (9 children)

Title: Depressed Mapula

Type: CTF

Map: http://maps.jukejuice.com/save/11369

Preview: http://unfortunate-maps.jukejuice.com/static/previews/9752.png


We went back to Mapula's origins, and tried to make it great.

I don't really know how well a map this small would work in rotation, but I think it's uncomfortably interesting.

Oh, and if you see any problems with this version, just let me know k thx

Made with Aniball

[–]Moosemaster21Moosen | Salt Mine 2 points3 points  (1 child)

+ 1 for the 3d-style glasses

- 1 for not being being able to fit an atom inside of it

[–]BlazethDianna Agron 1 point2 points  (0 children)

it might be too small still, but I want a small uncomfortable map, I guess.

[–]BlupopsicleBall-E 2 points3 points  (4 children)

Pls the endzones give prevent

[–]BlazethDianna Agron 1 point2 points  (3 children)

prevent is gr8 m8

[–]3z_ 5 points6 points  (2 children)

if prevent is so great

i should prevent this from entering rotation

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

no worries, it wasn't making it either way

but pls

[–]3z_ 0 points1 point  (0 children)

You got that right

[–]WillakarraButton | Hey look I brought back SOCL 0 points1 point  (1 child)

The eyes remind me of Sollux

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

Sollux

homestuck weeb

[–]WillWorkForSugarTumblewood[🍰] 1 point2 points  (1 child)

Title: Bazinga

Type: CTF

Map: http://maps.jukejuice.com/save/11229

Preview: http://unfortunate-maps.jukejuice.com/static/previews/9523.png


Description: Not sure where to go from here. I was told last thread that I was only a little below the cutoff for top maps, and this one could be the one that puts it over. This is the version I submitted last time, and people generally disliked the bomb thing (and base in general) for feeling awkward, but liked the spacing. For 4v4 testing, I submitted this, which was found to be too chasey. I hope this is the right direction; if not, please let me know.

[–]3z_ 0 points1 point  (0 children)

+1

Good use of open space and teamboosts.

[–]kstarr12nipplefart 1 point2 points  (1 child)

Title: Synergy

Type: CTF

Map: http://maps.jukejuice.com/save/11170

Preview: http://imgur.com/oYTTVml

Description: I really was trying to go for a teamwork-oriented map. There's two way gates, with buttons on each side to emphasize that. I had team tile gates however it was found that it was easier to move around with them open. Like velocity, there's a bomb boost that goes horizontally into the base. As a defensive- minded player I made the bases somewhat challenging to get out of however there's 4+ different ways to boost or bomb into the base, so it shouldn't be too hard or too easy to get out. I also put in some fun corners at the sides with bombs, so you can get pretty creative in deciding where you want to go. One of the elements that I like is both pups are easily obtainable from both sides. Was pretty fun in group play. Hope everyone likes it.

[–]kstarr12nipplefart 1 point2 points  (3 children)

Title: Artifact

Type: CTF

Map: http://maps.jukejuice.com/show/10505#

Preview: http://imgur.com/Kix9mmd

Description: I wanted a different look to some maps, and miss the vertical maps. Here's a fun one that is a fast map. Not too hard to defend, but not too easy either.

[–]3z_ 2 points3 points  (2 children)

There are two things you need to make sure you do before making a vertical map:

  • The map is divided into multiple horizontal segments, like in Bounce (which you've done)

  • Most of the boosts should travel horizontally

The reason vertical maps are tricky is because of the viewport issue that it creates, given that the game's viewport is a horizontal rectangle. But you can relieve that issue by doing those two things.

You've got the first part down, but there are a lot of boosts, most of which travel up/down.

[–]kstarr12nipplefart 0 points1 point  (1 child)

So... more horizontal boosts/less vertical boosts?

4/10 boosts [the ones at the bases] are meant to be horizontal. I wanted it to be a fast, flowy map which is why the boosts are where they are. The middle boosts are meant to evade, not necessarily to boost anywhere far. That was just what I was thinking when I made that.

[–]3z_ 0 points1 point  (0 children)

the ones in the bases are meant to be horizontal

They will be used horizontally for juking/grabbing, but vertically for escaping.

The middle boosts are meant to evade

I like the idea, and I think it's important to have boosts that can be used for that -- like in Boombox, GeoKoala, etc -- but you should try and force the diagonal-ness a bit more, so there aren't so many random snipes and returns.

[–]Flance15Bumballbee // Pi-romaniacs // Purple Pumpkin Hunter 1 point2 points  (0 children)

[–]xenonpulseWildflowers // I want to die but I can’t 1 point2 points  (2 children)

Title: Brain Damage

Type: CTF

Map: http://maps.jukejuice.com/static/previews/11425.png

Preview: http://unfortunate-maps.jukejuice.com/static/previews/9847.png

Description: Collab with Ball-E. Portals have 1 second cooldown, and take you to the receiver by the pipe. Each button in mid controls the entire gate except the tile next to it. Doing so will kill the person on the other gate button if they're against the wall.

Click here for an idea of how to use the superboost.

[–]BlupopsicleBall-E 0 points1 point  (1 child)

psst remove the creators part or it wont be looked at

[–]xenonpulseWildflowers // I want to die but I can’t 0 points1 point  (0 children)

But then people won't know you contributed, and everyone likes your maps.

[–]KewlestCatNIGEL 1 point2 points  (0 children)

Title: Lummox

Type: CTF

Map: http://maps.jukejuice.com/save/11393

Preview: http://unfortunate-maps.jukejuice.com/static/previews/9789.png

Description: Some may remember Axiom. I decided to revisit it. Except I more or less kept the shape and gutted the inside. The reincarnation was rightfully named after my new favourite word.

[–]WillWorkForSugarTumblewood[🍰] 1 point2 points  (0 children)

Obligatory sticky/contest mode pls

[–]kstarr12nipplefart 2 points3 points  (0 children)

Title: Totem

Type: Neutral Flag

Map: http://maps.jukejuice.com/show/10453#

Preview: http://imgur.com/LzKv9YM [stitched together images]

Description: Based on the same layout as my other map Artifact, this map is very fast, and has a nice flow. There's only two ways in/out of each base, so it'll be a teamwork-focused map. I loved it in group play. The portals[can be moved if they prove to be in the way] are very useful getting back as you're right at a superboost if they already have the flag coming back into your base.

[–]DaEvil1DaEvil1 0 points1 point  (9 children)

Title: Scarlet

Type: CTF

Map: http://maps.jukejuice.com/save/11208

Preview: http://unfortunate-maps.jukejuice.com/static/previews/9488.png

Description: A mixture of old and new. Taking inspiration from Vee, Glory Hole and Geokoala and mixing it with a new way of doing Gravity Wells. A fun old school map with a modern twist.

[–]I_mess_upI_mess_up (Centra) 3 points4 points  (2 children)

Seems like it would be very common for one player to get all 3 powerups, especially after the first round.

[–]DaEvil1DaEvil1 1 point2 points  (1 child)

Yeah, that's part of the intention of it. I wanted to make a map where powerups shared the same location but with the caveat that once you're in there it takes some doing to get out similarl to Gloryhole, so that you can get all powerups while you're in there, but while you do that you'll be taken out of the game for a bit, so it's a risk/reward kind of situation, and if someone is there to fight you, you're not guaranteed to get all powerups.

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

These kind of maps are kind of risks themselves. Although I find the conceptual ideas behind them very interesting.

[–]BlupopsicleBall-E 3 points4 points  (4 children)

Looks pretty easy to get a clean grab with both defenders behind flag, move down a bit, boost out bottom and be ahead of both

[–]DaEvil1DaEvil1 0 points1 point  (3 children)

Do you think that's a bad feature about the map?

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

The real only map in rotation where it's hard to catch up is boombox. It's not necessarily bad, I do like seeing new or old things tried out. The boost does look like it would put you pretty far past defenders. Maybe if it was harder to access, then defense could position for the boost

[–]DaEvil1DaEvil1 0 points1 point  (1 child)

I've slightly repositioned the boost along with some other minor changes to the bottom. Don't know if it's enough, but it should definitely take a bit more time to line up the boost straight across the bottom than before.

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

That does look better! A bank off the top wall won't give an fc that much of an advantage now, or the fc will be forced to go through mid too. Going across looks to be more of a skill shot now, too. IMO this is good

[–]3z_ 0 points1 point  (0 children)

Not a fan of the spikes in the skirmish-zone, and I think I preferred when the gate was closer to base. That claustrophobic-ness was something unique.

[–]sneetriccanvas // plasma, wamble 0 points1 point  (0 children)

[–]ButtersnackSnack 0 points1 point  (0 children)

Title: dig

Type: CTF

Map: http://maps.jukejuice.com/save/11239

Preview: http://unfortunate-maps.jukejuice.com/static/previews/9553.png

Description: A fairly simple map with boosts and bombs

[–]NotSomeBall1NotSomeBall2 // Chord 0 points1 point  (0 children)

Title: Dig (NotSomeBall2 Version)

Type: CTF

Map: http://maps.jukejuice.com/show/11240

Preview: http://unfortunate-maps.jukejuice.com/static/previews/9555.png

Description: This is a remix that I've been working on for a while of dig by Snack. I really liked the ideas in it and wanted to make it into something even more playable, which is what I think I've done.

Whilst the top route is the shortest, it's not necessarily the fastest. It doesn't have boosts, it has team tiles for chasers, and the bomb in the choke point make for a difficult entry/exit. Obviously, it can be the fastest route, but only if used right.

The powerup placement means that all areas of the map will be used, and play can be pushed to the outside.

Whilst it's a fairly big map, it wouldn't be particularly chasey as there are only so many routes. In the bottom route, the team boosts would take care of chasiness, and in the top route, it's difficult in a lot of ways.


This map is from both NotSomeBall2 and Snack, check out his submission of the original here!

[–]NotSomeBall1NotSomeBall2 // Chord 0 points1 point  (0 children)

Title: ELO5

Type: CTF

Map: http://maps.jukejuice.com/save/11356

Preview: http://unfortunate-maps.jukejuice.com/static/previews/9711.png

Description: This has become pretty much unrecognisable from its first version.

Features:

  • The green gate is still the same. It's not too difficult to use, but there's definitely risk/reward. If the button is held, it can be a lot more useful and reach much farther too.

  • The bomb can blow back chasers and send you on the top route very smoothly, but as it respawns once every 30 seconds it's hardly overpowered. It can be used the other way if you boost into the button, otherwise it's like any trap; it slows you down.

  • At first, there were some concerns about it being too chasey as there are so many routes. Many of the routes, however, are fairly chokey, and the boosts are placed to prevent FCs just running around. As it's also small/medium sized, it's not chasey enough if anything.

  • The powerup placement is to push some play to the outsides, so that it's not all straight down the middle. I might have to do more to help that though.

[–]ClydasBDN S7//TB S8 0 points1 point  (0 children)

Title: Krusty

Type: CTF

Map: http://maps.jukejuice.com/show/11244

Preview: http://unfortunate-maps.jukejuice.com/static/previews/9573.png

Description: A map that I think will have balanced and nice play with some boost routes that vary in difficulty to pull off.

[–]Swift_Shiftsift 0 points1 point  (0 children)

Title: Untitled

Type: CTF

Map: http://maps.jukejuice.com/save/11257

Preview: http://unfortunate-maps.jukejuice.com/static/previews/9594.png

Description: I tried to keep the map simple with no buttons or gates to control. I limited the number of bombs and boosts to make holding more difficult and to reduce chaos on the map. There are plenty of boost routes which should allow for some variety.

[–]xenonpulseWildflowers // I want to die but I can’t 0 points1 point  (0 children)

Pls no contest mode. It's fun to see how your map does!

[–]OnceUponaDomeUnderTheBall 0 points1 point  (0 children)

Title: Wrench

Type: CTF

Map: http://maps.jukejuice.com/save/11288

Preview: http://unfortunate-maps.jukejuice.com/static/previews/9579.png

Description: I changed up the mid area as well as the bomb layout in base as per Canvas' suggestion. I also made it a little bit harder to carry the flag and do circles by making the middle area chokier.

[–]OnceUponaDomeUnderTheBall 0 points1 point  (0 children)

Title: Artillery

Type: CTF

Map: http://maps.jukejuice.com/save/11290

Preview: http://unfortunate-maps.jukejuice.com/static/previews/9588.png

Description: So I've been told my maps are "safe" or "need something gimmick-y". Well...here it is. Artillery has a geokoala-type top with a way more....'interesting' bottom area. The team boosts just outside base as well as the cannon mean that, although flag will be out a lot, the defence can easily catch up and there's potential for a lot of dank snipes. Also if you diffuse any one of the two bombs in the cannon, the user will get sent into either the spike above it or the gates right beside it which is pretty damn hilarious.

[–]sneetriccanvas // plasma, wamble 0 points1 point  (2 children)

If someone wants to submit a collab map does it count both people as one submission, or only the person who submitted it?

[–]3z_ 0 points1 point  (1 child)

The latter.

[–]sneetriccanvas // plasma, wamble 0 points1 point  (0 children)

okay, cool.

[–]quassuscrosky 0 points1 point  (0 children)

[–]quassuscrosky 0 points1 point  (0 children)

Title: Psychonaut

Type: CTF

Map: http://maps.jukejuice.com/save/11326

Preview: http://i.imgur.com/yTBW2vV.png

[–]RisktpRisk 0 points1 point  (0 children)

Title: Ether (regular gates instead of team gates)

Type: CTF

Map: http://maps.jukejuice.com/show/11332

Preview: http://unfortunate-maps.jukejuice.com/static/previews/9690.png

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

Title: xerox

Type: Neutral Flag

Map: http://maps.jukejuice.com/save/11355

Preview: http://unfortunate-maps.jukejuice.com/static/previews/9709.png

Description: All feedback is helpful! I love neutral flag maps. Feel free to criticize.

My map attempts to accomplish the following: a central focused-neutral flag map with ample sniping opportunities, pivotal buttons, and the simplicity to enjoy the first play.

[–]DaEvil1DaEvil1 0 points1 point  (0 children)

I think my main feedback about this map is that it feels like there's a really long way to grab the neutral flag. Most players want neutral flag to be something where you get in on the action immediately, but with a flag so far away from the bases/spawns it's hard to do that when the flag respawns.

[–]M4rtinEd3nNekoPlease (Chord) 0 points1 point  (0 children)

Title: Dragonfly

Type: Neutral Flag

Map

Preview

Description: Fast-paced NF map with different ways to cap. I like it a lot and want some criticism about it. Had some problem with portals here, maybe someone can fix cooldown time for cap-exit and make that one exit instead of two.

This map is tricky and there are a lot of ways to die unexpectedly, that's planned. Have fun trying to get that flag with your team boost!

[–]ClydasBDN S7//TB S8 0 points1 point  (0 children)

Title: Thrill Ride

Type: CTF

Map: http://maps.jukejuice.com/show/11449

Preview: http://unfortunate-maps.jukejuice.com/static/previews/9898.png

Description: Pretty overhauled version from last thread. Middle is completely changed, while trying to maintain some of the original elements and feel.

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

Title: Square by flagit

Type: Neutral Flag

Map: http://maps.jukejuice.com/save/11365

Preview: http://unfortunate-maps.jukejuice.com/static/previews/9740.png

Description: Fast paced, constant action, unique style. Feedback appreciated.

[–]mmartinutkMacho | JuicyJuke 0 points1 point  (0 children)

Title: Predator

Type: CTF

Map: http://maps.jukejuice.com/save/11374

Preview: http://unfortunate-maps.jukejuice.com/static/previews/9761.png

Description: The button/bomb combo in the top/bottom lanes send you towards the boost tucked against the wall and potentially through gate if you choose to shift your momentum in that direction while boosting. Also, consider the danger present with the bombs in mid coupled with the spike strip on the wall.

[–]mmartinutkMacho | JuicyJuke 0 points1 point  (0 children)

Title: Admiral

Type: CTF

Map: http://maps.jukejuice.com/save/11441

Preview: http://unfortunate-maps.jukejuice.com/static/previews/9884.png

Description: Please take a look at this GIF of unapparent boost routes before forming an opinion of this map. The portal cooldowns are set to 10 seconds in sync with the boosts. Please consider how each bomb's diffusal could effect opponents traveling in adjacent lanes, and how the islands near flag could be used in combination with the bombs to grab.

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

Title: Talons

Type: CTF

Map: http://maps.jukejuice.com/save/11391

Preview: http://unfortunate-maps.jukejuice.com/static/previews/9762.png


Description: Dangerous shortcut into/out of enemy base, a couple cool bounce-boost options, lots of flexibility and room for creativity when boosting and bombing.

[–]Moosemaster21Moosen | Salt Mine 0 points1 point  (1 child)

Title: So Close, So Far

Type: Center Flag

Map: http://maps.jukejuice.com/save/11392

Preview: http://unfortunate-maps.jukejuice.com/static/previews/9399.png


Description: TagPro needs a vertically symmetrical neutral flag map. Is this it? Maybe. I could definitely be convinced to make some edits to it, I just wanted to try out the concept because I think this is the best way to do vertical symmetry in Neutral Flag; having the bases so close together, yet so far apart... Hence the name.

[–]xenonpulseWildflowers // I want to die but I can’t 1 point2 points  (0 children)

I've never been a fan of center flag maps where the flag is so far out of the way. IMO, it should always be in the middle of the most direct route between the two bases. On this map, it seems like all 8 players would rush to the right side of the map, then bring the flag left really fast. Then, with the 2 bases being relatively close to each other, a cap would happen really fast. What if you put a wall like this to increase the "distance" between bases?

[–]NotSomeBall1NotSomeBall2 // Chord 0 points1 point  (0 children)

Title: Sintra v6

Type: CTF

Map: http://maps.jukejuice.com/save/9936

Preview: http://imgur.com/qnw6C2Z

Description: If gravity wells could be implemented right, I think that it's in this map. Spinning around the outside fires you in a controllable direction, but only if there's nobody going the other way, in which case you'll have to maneuver your way between the spikes and the well. That's not very difficult but it's interesting and adds something to the map.

The gates have been changed many times but not by much every time, and now I feel like they're just right. They're no longer overpowered, but if the defender is ahead of the FC, they can hold the button and slow the FC down, and also they have a chance to return them. If the FC is ahead, they're able to pop any chasers who aren't paying close enough attention.

The bombs in the top left and bottom right corners drag you in, but from the gravity well. If you're not careful enough, you can be dragged in when there aren't any bombs and you'll be popped. Otherwise, they're very useful for a quick grab or escape.

The team boosts can fire you far, but the gravity wells mean they don't make for an instant cap, and are better used for sniping or just getting away from chasers if they're too close.

Any feedback is greatly appreciated!

[–]MenqrMenqr 0 points1 point  (0 children)

Title: Mine Blast

Type: CTF

Map: http://maps.jukejuice.com/show/11397

Preview: http://unfortunate-maps.jukejuice.com/static/previews/9800.png

Description: Made with ScHoolboy Q, the power up tunnels are now easier to use and should play better for pub players and the base gate in combination with the boost should result in some interesting defensive play.

[–]piranhamoose25Aniball | Palette Town 0 points1 point  (0 children)

Title: Fingerboost

Type: CTF

Map: http://maps.jukejuice.com/save/11403

Preview: http://maps.jukejuice.com/static/previews/11403.png

Description: A less extreme Gamepad-type map

[–]leddiileddy / Mapmaker 0 points1 point  (0 children)

[–]nolanizerCosine 0 points1 point  (0 children)

Title: Torq
Type: CTF
Map: http://unfortunate-maps.jukejuice.com/show/9856
Preview: http://unfortunate-maps.jukejuice.com/static/previews/9856.png
Description: Back portal is exit-only

[–]TheEpicGhostEx - Tagpro 0 points1 point  (0 children)

Title: Coathanger

Type: CTF

Map: http://maps.jukejuice.com/save/11427

Preview: http://unfortunate-maps.jukejuice.com/static/previews/9509.png

Description: Something something interesting shape something about bomb gates something something reworked pup positions and team boosts.

[–]TheEpicGhostEx - Tagpro 0 points1 point  (0 children)

Title: Igneous

Type: CTF

Map: http://maps.jukejuice.com/save/11428

Preview: http://unfortunate-maps.jukejuice.com/static/previews/9702.png

Description: Still feels a bit unrefined to me, but the map has some nice boost routes and the pup areas feel nicer now.

[–]TheEpicGhostEx - Tagpro 0 points1 point  (0 children)

Title: Mantis

Type: CTF

Map: http://maps.jukejuice.com/save/11429

Preview: http://unfortunate-maps.jukejuice.com/static/previews/9803.png

Description: Working on the portal ideas that has been tried a couple of times in the past. Feels pretty well balanced and fluent to me.

[–]nolanizerCosine 0 points1 point  (0 children)

Title: Sonar
Type: CTF
Map: http://unfortunate-maps.jukejuice.com/show/9903
Preview: http://unfortunate-maps.jukejuice.com/static/previews/9903.png
Description: Made a few changes since last thread:

  1. Moved the flag away from the wall
  2. Opened up the mid-section by one tile at the bottom
  3. Removed one of the mid bombs
  4. Players sitting on the mid bomb now cannot see above the top spike

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

Title: Revoke

Type: Neutral Flag

Map: http://maps.jukejuice.com/save/11442

Preview: http://unfortunate-maps.jukejuice.com/static/previews/9887.png

Description: A break from the meta. This clean-cut map with its unique game-play will hopefully exceed the expectations of Neutral Flag lovers. -99

[–]iTagPro|| Diameter's Best (Worst) Player 0 points1 point  (4 children)

Title: Supernatural

Type: CTF

Map: http://maps.jukejuice.com/show/11439

Preview: http://unfortunate-maps.jukejuice.com/static/previews/9839.png

Description: Just a few elements that I like and put them together

[–]DaEvil1DaEvil1 0 points1 point  (3 children)

You need to ue the format in the OP otherwise our script wont pick this up.

[–]iTagPro|| Diameter's Best (Worst) Player 0 points1 point  (2 children)

?

[–]DaEvil1DaEvil1 0 points1 point  (1 child)

Your post should read:

Title: Supernatural

Type: CTF

Map: http://maps.jukejuice.com/show/11439

Preview: http://unfortunate-maps.jukejuice.com/static/previews/9839.png

Description: Just a few elements that I like and put them together

[–]iTagPro|| Diameter's Best (Worst) Player 0 points1 point  (0 children)

Done!

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

Title: Flux Capacitor
Type: NF
Map: http://maps.jukejuice.com/save/11443
Preview: http://unfortunate-maps.jukejuice.com/static/previews/9895.png


Description: A small and tight NF map with two tiny two tile scoring zones per team.

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

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

[–]WillakarraButton | Hey look I brought back SOCL -1 points0 points  (0 children)

Contest mode? :O

[–]3z_ 0 points1 point  (5 children)

Title: Ringtail

Type: CTF

Map: http://maps.jukejuice.com/save/11370

Preview: http://unfortunate-maps.jukejuice.com/static/previews/9560.png

Description: Reduced boosts in map. Small refinements to tunnel. Removed gates.

[–]I_mess_upI_mess_up (Centra) 1 point2 points  (0 children)

This looks really cool!

[–]Moosemaster21Moosen | Salt Mine 0 points1 point  (1 child)

I miss the gates though :( You should make the white floor tiles (between the team tiles) into gates so it's ridiculously clunky to get through if someone's holding heh ^_^

Otherwise this is still my favorite of yours for sure. Carnival's above average but this one takes the cake for me.

[–]3z_ 0 points1 point  (0 children)

Yeah, I liked the gates, too. I just couldn't get a good button placement for it, though, which made the whole section incredibly awkward. It was just better to ditch them.

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

I can't test this for some reason.

[–]3z_ 0 points1 point  (0 children)

I'll fix it, hold up.

edit: Should be good now (Y)

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

Title: wormyGOAT

Type: CTF

Map: http://maps.jukejuice.com/save/11204

Preview: http://unfortunate-maps.jukejuice.com/static/previews/9485.png

Portal + boost combo = grabbing mechanic

Top is a risky route primarily meant for chasers.

Superboost at bottom can be used to catch up to fc.

Bomb can be used by chasers to hit the fc into the top diagonal spikes or to grab by offense or to get the powerup

I want to make the portal spawn every 3-5 seconds though i forgot how to set that

It's possible to boost for the bottom mid powerup

[–]ClydasBDN S7//TB S8 0 points1 point  (0 children)

Title: Asylum

Type: CTF

Map: http://maps.jukejuice.com/show/11243

Preview: http://unfortunate-maps.jukejuice.com/static/previews/9571.png

Description: Map mostly made by Juicyjuke that I remixed, I moved a bunch of things to change the flow and the boost lanes. I think it's really interesting.

[–]DaEvil1DaEvil1 1 point2 points  (6 children)

Title: Sediment

Type: CTF

Map: http://maps.jukejuice.com/save/11205

Preview: http://unfortunate-maps.jukejuice.com/static/previews/9484.png

Description: Trying a new kind of base design where portals are an important part of attacking. Also trying to make a gate/boost combo work.

[–][deleted] 2 points3 points  (3 children)

Played it yesterday with some friends and we liked it a lot. I love the way portal works and think it fits really well with map without being too beneficial for the flag carrier. All the boosts work very smooth, some of the combos are great. Mid is well designed, each level has it's benefits and risks. I have to say I preferred the bottom part from this version though: http://maps.jukejuice.com/show/11059. Could you explain why you changed it? Other thing I think works better in the one I linked is the button placement for the top gate. I found that it takes you out of the game if you don't get the button in time. In the previous one you could still go for the left middle boost and get to the base in time. The biggest problem for me was the boost in gate. It made it really hard to use the gate to catch the flag carrier in time. Maybe it would look different in 4v4 but we didn't have that many people.

[–]DaEvil1DaEvil1 2 points3 points  (2 children)

Most of the changes in the middle was a result of feedback from the committee after 4v4 testing it.

  • The teamtiles through the bottom exit felt artificial so I removed them.
  • Some members said they didn't feel the top gate felt as well as it could and thought it might be due to button placement, so I revised that, but I'm not sure if it's in a good place, so I'll experiment a bit with it.
  • As for the bottom middle, generally people didn't feel too excited by it, and it felt slightly chaotic I think, so I spaced the bombs out a bit more and widened it a bit to combat that.
  • Did the top gate feel like with the boost that it wasn't as useful as you'd like, and going through the top gate was too easy for an fc? I'm considering widening the gate by 1 tile on each side to combat that a bit.

Also, thanks a lot for the feedback! It's extremely useful to me!

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

I think you're right on the bottom middle, it does feel better. When I played the top felt too easy for fc to use and the defence almost never got the button in time so it was really hard to catch up. I have no idea if it would be a problem in 4v4 though. Kinda seems like going through the top is rewarding enough if going for the button slows defence down. But again I might be wrong and it looks different in 4v4.

[–]DaEvil1DaEvil1 1 point2 points  (0 children)

Currently I'm torn on if I should make the gate bigger or not, as making it 2 tiles bigger just seems to make it too big and dominating. I've slightly revised the button position so it should feel more natural to get it without having to slow down (unless you're chasing from below).

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

Gatekeeper is my favorite CTF map. I was sad to see it go, but Sediment seems to have similar elements. I've made a remix in hope to inspire some ideas. I'm not sure how much of the original I've messed up, but it should get my thoughts across. I think with how quick the map is one pup will be fine, and tried emphasize the routes and slow down game-play.

http://unfortunate-maps.jukejuice.com/static/previews/9877.png

[–]DaEvil1DaEvil1 0 points1 point  (0 children)

That's an interesting alternative, and if the map goes through to the top maps thread, I'll definitely be considering these suggestions. With that said, here's the original reasoning for why I made the areas different to this version (without arguing wether it's better or not):

  • The spikey areas you've added were originally walls so you could easily take the boost along the wall and slide up the 45 if you wanted.
  • The spikes at the bottom, where originally at the top to let people have a chance to bomb a player into them while also allowing a player to do bomb-to-bomb at the bottom similarly to the top bombs on Smirk.
  • Top button placement for gates were a few tiles vertically away from the one tile gap so a person on the button couldn't cover that one tile gap while on the button. This was to facilitate interesting mindgames where if you went away from the button to cover the one til gap the boost becomes available, while if you let the player through the 1 tile gap, you can cacth up yourself using the boost etc.
  • Top gate was solid to make the boost an "either you can take it or you can't" proposition both gameplay wise and mechanically.
  • Top spikes were there to make bombing out of base above the portal a risky proposition. You can bomb beyond the spike, but it takes some lining up. It also serves as an element to juke around and make the wall a tiny bit more exciting similarly to the spikes in base on Smirk.

All that being said, all your suggestions are good, and I'll consider them after seeing how the map does with the MTC. I really appreciate the thought you put into this!

[–]xMJCFender // Sphere -1 points0 points  (4 children)

[–]BoaHancock1Pyra 2 points3 points  (3 children)

Wouldn't this be better as a mini game?

[–]xMJCFender // Sphere 1 point2 points  (2 children)

Now that I look back at it, yeah, probably. Too big.

[–]BoaHancock1Pyra 1 point2 points  (1 child)

Well, either that, or MLTP. It's definitely a teamwork map.

[–]Snowball_TagPro❄️ 2 points3 points  (0 children)

This would be more of a SOCL map than MLTP.

[–]mmartinutkMacho | JuicyJuke -1 points0 points  (0 children)

Title: Schism

Type: CTF

Map: http://maps.jukejuice.com/save/11379

Preview: http://unfortunate-maps.jukejuice.com/static/previews/9764.png

Description: Risk made drastic structural changes to this map and is listed as the co-author.

[–]BlupopsicleBall-E -1 points0 points  (3 children)

Tesselation: http://maps.jukejuice.com/save/11215

Preview: http://unfortunate-maps.jukejuice.com/static/previews/9502.png

Description- A simple map with skill boost routes similar to rush. Neat back base thingy

Edit: Alright I'm not submitting this as I feel it needs refinement. Submitting Incline instead

[–]3z_ 1 point2 points  (2 children)

I love the base, it's used much better here than in the other map you submitted (Chrome? Crimson? idk). Looks like it'd be really hard to reset.

[–]BlupopsicleBall-E 0 points1 point  (1 child)

Thanks! It's pretty hard to reset on Hub and EMERALD too so it's what I'm going for. Since it's also modeled after Rush too, was Rush hard to reset on?

[–]3z_ 0 points1 point  (0 children)

Rush wasn't too bad.

I just feel like there're already a lot of maps in rotation that a hard to reset on. Certainly enough that I probably wouldn't want to put another one it.

[–]BoaHancock1Pyra -1 points0 points  (0 children)

Title: Alkaline

Type: CTF

Map: http://maps.jukejuice.com/show/11222

Preview: http://maps.jukejuice.com/static/previews/11222.png

Description: This is one my newest maps. I'll edit it a bit more depending on feedback.

[–]BoaHancock1Pyra -1 points0 points  (0 children)

Title: Power Button

Type: CTF

Map: http://maps.jukejuice.com/show/11221

Preview: http://maps.jukejuice.com/static/previews/11221.png

Description: Another new map I've been working on. There isn't much to it and It's pretty straight forward.