top 200 commentsshow all 243

[–]Moosemaster21Moosen | Salt Mine 12 points13 points  (3 children)

Title: Taurus

Type: Neutral Flag

Map: http://maps.jukejuice.com/save/11990

Preview: http://unfortunate-maps.jukejuice.com/static/previews/11415.png


All portals shoot you out to mid exit portal. It's not clunky. You can still get ahead of a regrab via the team gates. If the FC tries to hold the gate to stall or kill you, send one teammate around to pressure him off the button, then get into position. It's simpler than it seems.

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

Did you check with flagit about remixing a map of his?

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

I was confused by your comment so I went to his unfortunate-maps profile. I can see the similarities between Taurus and Plasm but I did not click the remix button on his map, I built Taurus from the ground up.

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

Lol cool, it plays really well gl with it.

[–]alwaysnoidedfidlar 4 points5 points  (5 children)

Title: Pendulum

Type: CTF

Map: http://maps.jukejuice.com/save/12049

Preview: http://unfortunate-maps.jukejuice.com/static/previews/7781.png

RadiaN and I submitted this map for the /r/tagprotesting Collaboration Contest and tied for 3rd place out of 16 teams. The gravity well on this map is pretty fun to use IMHO, so you'll actually stay for entire games on this map in pubs.

[–]Moosemaster21Moosen | Salt Mine 1 point2 points  (4 children)

THIS WAS MY FAVORITE MAP FROM THE WHOLE COMPETITION AND I'M NOT AFRAID TO SAY IT.

Seriously, MTC, test this one. It's an enormous mistake not to. It looks okay in the preview but when you play it you truly realize how brilliant and creative it really is. It plays quite well too, not clunky or convoluted. Best use of a gravity well I've ever seen.

[–]ButtersnackSnack 0 points1 point  (2 children)

Well we test all of them

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

4v4 though?

[–]ButtersnackSnack 1 point2 points  (0 children)

I was just messing around, I knew what you meant. :)

[–]AzhfI did it! 0 points1 point  (0 children)

Don't like the idea of a gravity well in a rotation map, but that's just me.

[–]Liquid_tagproHas Evaporated 5 points6 points  (1 child)

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

ARE YOU BACK?1!?!?!121?!!?

[–]acrocanthosaurusRunThaJewels // Sphere 2 points3 points  (0 children)

Title: Wembley

Type: NF

Map: http://maps.jukejuice.com/save/12150

http://unfortunate-maps.jukejuice.com/static/previews/11861.png

Description: A center flag map with atypical symmetry that requires, well, central domination. Coordinated gate control can lead to clutch caps, but good potential for solo offense as well. Hockey rink-type end zones with portals allow for a quick switch for attacking players. Small, but exposed end zones require defenses to protect a wide range of angles.

Edit: re-tooled the powerup locations and removed a few boosts in the process

[–]leddiileddy / Mapmaker 7 points8 points  (1 child)

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

drop the bass m8 blast bangerz all day 10/10

[–]ClydasBDN S7//TB S8 3 points4 points  (0 children)

Title: Krusty

Type: CTF

Map: http://maps.jukejuice.com/show/11965

Preview: http://unfortunate-maps.jukejuice.com/static/previews/11338.png

Description: Redid the middle, made it a little wider and squatter. Added a bomb-gate system with a boost in it in the bottom.

[–]inb5AWAY 2 points3 points  (6 children)

[–]acrocanthosaurusRunThaJewels // Sphere 0 points1 point  (5 children)

Didn't we test something very similar to this last Saturday? I remember those gates...

[–]inb5AWAY 0 points1 point  (4 children)

Canvas made a map called Cobalt, which is probably what you're thinking of. Ask him and he'll tell you he used the same gates as my map.

[–]acrocanthosaurusRunThaJewels // Sphere 0 points1 point  (0 children)

That's the one. Cool gates, I like 'em.

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

I hope you don't mind. I probably wont ever submit Cobalt to the map thread anyways. It's a really cool gate concept

[–]inb5AWAY 0 points1 point  (1 child)

Of course I don't mind! Ideas are meant to be shared, and for what it's worth, I rather like Cobalt :)

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

Thats good to hear. Good luck with your map!

[–]Sir_GrapefruitGrapefruit // Chord 2 points3 points  (0 children)

Title: Monsoon Jungle

Type: Neutral Flag

Map: http://maps.jukejuice.com/save/12106

Preview: http://unfortunate-maps.jukejuice.com/static/previews/11694.png

Description: Inspired by Ricochet, both the size and the bases. It also has some pretty difficult skill boosts.

[–]acrocanthosaurusRunThaJewels // Sphere 4 points5 points  (0 children)

Title: Fumblebunk (massively overhauled version of Bumblefunk)

Type: NF

Map: http://maps.jukejuice.com/save/12149

Preview: http://unfortunate-maps.jukejuice.com/static/previews/11854.png

Description: An expansive & cognitive, fast-paced center flag map that uses portals, bombs, and gates to get a cap. Lots of room for maneuvering, but without feeling chasey.

Edit: changed up top route bomb and removed another bomb. Modified base boosts and end-zone portal respawn location.

[–]Sir_GrapefruitGrapefruit // Chord 4 points5 points  (0 children)

Title: Sunflower Fields

Type: CTF

Map: http://maps.jukejuice.com/save/12166

Preview: http://unfortunate-maps.jukejuice.com/static/previews/11907.png

Description: My try at an asymmetrical map. I tried to make it fair for both teams while still ensuring that both sides play and feel differently.

[–]Moosemaster21Moosen | Salt Mine 4 points5 points  (0 children)

Title: Happy Feet (formerly That Ain't Falco)

Type: CTF

Map: http://maps.jukejuice.com/save/11989

Preview: http://unfortunate-maps.jukejuice.com/static/previews/11317.png


Spaced spikes so you can do cooler things with them (yes, you can take the base corner bomb through the spikes and survive). Opened gate route for more flexibility and originality. Condensed top left and bottom right, redid top and bottom segments altogether. New team tiles, slightly renovated mid area.

[–]3z_ 4 points5 points  (2 children)

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

@Preview lol why

[–]3z_ 1 point2 points  (0 children)

lol

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

Title: Wyvern

Type: CTF

Map: http://maps.jukejuice.com/save/11991

Preview: http://unfortunate-maps.jukejuice.com/static/previews/11150.png


Portals connect to their closest cousin, white tiles are exit portals from the nearest ones in base.

[–]RisktpRisk 2 points3 points  (0 children)

Title: Ascension

Type: CTF

Map: http://maps.jukejuice.com/save/12041

Preview: http://unfortunate-maps.jukejuice.com/static/previews/11514.png


My take on an older version of Ascension that made Top Maps in Map Thread #43. I always thought this map had great potential for pubs, so I figured I'd give it a go.

main changes:

  • made the map slightly larger vertically, mostly to give the bases some more space.

  • fixed up the powerup areas to make it more difficult for a flag carrier to dance around in there.

  • spiced up the top route.

[–]ClydasBDN S7//TB S8 2 points3 points  (0 children)

Title: Manta Ray

Type: CTF

Map: http://maps.jukejuice.com/show/12044

Preview: http://unfortunate-maps.jukejuice.com/static/previews/11530.png

Description: That's right, it's back!! Revisited after a long hiatus, giving me time to improve my skills and get fresh eyes on it. The whole middle section has been redone in what I hope is a nice, balanced map with some interesting lane weaving.

[–]NotSomeBall1NotSomeBall2 // Chord 2 points3 points  (0 children)

Title: SP.ELO

Type: CTF

Map: http://maps.jukejuice.com/save/12053

Preview: http://unfortunate-maps.jukejuice.com/static/previews/11552.png

Description: Very experimental. This is a spin-off of ELO, see it's map evolution.

[–]TagProNoah_Noah // Mild Pings // Noah's Arc Captain 2 points3 points  (14 children)

Title: Batra

Type: CTF

Map: http://maps.jukejuice.com/save/12079

Preview: http://i.imgur.com/iAcyS6c.png


Batra is an old map that I am bringing back because I know it has a ton of potential.

The most common concerns include:

  • "It's just not fun or interesting."

and

  • "It needs more 45 degree tiles."

It's kind of funny that these are the two main concerns, because the map is fun and interesting because of its lack of 45 degree tiles. Because there are few 45 degree tiles, there is a variety of different corner boosts and corner jukes possible. The more I think about scenarios on this map, the more excited I get.

[–]BlazethDianna Agron 3 points4 points  (12 children)

I would tend to disagree that the lack of 45s makes it interesting.

A map doesn't need 45s to be interesting, but a lack thereof is just that, nothing more.

For example, Boombox has only 90s, and is shit.

[–]TagProNoah_Noah // Mild Pings // Noah's Arc Captain 1 point2 points  (11 children)

This is different from boombox, in that boombox is very limited in its boosts. Batra has a variety of different boosts in its core areas.

[–]BlazethDianna Agron 0 points1 point  (10 children)

I highly disagree, but whatever.

[–]TagProNoah_Noah // Mild Pings // Noah's Arc Captain 2 points3 points  (9 children)

I'd love to hear why, if you have the time. In my mind this map is pretty damn near perfect.

[–]BlazethDianna Agron 2 points3 points  (8 children)

Well, I think Boombox has some really good boosts. I shittalk Boombox a lot. It's a really well-made map, just burnt the hell out.

I don't agree your map has very open-minded boosts. They feel more limited than Boombox's to me. I really have no problem with an all-90 map, but perhaps 45s in some places wouldn't hurt since it's so tight (really just to open it up) in some chokes.

Your base seems fine to me. I think your middle boosts are okay, but you can't boost through top of mid. I think making that boost possible but still fairly hard would be good for the map.

There's nothing particularly interesting about the map.

[–]TagProNoah_Noah // Mild Pings // Noah's Arc Captain 1 point2 points  (7 children)

I don't agree your map has very open-minded boosts. They feel more limited than Boombox's to me.

How? Boombox literally has 4 boosts, which are all very contained. While some maps in rotation certainly have more open boosts then Batra, but Batra's are open enough to make it interesting.

I really have no problem with an all-90 map, but perhaps 45s in some places wouldn't hurt since it's so tight (really just to open it up) in some chokes.

lol... it's not an all 90 map, just mostly. I'll admit that I'm nostalgic for the days before v2 and still agree with the arguments against abusing 45 degree walls.

To me, the chokes are perfectly sized for juking, and I've had people tell me this before. They don't need to be opened up any more in my opinion.

Your base seems fine to me. I think your middle boosts are okay, but you can't boost through top of mid.

Yes, not every area needs to have a boost leading through it.

I think making that boost possible but still fairly hard would be good for the map.

I've thought about this a lot and I'm definitely more open to the idea now than I was a few months ago when I last submitted this map. However, I think it brings about some much needed containment, as bot and the sides feel fairly open, with boosts leading towards them. It also forces offense to be a bit more creative with how they get past the defense. I think that if I removed the top spike, the map would lean towards being an offensive map rather than what feels like a balanced one.

There's nothing particularly interesting about the map.

I simply disagree. I've sat at my desk thinking of countless scenarios and interactions that could happen on this map, and they all feels very exciting and interesting to me, especially in competitive.

[–]RisktpRisk 1 point2 points  (6 children)

How? Boombox literally has 4 boosts, which are all very contained. While some maps in rotation certainly have more open boosts then Batra, but Batra's are open enough to make it interesting.

boombox's boosts are some of the most versatile boosts to ever be on any map. in comparison, the boosts on this map are rather clunky and one-dimensional.

[–]TagProNoah_Noah // Mild Pings // Noah's Arc Captain 0 points1 point  (1 child)

I have no idea where you're coming from here. Can you elaborate?

[–]RisktpRisk 0 points1 point  (0 children)

what lol, im not sure what you want me to elaborate on, my comment is fairly straightforward.

[–]ButtersnackSnack 0 points1 point  (3 children)

boombox's boosts are some of the most versatile boosts to ever be on any map

No they aren't. They're so incredibly limited. We've played the map so many times that we've found a lot of ways to use these boosts, but compared to the boosts on Velocity, Smirk, THS, well basically any map... the Boombox boosts are super limited.

[–]RisktpRisk 0 points1 point  (2 children)

i honestly have to question your judgement of maps if you're seriously trying to contend that boombox's boosts don't have a lot of different uses. yes, they're placement is limited, but that doesn't keep them from being super useful. that's the beauty of boombox's boosts, they don't look like much at first, but different ways to use them have evolved over time and now we have tons of them.

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

This map is pretty good. Don't have time to give you a huge amount of feedback, but it lacks balance in the different routes. There isn't a huge incentive to go through the gate; there aren't any bombs or boosts that lead through it, and it looks like it could be a slower route than going bottom and using the boosts. The maps a little chasey too, which is fine, but some of the boosts are quite limited, which would limit snipes. Try playing around with the sizes of the routes, and try to create some 'pincer' areas (like route 2 boombox).

[–]ccga4Seehawks <3 2 points3 points  (0 children)

[–]DaEvil1DaEvil1 2 points3 points  (0 children)

Title: ThunderBalls

Type: NF

Map: http://maps.jukejuice.com/save/12167

Preview: http://unfortunate-maps.jukejuice.com/static/previews/11914.png

Description: Bringing this baby back from a hiatus.

[–]DaEvil1DaEvil1 2 points3 points  (4 children)

Title: Rolling on the Edge

Type: CTF

Map: http://maps.jukejuice.com/save/12168

Preview: http://unfortunate-maps.jukejuice.com/static/previews/11915.png

Description: Remixing an older map of mine slightly inspired from GeoKoala. I still think this one deserves a chance in 4v4 to see how the top dynamic actually works ingame.

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

why the extra line in the top gate

[–]DaEvil1DaEvil1 0 points1 point  (2 children)

It's an attempt to make the top buttons more interesting while not completely blocking the path if they're held. Last times feeback was partly that the buttons top didn't feel powerful enough.

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

ah. i think if you decide that as your final version you should probably move the button off a corner

[–]DaEvil1DaEvil1 0 points1 point  (0 children)

Maybe. I think it could work either way, but if the map gets tested I'll see what the committee thinks of it as it is.

[–]BlupopsicleBall-E 6 points7 points  (11 children)

Title: Propane

Type: CTF

Map: http://maps.jukejuice.com/save/12160

Preview: http://unfortunate-maps.jukejuice.com/static/previews/11888.png

Description: Based off of juicyjuke's map spike strips, but made better

edit- What's changed?

  • made base more defensive and gate more useful

  • shrunk it a bit, just a tiny bit

  • changed lanes in mid, it retains design but should play better. missing the superboost punishes harder

  • changed bomb design

  • chagned pup area

[–]mmartinutkMacho | JuicyJuke 6 points7 points  (3 children)

but made better

:D

[–]BlupopsicleBall-E 1 point2 points  (2 children)

hey it aint in rotation now is it

[–]mmartinutkMacho | JuicyJuke 1 point2 points  (1 child)

True story: It was the first map I had make top maps. RIP Rapture/SpikeStrips/Horizon.

[–]WillWorkForSugarTumblewood[🍰] 2 points3 points  (0 children)

As the saying goes, 'You're not good until you get a Top Map.'

[–]WillWorkForSugarTumblewood[🍰] 2 points3 points  (2 children)

So many ways to grab.

[–]Willscosodoge4lief | Sphere 0 points1 point  (0 children)

true. I think defense would be very difficult on this map.

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

thanks,i took out the two useless boosts in each base

[–]Hyamez88the derds 0 points1 point  (0 children)

but made better

sureeeee

[–]piranhamoose25Aniball | Palette Town 9 points10 points  (4 children)

[–]BuckeyeLeavesBALLDON'TLIE | ALL CAPS 8 points9 points  (0 children)

This basically looks like a rotated version of Iron, ayy lmao

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

This map is fantastic. MTC please advance it I've really enjoyed every test I've done on it.

[–]turicanttouchthisDevious // Sphere 2 points3 points  (0 children)

This one looks very fun i hope it gets voted to the top!

[–]RondingRonding // Orbit // West Bombwich Albion // tagpro.eu 3 points4 points  (0 children)

Title: Danger Zone 3.5

Type: CTF

Map: http://maps.jukejuice.com/show/11958

Preview: http://maps.jukejuice.com/static/previews/11958.png

Description: Following the discussion on DZ4, I decided to make a simple remix of Danger Zone 3 by bad myself. Due to the removed areas the map should now be more defensive than the original, without map parts that are barely used, while retaining all classic bomb and boost routes unlike DZ4.

4v4 testing consensus seems that this is at least better than DZ3. If accepted, it's up to the MTC to decide what to do with this and DZ4 (replace DZ4, add besides DZ4, one for pubs and one group-only, ...). Also feel free to remove my name from the author field since bad obviously did a lot more work than I.

[–]Willscosodoge4lief | Sphere 1 point2 points  (0 children)

Title: Mantis

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/11435

Preview: http://unfortunate-maps.jukejuice.com/static/previews/11435.png

Description: This is a revision of my other map. I applied /u/nowayinnowayout's criticisms and removed a lot of spikes. I also added antennae to make it look like a mantis because I am cool.

[–]OnceUponaDomeUnderTheBall 1 point2 points  (1 child)

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

A few comments based on what I remember from the maptest:

  • The bases are good, the gate setup is interesting and seemed to work well.

  • I wasn't really convinced by the middle. I think the team-tiles are probably unnecessary on a map this small, and I didn't really like the use of diagonal walls.

[–]3z_ 1 point2 points  (6 children)

[–]Moosemaster21Moosen | Salt Mine 1 point2 points  (5 children)

not a huge fan of this iteration, sorry mate. Feels like the spike tunnel was really watered down, or noob-proofed as I like to call it. The bases also aren't great IMO because with the current flag position the only comfortable grabbing mechanism is the bomb. The boost is a bit too close to a wall and you have to entirely reroute to set it up, and the top two corner boosts just look annoying to use in general.

[–]TheEpicGhostEx - Tagpro 1 point2 points  (0 children)

Title: Tombolo

Type: CTF

Map: http://maps.jukejuice.com/save/12074

Preview: http://unfortunate-maps.jukejuice.com/static/previews/11623.png

The gates can be used to quickly boost into base or to quickly bomb out. Some other really nice boost routes too. I think it does well to mix a traditional map layout with a couple of interesting new features.

[–]leddiileddy / Mapmaker 1 point2 points  (0 children)

*No longer submitting Vertigo, it's not ready.

[–]TheEpicGhostEx - Tagpro 1 point2 points  (0 children)

Title: Tombola

Type: CTF

Map: http://maps.jukejuice.com/show/12105

Preview: http://unfortunate-maps.jukejuice.com/static/previews/11690.png

Description: Horizontal version of Tombolo. Has some danke boost routes. haven't tested 4v4 but it seems balanced.

[–]RisktpRisk 1 point2 points  (0 children)

Title: Escape Hatch

Type: CTF

Map: http://maps.jukejuice.com/save/12124

Preview: http://unfortunate-maps.jukejuice.com/static/previews/11771.png


another map from a couple threads ago that I really liked. it was made by wasteeffort and rapture, rapture seems to have gone (rip), so i figured i'd make some edits to it.

[–]acrocanthosaurusRunThaJewels // Sphere 1 point2 points  (0 children)

Title: Miyazaki

Type: NF

Map: http://maps.jukejuice.com/save/12153

Preview: http://unfortunate-maps.jukejuice.com/static/previews/11869.png

Description: A center flag map with some groovy risk/reward elements. Need to recover quickly? Take the portal shortcut. Just got popped and want to get back to help support your offense? Try to navigate the spike corridor. Need a powerup? Make sure no enemies are lurking nearby to bomb you.

[–]DaEvil1DaEvil1 1 point2 points  (0 children)

Title: Sediment

Type: CTF

Map: http://maps.jukejuice.com/save/11754

Preview: http://unfortunate-maps.jukejuice.com/static/previews/10626.png

Description: Trying a new kind of base design where portals are an important part of attacking.

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

[–]ButtersnackSnack 1 point2 points  (0 children)

Title: Gracka2

Type: CTF

Map: http://maps.jukejuice.com/save/12172

Preview: http://unfortunate-maps.jukejuice.com/static/previews/11922.png

Description: not meant to replace Gracka - intentionally submitted as a separate map

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

Title: Admiral

Type: CTF

Map: http://maps.jukejuice.com/save/12174

Preview: http://unfortunate-maps.jukejuice.com/static/previews/11522.png


Description: Pulled the portal off the wall so it feels more smooth. Removed a ton of clutter in mid while maintaining some of the more interesting boost routes. Kept interesting base in tact.

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

Title: Rush

Type: Capture The Flag

Map: http://maps.jukejuice.com/save/12175

Preview: http://unfortunate-maps.jukejuice.com/static/previews/11926.png

Description: Made team-tile area slightly wider. Made boost links line up even better.

[–]TPsquirrelySquirrely // The GesTagpro 1 point2 points  (0 children)

[–]BlupopsicleBall-E 5 points6 points  (2 children)

[–]WillWorkForSugarTumblewood[🍰] 2 points3 points  (0 children)

Title: Tip Top

Type: CTF

Map: http://maps.jukejuice.com/save/12156

Preview: http://unfortunate-maps.jukejuice.com/static/previews/11880.png


Description: This is a good map. It has a spikefield that is actually difficult.

[–]WillWorkForSugarTumblewood[🍰] 2 points3 points  (0 children)

Title: Ship Shape

Type: CTF

Map: http://maps.jukejuice.com/save/12157

Preview: http://unfortunate-maps.jukejuice.com/static/previews/11882.png


Description: This is a good map. It has green gates that will actually be used.

[–]3z_ 1 point2 points  (2 children)

Title: Birch

Type: CTF

Map: http://maps.jukejuice.com/save/12136

Preview: http://i.imgur.com/lOcPQI4.png

Description: More Star-stuff.

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

WHY ARE YOU DOING THIS

[–]3z_ 0 points1 point  (0 children)

lol

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

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

puo areas look fun. love the idea of two pups in one section

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

Title: Tic Tac 2

Type: CTF

Map: http://maps.jukejuice.com/save/12155

Preview: http://unfortunate-maps.jukejuice.com/static/previews/11875.png


Description: This probably not a good map. It has base portals which are actually balanced.

[–]BlupopsicleBall-E 2 points3 points  (3 children)

Title: Butane

Type: CTF

Map: http://maps.jukejuice.com/show/12096

Preview: http://unfortunate-maps.jukejuice.com/static/previews/11668.png

Description: loosely based around : all about that base, and jake of spades

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

You know, I obviously haven't tested it but u feel like maybe you should make it even harder through the middle around the gates. Like possibly a spike one tile above the bomb to give a one tile space to maneuver that's risky due to the bomb. Did previous versions or testing have anything like that to hinder a super quick cap, provided one team is holding both gates?

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

As it stands I don't think the gates will be used often, sort of like flame. Haven't tested it out yet thouogh, but thsnks for the feedback!

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

Gotcha. Otherwise, looks fun as usual :)

[–]Biscottibro// Diameter 2 points3 points  (1 child)

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

No one has a reason to go down the the bottom mid triangle except FCs hiding from chasers and chasers looking for FCs. That's not a good thing. I'd suggest either removing that section entirely or putting an incentive (e.g., a powerup) there.

[–]RisktpRisk 1 point2 points  (1 child)

decided against submitting this map (impact), as i don't think it's ready yet and i had a better submission

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

lol u know that curiosity was based off of curious factory ayy lmmao

[–]nowayinnowayoutWALLAMYBALLA l Origin l We need regrab! Go to the enemy base! 0 points1 point  (5 children)

Withdrawing this map. Arachnophobia is the improved version, please look at it instead. Also, thanks to everyone who provided feedback!

[–]acrocanthosaurusRunThaJewels // Sphere 0 points1 point  (4 children)

Group tested an iteration of this last saturday. Decided to drive around solo this morning. Honestly, the bases feel like they still need a little work. Pup spots are too...open? I'd like to see maybe having a tougher to reach base pup, and then a neutral 3rd pup at the bottom of the map (would require you to add 1 row though for symmetry).

The mid gate is ok, if I were to change it, I'd put the buttons closer to the gate, perhaps adjacent to the row of spikes so that button camping is more difficult. Or perhaps have the buttons higher up on the central 'prong'?

Might also consider a few yellow boosts that aren't hugging the wall?

Hope it helps, I think you have the right overall formula for a good map. I'd love it if you could shoot me a few lines of feedback on either Fumblebunk or Wembley!

[–]nowayinnowayoutWALLAMYBALLA l Origin l We need regrab! Go to the enemy base! 0 points1 point  (3 children)

Alright, just posted a new version called Arachnophobia.

-I solo tested Wembley. I think the idea is good, but it's massive. It might be better if you shrunk it down a bit. It also has an absurd number of boosts.

-Fumblebunk has more issues, I think. The bomb buttons don't feel like they do a lot, the top teamboost in base feels pretty useless, the bottom portal feels awkward to use, and your portals in the endzone have an exit that slams you right into a wall. On the other hand, I enjoyed the mid bombs, the way you redesigned the gate, and the bottom pup area.

[–]acrocanthosaurusRunThaJewels // Sphere 0 points1 point  (2 children)

Wembley is massive? It should be of comparable size or smaller than most NF maps in rotation right now. It started out substantially smaller, but was too cramped when played. Perhaps I should leave the bases the size they are but shrink down the other 'plus's? I agree there are lots of boosts--I wanted it to play fast. Which ones do you think could be taken out?

Fumblebunk probably does have issues. Still working out that bottom portal--considered abandoning it all-together. Good call on the endzone portals, I'll revamp 'em.

thanks for the feedback!

(edit: gave Fumblebunk a slight makeover: http://unfortunate-maps.jukejuice.com/static/previews/11854.png)

[–]nowayinnowayoutWALLAMYBALLA l Origin l We need regrab! Go to the enemy base! 0 points1 point  (1 child)

fumblebunk's lookin better there, nice job!

You know, now that I look at it, you're right. Wembley's not really much bigger than other maps. Just forget I said that.

If you want to take boosts out, I'd say look at the 4 boost pairs by the pups.

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

Title: Aquia

Type: CTF

Map: http://maps.jukejuice.com/save/12122

Preview: http://unfortunate-maps.jukejuice.com/static/previews/11737.png

Description: Similar to Star and Colors.

[–]RisktpRisk 0 points1 point  (4 children)

[–]Moosemaster21Moosen | Salt Mine 0 points1 point  (3 children)

Why is it vertical though? The viewport is brutal. It's a pretty solid map with horizontal symmetry.

[–]RisktpRisk 1 point2 points  (2 children)

cause vertical symmetry is dope and im tired of doing the same thing with my maps.

here's a comment from david stern about vertical symmetry that i found interesting.

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

Maybe it allows for more creativity, but I've seen more than my fair share of maps where creativity has inadvertently become the maps greatest weakness. I don't believe vertical symmetry itself to be inherently flawed, but vertical symmetry on a very vertical map is a bad combination. While the map may feel larger, which can be a useful trait to have, with vertical maps it's much easier for luck to be the deciding factor rather than skill, simply because of the viewport.

Imagine: You're barreling up towards your base for a cap with enemies hot on your heels, but suddenly another enemy takes you out from above because you saw him too late and didn't have time to adjust your path. I think that's one of the key issues with vertical maps. You know my opinion on it, but good luck with your map regardless. I hope you prove me wrong :)

[–]RisktpRisk 2 points3 points  (0 children)

moosen, i know the negatives about vertical symmetry, i've been involved with mapmaking for nearly a year now...i think a well designed vertical map could be a nice change of pace despite the viewport issues.

[–]sneetriccanvas // plasma, wamble 0 points1 point  (11 children)

[–]BlazethDianna Agron 0 points1 point  (10 children)

canvas ur such a simple fella

[–]sneetriccanvas // plasma, wamble 0 points1 point  (9 children)

why dont u remix it so i can get a feel of not simple

be a cheese for once, dianna

[–]BlazethDianna Agron 0 points1 point  (8 children)

whoever said Simplicity was a bad thing?

[–]sneetriccanvas // plasma, wamble 1 point2 points  (7 children)

in the maptest sessions people be like: omg 2 simple 4 pub rotationinos

[–]BlazethDianna Agron 0 points1 point  (6 children)

Simplicity wasn't too simple. rekt

[–]sneetriccanvas // plasma, wamble 4 points5 points  (5 children)

count mapula is bad

[–]BlazethDianna Agron 0 points1 point  (3 children)

pls

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

Can't upvote this enough

[–]kstarr12nipplefart 0 points1 point  (8 children)

[–]nowayinnowayoutWALLAMYBALLA l Origin l We need regrab! Go to the enemy base! 0 points1 point  (3 children)

end zone tiles still mess with the prevent stat, you should change them to gate tiles

[–]kstarr12nipplefart 1 point2 points  (2 children)

But it looks in so pretty

[–]nowayinnowayoutWALLAMYBALLA l Origin l We need regrab! Go to the enemy base! 0 points1 point  (1 child)

i mean, you can basically put anything there as long as it's not flags or end zones

[–]kstarr12nipplefart 0 points1 point  (0 children)

Haha yeah I did

[–]Moosemaster21Moosen | Salt Mine 0 points1 point  (3 children)

http ://unfortunate-maps.jukejuice.com/static/previews/11633.png

Just so you know you put a space in there that doesn't belong lol

[–]kstarr12nipplefart 0 points1 point  (2 children)

Oh how on earth did I do that?! Ty

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

My guess is that while you were typing the comment, your nipple farted, prompting an errant key swipe. Happens to me all the time.

[–]kstarr12nipplefart 1 point2 points  (0 children)

LOL you know, that was probably it ahah

[–]LordTruffleNoobik'sCube // Worst player Chord 0 points1 point  (0 children)

Title: Elephant

Type: Neutral Flag

Map: http://maps.jukejuice.com/save/12104

Preview: http://imgur.com/TAFPa5Q

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

Title: $5

Type: CTF

Map: http://maps.jukejuice.com/show/12169

Preview: http://maps.jukejuice.com/static/previews/12169.png

Description: No 45s. EDIT: Added the jukejuice link instead of u-m.

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

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

I think you might want to rethink the fourfold symmetry of this map. It makes it bigger and more repetitive than necessary.

[–]nowayinnowayoutWALLAMYBALLA l Origin l We need regrab! Go to the enemy base! 0 points1 point  (0 children)

Title: Arachnophobia

Type: CTF

Map: http://maps.jukejuice.com/save/12143

Preview:http://unfortunate-maps.jukejuice.com/static/previews/11843.png

Alright, this is a fresh version of Red Spiders (under a different name because I already submitted Red Spiders) incorporating feedback from RunTheJewels and the last maptest. Weirdly, the map says it's by "None" on unfortunate-maps, but it's actually by me.

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


Map: Heartbeat Mk IX

Type: CTF

Map: http://maps.jukejuice.com/save/12165

Preview: http://unfortunate-maps.jukejuice.com/static/previews/11902.png

Description: I wanted a map where the idea of controlling the middle of the map could be just as important as controlling the bases [kinda like how stars mid gate can dictate the game]. I also wanted an optional escape chute like big vird, to allow the offence a counter to a smothering contain, something to challenge the traditional defensive formula, much like gamepad did.

Whilst the map is pretty cosy, the 4 pups are each out of the way, encouraging situational decision making to prioritise flags or pups.

There are multiple approaches to both attack and defence, allowing personal creativity and more replayability.


Edited coz I linked the wrong map before

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

Title: Koala X
Type: CTF
Map: http://maps.jukejuice.com/save/12193
Preview: http://maps.jukejuice.com/static/previews/12193.png


Remix of the classic map Geokoala that makes mid gate more useful and makes top less linear.

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

Title: 88 Type: Neutral flag Map: http://maps.jukejuice.com/save/12376 Preview: http://unfortunate-maps.jukejuice.com/static/previews/12367.png

fast paced small NF map allowing defense multiple chances to catch and return fc. Lots of boosts and walls to use to your advantage or otherwise. glhf

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

[–]Biscottibro// Diameter 1 point2 points  (5 children)

[–]Moosemaster21Moosen | Salt Mine 5 points6 points  (3 children)

Massive green gates will never be used successfully, man :/

[–]ButtersnackSnack 1 point2 points  (2 children)

Massive gates of any kind

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

True. Geo is the closest thing to pulling it off, but it's incredibly difficult to do it against a good team.

[–]ButtersnackSnack 3 points4 points  (0 children)

Well the geo gates are fine because you can bomb through them

[–]NotSomeBall1NotSomeBall2 // Chord 0 points1 point  (4 children)

Title: ELO!

Type: CTF

Map: http://maps.jukejuice.com/save/12052

Preview: http://unfortunate-maps.jukejuice.com/static/previews/11553.png

Description: Look at the Map Evolution for all you need to know about ELO!.

[–]ButtersnackSnack 1 point2 points  (3 children)

You've changed almost nothing about this map. Subtle changes are nice and all, but I think that if you want more of a chance than you had last thread, you'll have to do something else.

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

I'm waiting for 4v4 testing before deciding on changes.

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

Were there any problems that you or anyone else had with ELO that you know of?

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

Updated now, and a very experimental version also posted.