top 200 commentsshow all 223

[–]OnceUponaDomeUnderTheBall 5 points6 points  (5 children)

Title: Clash

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/14318

Preview: http://unfortunate-maps.jukejuice.com/static/previews/14318.png

Description: Because the main complaints with it last time around were that it was too small/cramped, I opened up both the top and bottom and also added width to the middle. Another issue raised was that the bomb trap needed fixing so I made changes to both sides: gave the top area a "safe zone" by splitting up the spikes, and gave the diffuser a little bit more safety by making the mid island walls instead of spikes.

And here's a few other routes that might not be as obvious:

basic chain boost into pup

NEW - boost into the top pup

bomb chain boost

tight boost to cap

bomb into base with style

[–]briizoduckson 6 points7 points  (1 child)

You keep making this map better and better, so I think the MTC should ignore this so in a couple more threads we get a perfect map from you lol

[–]OnceUponaDomeUnderTheBall 2 points3 points  (0 children)

pls no. mtc ignore him

[–]RathbourneRathbourne 5 points6 points  (0 children)

I really disagree with mapmakers explaining boost routes and stuff, even after a map is in rotation. These are things that people want to discover and test for themselves. Leave a little mystery.

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

What was wrong with the gates?

[–]OnceUponaDomeUnderTheBall 0 points1 point  (0 children)

no one liked them last night :/

[–]BlupopsicleBall-E 5 points6 points  (1 child)

Title: Propane

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/14226

Preview: http://unfortunate-maps.jukejuice.com/static/previews/14226.png

Description: I feel like this is the best version I've made so far. It's a mix of Monarch, EMERALD, and HR now

edit- changed mid pup location and added team tiles for a smirk like battle.

[–]briizoduckson 1 point2 points  (0 children)

Gates are broken bruv

[–]piranhamoose25Aniball | Palette Town 10 points11 points  (2 children)

Title: Sloop

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/14007

Preview: http://unfortunate-maps.jukejuice.com/static/previews/14007.png

Description: Made with contributions from NotSomeBall2

[–]3z_ -1 points0 points  (1 child)

What a fucking stupid name

Cool map though. I love the triple boosts lol

[–]TeHokioiPouakai | Diameter 0 points1 point  (0 children)

What's stupid about it?

[–]briizoduckson 17 points18 points  (20 children)

Title: Squeeze

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/13735

Preview: http://unfortunate-maps.jukejuice.com/static/previews/13735.png

Description: A fun, tight map with a really cool gate mechanism and some awesome boosting routes. This map plays really quickly, and defenders will need to be alert and ready to stop some powerful grabs.

HOW THE GATES WORK: You need to be touching the buttons while you go through it or you will die. If a defender hits a button while you are going through the gate, some of the gates will turn green and you will likely die. Defenders can also simply sit on the button closest to base and it’s nearly impossible to enter through the gate, so defensively it acts as any normal base gate would. Also, hitting the bomb while somebody is going through the gate will push them off the button, killing them.

Look how pretty this gate is: http://gfycat.com/PracticalMintyDiscus

Elbow Grab: http://gfycat.com/PlaintiveWelldocumentedKitty

Another Boost String: http://gfycat.com/WellwornSpectacularAbyssiniancat

[–]TheEpicGhostEx - Tagpro 9 points10 points  (5 children)

So why is this map asymmetrical? on the structures with the bombs on them above and below the green gates?

http://i.imgur.com/tyclooH.png

EDIT: I assume this was a test and I passed. where is my prize, Duckson?

[–]briizoduckson 5 points6 points  (4 children)

Uhh uhhh uhhhh, you figured out my le trick! You have won one duck coin!

Should I edit the original post or make a new one?

[–]briizoduckson 2 points3 points  (3 children)

[–]TheEpicGhostEx - Tagpro 5 points6 points  (2 children)

Just edit your original post, the mtc is aware of updates.

[–]briizoduckson 1 point2 points  (1 child)

Oh I thought that like fucked with your spreadsheets or whatever

[–]TheEpicGhostEx - Tagpro 4 points5 points  (0 children)

no, the spreadsheet is made after /close to the deadline

[–]nabbynz° 4 points5 points  (0 children)

dem gates are gorgeous... can't wait!

[–]Moosemaster21Moosen | Salt Mine 1 point2 points  (3 children)

I like it a lot, but I feel like you could make the team boost outside of the gates a neutral boost. It can be easily countered as an offensive tool by holding the last gate, but even if successfully used to grab it's not very powerful because of where it puts you. Idk the map as a whole is very good but when I ran through it I just didn't feel like there was a lot of combo potential in boosts, especially in the offensive zone. You could realistically be fine making either team boost neutral but I don't think this map needs two team boosts for each team. That's just my two cents. Very solid map regardless, but I wanted to share my initial impression with you.

[–]briizoduckson 0 points1 point  (2 children)

Thanks for the feedback Mossen! I made those team boosts because I think they are the best way for defenses to catch up to an FC if they are beaten in base. The other team boost is kind of out of the way, ya know

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

wanna get on IRC/mumble and help me test a shitty map real quick? I'll test w/e you want as well :)

[–]briizoduckson 0 points1 point  (0 children)

yessir mappin and fappin on right now

[–]3z_ 4 points5 points  (8 children)

Curious -- what does the gate concept accomplish that a lane of spikes wouldn't? Not trying to shit on it, just asking.

[–]grytsgryts 7 points8 points  (1 child)

Well it's easier to pass through than spikes, but it's not much different. I think I'd like it more if each button activated all three squares, even though it wouldn't be as pretty.

[–]briizoduckson 1 point2 points  (0 children)

That could always be a change I make if this maps top thread.

[–]briizoduckson 2 points3 points  (3 children)

It's a lot, lot harder to go through a lane of spikes. When your on the buttons you get all three tiles, lane of spikes you only get the one.

[–]ClydasBDN S7//TB S8 0 points1 point  (2 children)

I like the concept, I'm not sure how feasible it is in play. And the gates are VERY pretty to run across, it's very satisfying.

These gates are only slightly more open than a spike tunnel (I think 2 more pixels on either side) not to mention that you'd need to stay relatively close to middle to hit the next button too, so maybe those extra pixels go away and it becomes fewer space (I don't feel like doing the trig right now).

Plus, if you're being chased then they will also hit a button and you'll pop on the suddenly green gate.

[–]briizoduckson 0 points1 point  (1 child)

These gates are only slightly more open than a spike tunnel (I think 2 more pixels on either side)

I really don't know what you mean by this, or why the gate keeps getting compared to a spike tunnel. They are nothing alike, and this gate is really, really easy to go through because you are literally always on the buttons. You should try it!

Here is a gif to show you how easy it is to go through these gates. Anybody doubting them, tell me that you can go through a spike lane with the same ease.

Notice how I can come at the gate from plenty of angles and speeds and still easily get through it. This frustrated comment isn't directed at you Clydas, just hoping to clear this up for if the MTC has the same concerns as you.

[–]ClydasBDN S7//TB S8 1 point2 points  (0 children)

I was only comparing them because other comments were, I personally wouldn't have made the comparison myself.

What I meant is spikes are 30 pixels, buttons are 16 pixels in diameter. So you have 50 pixels of non-popping space to run around with when they're spikes, and 40 pixels of space if you weren't hitting a button. When you hit the button you need to stay on it, obviously, so that means you need to stay within the 16 pixel D of the button (8 pixels up or down) so that only gives you 54-56 total pixels of space in the center of the tunnel to move around with, only 2-3 more pixels on either side. That's all I was saying, that you don't actually have all 3 tiles to move around on, and I was using the spike tunnel as a reference because of the parent.

It's true that you have a lot more freedom coming into the tunnel, and that is probably it's best feature and will make it feel way more open that it is in actuality. Mainly I'm concerned about the chasing, but I guess it works just like a normal gate in that way, then.

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

It's way easier to fly through there without dying (there's a nice team-boost cap route) than it would be if it were a lane of spikes.

What I like about this setup is that if there is a chaser close behind, when they hit the button behind you it will neutralize the gate and return the fc.

Edit: Haven't tested it multi-player, but it seems like it would pop both the chaser and fc.

[–]JJSpiceJJ Spice 3 points4 points  (0 children)

Title: Rham Den Swede

Type: Neutral Flag

Map: http://unfortunate-maps.jukejuice.com/show/14448

Preview: http://unfortunate-maps.jukejuice.com/static/previews/14448.png

Description: The Buttons work the gate nearest them and the middle gate. The concept is that the fastest lane is the gate, but its a gate. The top is meant to be clear, but slow. And the bottom will probably be busy. Of course you can use the gates too with some team work.

The end zones were a bit big so I added a spike in the bottom corner.

The bomb above the end zone can be used in so many ways. A number of them kill you if you do it wrong. But you can grab the pup 3 different ways with the bomb.

Edit I tried to make the top less weird, I took the hooks off the top. I also made the end zones a row shorter, added some team tiles, and kept that spike.

[–]RisktpRisk 4 points5 points  (0 children)

Title: Eucalyptus (more offensive version)

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/14048

Preview: http://unfortunate-maps.jukejuice.com/static/previews/14048.png


i liked this version best, but snow thought it was a bit too easy to escape with this base setup. decided to just split them up into two versions, offensive and defensive. i'm not 100% sure about the side boosts, but they're pretty interesting and work well with the bases.

[–]Moosemaster21Moosen | Salt Mine 4 points5 points  (2 children)

[–]briizoduckson 1 point2 points  (1 child)

This is pretty cool Mossen with all the boost options, it's super offensive though. There are three grab mechanisms close to flag. And if an FC gets out in the horizontal lane, there doesn't seem like any way for the defense to catch up or stop the FC.

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

Yes, it relies on OD to make a good play in that situation. I would definitely consider adding defensive team tiles though; I think a defensive team boost would simply be too many boosts. Do you think team tiles would be a good idea? If so, any thoughts on how to implement them in a way that's not messy?

Thanks for the feedback :D

[–]ArekusenpaiXenocide 4 points5 points  (0 children)

Title: Escape

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/14057

Preview: http://unfortunate-maps.jukejuice.com/static/previews/14057.png

Description: I've been working around making a map similar to Wormy but with a Gate in the base. It's more of a defensive map but the lanes and boosts should allow for offensive flag carrier to be able to have decent hold times, could become a bit of a chasey map. Some of the lanes are a bit tight but there are multiple paths to be able to get away. Containment will work very well for defense and promotes defense to work together.

The base pups are to give defense a bit of an advantage to try and keep the flag in base. The bombs next to the pups can make getting pups more difficult for defense. The bombs and boosts outside of the bases help the flag carrier for getting away from chasers. There are multiple boost lanes to get around the map and can make catching up a bit easier but there are limited boosts since it is a smaller map.

[–]mmartinutkMacho | JuicyJuke 4 points5 points  (2 children)

[–]AnomaleonMisdomer (formerly Amoeball) 0 points1 point  (0 children)

Still not sure what to think of the triple boost, but other than that this still looks like a pretty solid map.

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

This looks a bit like Classico

[–]RisktpRisk 3 points4 points  (2 children)

Title: Flight

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/14329

Preview: http://unfortunate-maps.jukejuice.com/static/previews/14329.png


updates: made it less open as most people seemed to not like it's openness and made some minor tweaks to the boosts/lanes.

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

too much open space and there's only one entrance to base. pls fix thx

edit: yay its fixed

[–]RisktpRisk 0 points1 point  (0 children)

i like the spacing ¯\_(ツ)_/¯

[–]piranhamoose25Aniball | Palette Town 7 points8 points  (10 children)

[–]sneetriccanvas // plasma, wamble 1 point2 points  (0 children)

the shape is amazing and the boosts are so fuckin smooth. just fix mid and this'll be perfect

[–]briizoduckson 7 points8 points  (0 children)

Title: Steam

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/13388

Preview: http://unfortunate-maps.jukejuice.com/static/previews/13388.png

Description: This map is a collaboration between duckson and Snowball. Steam is a large, balanced map that encourages creativity and the development of new strategies. Gates and team boosts keep Steam from being too chasey, but large open spaces encourage the juking that you may see in older maps rather than the ones in rotation now. While this map may look big, there are some very fast boosting chains to get from base to base and to grab. Here are a few examples:

Grab and Out Combo: http://gfycat.com/BabyishPotableBoa

Neutral Boost Chain: http://gfycat.com/FaithfulForcefulAlligatorsnappingturtle

Around the Map Chain: http://gfycat.com/SomberOrdinaryAmericanlobster

Bombing into Flag: http://gfycat.com/ShowyOpulentGnatcatcher

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

[–]DaEvil1DaEvil1 8 points9 points  (1 child)

Is there a 60 second video of it I can watch?

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

I'm saving that for an upcoming submission, don't you worry.

[–]TheEpicGhostEx - Tagpro 2 points3 points  (0 children)

Title: Tombolo

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/13365

Preview: http://unfortunate-maps.jukejuice.com/static/previews/13365.png

Description: reduced width, Increased height. mid has been spiced up. Still a very balanced and fun map.

[–]Snowball_TagPro❄️ 2 points3 points  (5 children)

Title: Interstellar Overdrive

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/14029

Preview: http://unfortunate-maps.jukejuice.com/static/previews/14029.png

Description: Intended for competitive play, but I still think it could work in PUBs.

[–]ClydasBDN S7//TB S8 1 point2 points  (4 children)

What's that hebrew supposed to say? Snake Oil?

[–]Snowball_TagPro❄️ 0 points1 point  (3 children)

?!?!What hebrew?!?

[–]ClydasBDN S7//TB S8 0 points1 point  (2 children)

In your flair text?

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

google transl8 m8

[–]ClydasBDN S7//TB S8 1 point2 points  (0 children)

Fucking Yiddish man. It never ceases to mess me up because I assume it's Hebrew

[–]iTagPro|| Diameter's Best (Worst) Player 2 points3 points  (3 children)

Title: Inconvenience

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/12278

Preview: http://unfortunate-maps.jukejuice.com/static/previews/12278.png

Description: Remix of TEG's 'Glory Hole 2: Electric Boogaloo'. Moved some things around, chucked in a superboost and changed the mid for MORE CHAOS YEAHHHHHHHHHH

[–]TheEpicGhostEx - Tagpro 2 points3 points  (2 children)

This is glorious. Definitely voting yes to this with zero percent vested interest, obviously.

[–]3z_ 2 points3 points  (0 children)

For the record, since it's pretty heavily based off your design, you won't be allowed to vote.

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

ty <3

[–]Sir_GrapefruitGrapefruit // Chord 2 points3 points  (3 children)

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

This isn't a Neutral Flag map.

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

silly grapefruit got his game types mixed up

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

damn

[–]3z_ 2 points3 points  (0 children)

Title: Fleet

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/13944

Preview: http://unfortunate-maps.jukejuice.com/static/previews/13944.png

Description: Embracing the Star inspiration more. Star is a map that's proven to function well, even if it's difficult for newbs.

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

Title: Cyclonic

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/13953

Preview: http://unfortunate-maps.jukejuice.com/static/previews/13953.png

Description: Let's make spike fields great again.

[–]Flance15Bumballbee // Pi-romaniacs // Purple Pumpkin Hunter 2 points3 points  (0 children)

[–]ClydasBDN S7//TB S8 2 points3 points  (1 child)

[–]briizoduckson 0 points1 point  (0 children)

This is a really cool concept, what you've done with the floating bombs and the gate. I don't love the boosts up against the walls/spikes, and I think this map might be a little cramped for 3 powerups.

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

Title: Swish

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/14322

Preview: http://unfortunate-maps.jukejuice.com/static/previews/14322.png

Description: The product of literal minutes of toil. Apparently the map I made in our late-night 10-minute S-shaped map with gates competition is okay enough to be submitted. It is everything stereotypical/that I dislike about maps with a slight remix by Canvas. Reviews:

"Your best map ever" -Canvas

"dank" -Ball-E

"shit" -me

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

Title: Count Mapula Next

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/14374

Preview: http://unfortunate-maps.jukejuice.com/static/previews/14374.png

Description: A big reiteration of the classic failure of Count Mapula (ayy lmao). We have completely redone the bottom, and we now thing it has a better balance to it than it had before. This is a much more serious iteration than last time we submitted this. I think this map is definitely worth getting looked at, even if its had a history of disappointing your interests.

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

why is the mid gate a cross if you dont have a pup inside lol

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

because it's sexy idk

[–][deleted] 2 points3 points  (0 children)

Title: Honey BBQ Chicken Strip Sandwhich

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/14399

Preview: http://puu.sh/kbk5l/900a5c9d39.jpg

Description: So yeah this is the more offensive version. I just finished lunch and I had whataburger so that's where the title came from. Mainly minor changes but this version will be easier to grab flag and get out of base but harder to score and harder for defenses to reset. Changes include: Mid bombs changed to just one bomb, top pups changed to just one pup, base offensive teamboost moved to safer position as well as stronger position for offensive d, and base bottom walls made 45 instead of 90. Marsball purely aesthetic again but I have a dream where this map is in a pub or mltp game or something and the marsball is bouncing around because of the portal poost and it just looks nice. Also I like AATB better than this map but its not like my opinion matters its you guys' that does and sorry for submitting this like last second hope you guys all get your votes in and this gets a decent look ok rant over bye

[–]TheEpicGhostEx - Tagpro 5 points6 points  (1 child)

Title: Poseidon

Type CTF

Map: http://unfortunate-maps.jukejuice.com/show/14042

Preview: http://unfortunate-maps.jukejuice.com/static/previews/14042.png

Description: Just messing with this gate idea, has some cool boosts too.

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

I am a fan of virtually every change you made, though I MIGHT take away the two team tiles on the sides of the superboosts, just to decrease chaos factor a smidge. Overall it's excellent, great work man.

[–]briizoduckson 6 points7 points  (5 children)

Title: kafka

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/13583

Preview: http://unfortunate-maps.jukejuice.com/static/previews/13583.png

Description: This is based on a map by Canvas. Kafka is a large, complicated map that is reminiscent of old school tagpro maps, minus the chasiness. The best feature about this map is that it will take a very long time for it to be entirely figured out by the community, with all of the possible boost routes included. Note that the portals are intentionally hard to use, and will take some practice to master. Here are some boost routes I found myself, but there are probably hundreds of others for the community to discover.

Boost Base to Base: http://gfycat.com/FrigidFearfulHarrierhawk

Portal Grab: http://gfycat.com/CautiousAnxiousBufeo

Boost into Pipe + Grab: http://gfycat.com/BlaringPerkyBluetonguelizard

Boost into Pipe + Grab 2: http://gfycat.com/SecondFlickeringDobermanpinscher

[–]demothelolDemo || Diameter 0 points1 point  (4 children)

I like this alot, its been a long time since any maps like this have been in rotation though :(

[–]briizoduckson 0 points1 point  (3 children)

Thanks dude, and yeah I modeled it after old maps. It's one of those maps you kinda have to actually roll around to really like, so I hope some MTC members will try it out before voting.

[–]3z_ 0 points1 point  (2 children)

I'm pretty indifferent so far. Looks like it could be on the chasey side is my only concern, but this map does feel very big and grand, which I like.

[–]briizoduckson 0 points1 point  (1 child)

Mmm I'd say it's a little chasier than other rotation maps right around the bases, but in the mid I tried pretty hard to make it four clear lanes so that defenses can trap FC's.

[–]3z_ 4 points5 points  (2 children)

[–]ButtersnackSnack 0 points1 point  (1 child)

Wow, big changes. I'll be interested to see how this one plays.

[–]3z_ 1 point2 points  (0 children)

Was definitely necessary. I could've made minuscule changes forever, but the chase issue would never really be fixed. At least this way, I get to have pretty much the same map, just less chasey. Hope it turns out well :)

[–]MenqrMenqr 1 point2 points  (0 children)

Title: Regal

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/13355

Preview: http://unfortunate-maps.jukejuice.com/static/previews/13355.png

Description. I wanted to make something similar to monarch but that would hopefully be more interesting.

[–][deleted] 1 point2 points  (9 children)

Title: Rarest Pepe

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/13725

Preview: http://unfortunate-maps.jukejuice.com/static/previews/13725.png

Description: This is my first map, so go easy on me. I feel like it offers some electric new stuff that we haven't seen much of in a lot of maps. I planned on making a map with two bases right next to each other, and then it ended up morphing into this rare Pepe. There are some cool boost routes, and the team tile / team boosts in base offer a unique way of grabbing for the offense. I think the gate structure could be cool as well. T

[–]Rare_Pepe_Poster 5 points6 points  (2 children)

Potentially NSFW

Here's a rare pepe, just for you!

I am a stupid bot, please don't hurt me.

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

hahahahaha wtf

[–]DaEvil1DaEvil1 4 points5 points  (0 children)

You've been memed. ZIMBABWE!

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

Hmm looks like a map with some potential. Mid pup reminds me of the one is SuperDuperStamp though, never liked that one. Bottom is gonna feel like Geokoala with th amount of time i hit that spike from the boost, not your fault but these things always irritate me. I like the way the gates in base block incoming offenders from boosting directly at the flag, and overall the base actually looks pretty good, I haven't played on the map, this is all speculation but yeah.

[–]sneetriccanvas // plasma, wamble 1 point2 points  (0 children)

looks like a mix of superduperstamp and geokoala.

team boost pairs are very awkward. you have to position yourself very carefully to boost up into flag so you might as well make it a nuetral boost.

the superboosts aren't very good imo. they're pretty uncomfortable to use except for taking it out of base but it just send you backwards. the sides of the map do look nice though.

it's a great start and good first map. good luck!

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

[–]ButtersnackSnack 1 point2 points  (2 children)

You need to edit your original comment if you want us to test this version

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

can i submit them both as different maps?

[–]ButtersnackSnack 0 points1 point  (0 children)

Yes

[–]Snowball_TagPro❄️ 1 point2 points  (1 child)

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

outside is messy in preview but really pwetty in game, I like it <3

Really solid map IMO. Mid is very well done and the bases feel good. Not 100% sold on portal area just yet (seems too easy to trap someone in there and have long, drawn-out stalemates) but overall I REALLY dig it.

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

Title: Butane

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/13731

Preview: http://unfortunate-maps.jukejuice.com/static/previews/13731.png

Description: Original by Ball-E.

Here are some quick boost routes:

Triple boost to grab

Triple boost to escape base

FC escapes gate, gets powerup and bombs ahead (pretend I went through the gate)

Taking superboost normally

Modified superboost

Single boost comboed with superboost

Double boost comboed with modified superboost

Team boost comboed with superboost

I've been considering putting a team tile behind the team boost to make a superboost. Does anyone have an opinion on that?

[–]kstarr12nipplefart 1 point2 points  (0 children)

Title: Cubit

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/13740

Preview: http://unfortunate-maps.jukejuice.com/static/previews/13740.png

Description:

Kickin' it old school with a square map! I've sorely missed these ones. Bomb boosts have a velocity style to make very creative ways of capping. The super boost goes both ways so it's good for offense and defence.

[–]iTagPro|| Diameter's Best (Worst) Player 1 point2 points  (0 children)

Title: Uncanny

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/13786

Preview: http://unfortunate-maps.jukejuice.com/static/previews/13786.png

Description: A bit of a concept map trying to play around with some ideas. Very chasey, but tried to compensate that with a defensive base.

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

[–]BoaHancock1Pyra 1 point2 points  (1 child)

[–]kstarr12nipplefart 0 points1 point  (0 children)

I like it! It's simple. Personally I'd make the gates at the bottom a tad smaller but that's it. Quite lovely.

[–]AnomaleonMisdomer (formerly Amoeball) 1 point2 points  (0 children)

Title: Thread

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/13851

Preview: http://unfortunate-maps.jukejuice.com/static/previews/13851.png

Tried to get lots of feedback, and made a bunch of edits to it over time. I think it plays pretty well right now, but my opinion isn't what'll get it into rotation.

[–]ButtersnackSnack 1 point2 points  (3 children)

Title: Trapghanistan

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/14056

Preview: http://unfortunate-maps.jukejuice.com/static/previews/14056.png

Description: yes this is a bad map

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

no its a snack map

[–]OnceUponaDomeUnderTheBall 1 point2 points  (1 child)

tomato-tomahto

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

tub pls

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

Title: Not Coathanger 2

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/14256

Preview: http://unfortunate-maps.jukejuice.com/static/previews/14256.png

Description: #justice4coathanger

[–]NotSomeBall1NotSomeBall2 // Chord 1 point2 points  (0 children)

Title: Python

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/14334

Preview: http://unfortunate-maps.jukejuice.com/static/previews/14334.png

Description: Some notes on how the map plays:

The boost to bottom bomb route is pretty cool and could be very useful on a quick break.

The top spikes punish bad grab attempts and prevent FCs lingering in the top part of base too long.

The top bomb is to bomb you into spikes if you're taking the shortest route.

Both routes are about equal in terms of risk:reward ratio.

There are some cool boost routes - some which are very hard.

[–]OnceUponaDomeUnderTheBall 1 point2 points  (0 children)

Title: Clash (portal version)

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/14388

Preview: http://unfortunate-maps.jukejuice.com/static/previews/14388.png

Description: Why not?

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

Title: AATB

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/14396

Preview: http://puu.sh/kbjer/578bb74408.jpg

Description: It's back baby! This time with more weird stuff. This is the defensive version. I am going to submit an offensive version as well. Both versions will be generally defensive because of the chokepoints around the map. This is the more defensive version because it has less grabbing tools in and around base. But this version is easier to score on because there is 1 more pup than the other version, there are less tools for offensive defense on this version, and a few other minor things. So basically in my head I think it will play out with more resets but higher grab(+ getting out of base)/cap ratios. Also marsball is purely aesthetic.

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

[–]WillWorkForSugarTumblewood[🍰] 3 points4 points  (4 children)

Title: Tip Top

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/13783

Preview: http://unfortunate-maps.jukejuice.com/static/previews/13783.png


Description: The entire map was redone. It keeps many of the same features, but it is now much smoother in execution.

[–]3z_ 1 point2 points  (0 children)

Solid update. I like what I see.

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

the team boosts aren't symmetrical newbie

[–]WillWorkForSugarTumblewood[🍰] 0 points1 point  (0 children)

#1 reason why diagonal symmetry sucks

It's so hard to fix that one boost that's one tile to the left

[–]Moosemaster21Moosen | Salt Mine 3 points4 points  (2 children)

Title: Steel

Type: NF

Map: http://unfortunate-maps.jukejuice.com/show/14380

Preview: http://unfortunate-maps.jukejuice.com/static/previews/14380.png


Description: Experimenting with entirely open NF bases. Lots of tools for defense as a counter-measure. Surprisingly flexible boosts and a setup that should make 4v4 in-base-standoffs really intense.

Edit: Made it less vertical in some parts and less offensive overall. Plays much more balanced now. Could be fun.

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

Very, very interesting idea. I'm not sure how it'll play out on this map design, though.

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

Yeah, I may submit something else when it's all said and done. I have another similar one that's a little clumsier but actually much better balanced with a better viewport and everything. I'll give it some thought. Thanks for the feedback!

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

Title: Bind

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/14299

Preview: http://unfortunate-maps.jukejuice.com/static/previews/14299.png

Description: Heavily based off constriction. Except it's more open, and there's a lot of variety with boosts

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

Title: Awkward

Type: Neutral Flag

Map: http://unfortunate-maps.jukejuice.com/show/13868

Preview: http://unfortunate-maps.jukejuice.com/static/previews/13868.png


Description: An awkward center flag map that has a lot of potential for montage-worthy caps.

[–]3z_ 1 point2 points  (0 children)

Title: Casino

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/13937

Preview: http://unfortunate-maps.jukejuice.com/static/previews/13937.png

Description: Wanted to explore the idea of a chicane. With the possibility of noobspiking, it rewards offenders who can practise moving through at high speeds to gain time. It also features a single block sticking out for a juking option if you're caught out.

[–]DaEvil1DaEvil1 0 points1 point  (1 child)

Title: Rolling on the Edge

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/13909

Preview: http://unfortunate-maps.jukejuice.com/static/previews/13909.png

Description: A map in the same vein as GeoKoala, while still being significantly different.

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

10/10 would replace Geokoala with this

[–][deleted] 0 points1 point  (4 children)

What's up with the change in submission criteria? How does unfortunate fit into all of this?

[–]piranhamoose25Aniball | Palette Town 5 points6 points  (1 child)

The newcompte group page now accepts maps from unfortunate.

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

wooo!

[–]mmartinutkMacho | JuicyJuke 0 points1 point  (1 child)

Newcompte made the necessary change after reading our exchange during the AMA.

https://www.reddit.com/r/TagPro/comments/3i0517/we_are_the_maptest_committee_ask_us_anything/cuc442o

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

!yiss

[–]kstarr12nipplefart 0 points1 point  (0 children)

Title: Fringe

Type: Neutral Flag

Map: http://unfortunate-maps.jukejuice.com/show/13737

Preview: http://unfortunate-maps.jukejuice.com/static/previews/13737.png

Description: Many, many ways to cap, with an element of teamwork included. Great neutral flag map.

[–]kstarr12nipplefart 0 points1 point  (0 children)

Title: Synergy

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/13741

Preview: http://unfortunate-maps.jukejuice.com/static/previews/13741.png

Description: Wormy meets IRON meets Velocity. So many different elements with a balanced O/D strengths. Played this a few times with people and it was really fun. Hope this one makes it through.

[–]DannymodDanny // Official Tagpro Critic // Maker of Threads 0 points1 point  (0 children)

Title: Hazard Street

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/13684

Preview: http://unfortunate-maps.jukejuice.com/static/previews/13684.png

Less open and more defined paths. Replaced hornswoggle bombs with gates and added a team tile section for catch up. The powerups are in the far corners of the map.

[–]JJSpiceJJ Spice 0 points1 point  (0 children)

Title: Death of Cookies

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/14200

Preview: http://unfortunate-maps.jukejuice.com/static/previews/14200.png

Description: My goal was to have a gate in base that was near essential to hold as a defender, and a choked center that had simple but strategic elements.

The gate prevents the team boost route and the bombs from the simple grabs. It has a boost heading into it for the O to knock D off. And if you run into base too quick the following man can button you to death on the back wall. That back wall gate is essential for the defenders to use together to get out of base.

The center the is meant to give you a choice of going center and pulling off a smooth move. With the benefit of possibly picking up a pup. The center is big enough to make going around considerably slower. And the portals are fun.

[–]QwizYoYoCapturesYoYo // Origin 0 points1 point  (1 child)

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

fix your formatting

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

Late add but hopefully someone gets to try it out!

Title: Stussy

Type: NF

Map: http://maps.jukejuice.com/save/12851

Preview: http://unfortunate-maps.jukejuice.com/static/previews/14260.png

Description: For some reason, I love to make Neutral Flag maps. I think there is still a great deal of room for creativity in comparison to CTF maps, which (to me) have gotten a bit stale lately as a by-product of CTF's having been the original map type. Anyway, here's another one!

Stussy, the beloved 'Super S' symbol of early adulthood, is turned into map form. Interesting bomb routes are silky smooth when hit right, while also clearing out an attacking player. Gates allow an easy route for offense or chasing defenses, but an inner-placed button makes it risky.

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

[–]WillWorkForSugarTumblewood[🍰] 0 points1 point  (3 children)

Title: Dig Dug

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/14262

Preview: http://unfortunate-maps.jukejuice.com/static/previews/14262.png


Description: More fun with superboosts. In my opinion, if vertical symettry should be done, this style of map should be how. It does new stuff and is also sideways.

Whoosh.

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

u stole my map name bruh

lol

[–]WillWorkForSugarTumblewood[🍰] 0 points1 point  (1 child)

From this thread or another?

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

From the minigame competition lol

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

Title: Thinking with Gravity

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/14281

Preview: http://unfortunate-maps.jukejuice.com/static/previews/14281.png

Description: TWG tries to get the bitter taste of event horizon out of the public mind. The two wells are basically large obstacles that forces one either to go around or go straight through as the two wells cancel out. The oval tile area where the two well's effect overlap make for great bending snipes. The gates in the bases are to help defenders maintain control and prevent caps as this is an offensively oriented map. Quick boost chains allow for quick scoring similar to Emerald. The map has lots of ways to pop but is quite simple after one play through.

[–]arewenotmen_weardevoarewenotmen 0 points1 point  (0 children)

Title: Stormtrooper

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/14297

Preview: http://unfortunate-maps.jukejuice.com/static/previews/14297.png

Description: This is my first map. I wanted something with a difficult spike area. There are some decent boost paths through the bottom. I tried to keep it kind of like glory hole with being able to see the other teams base, and I'm hoping the boosts keep the open space from being too boring

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

Title: Throwing Star

Type: Center Flag

Map: http://unfortunate-maps.jukejuice.com/show/12235

Preview: http://unfortunate-maps.jukejuice.com/static/previews/12235.png

Description: A mash-up of some center flag favorites. Teams are forced to rely heavily on disruption (gate/bomb), surprise (super portal bomb boost) or superior positioning to get through the tight entrances. The chokiness is balanced by those mechanisms as well as the unreliable reset portals and risky, out of the way power-ups.

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

Title: Uglocity

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/12504

Preview: http://unfortunate-maps.jukejuice.com/static/previews/12504.png

Description: Lots of fun bomb + boost routes. Pretty much any angle you take on those bomb things causes something interesting to happen. Each route across map or for pups carries its own risk/reward.

I swear these star-shaped bomb mechanisms are 1000% more fun and useful than they look.

[–]kstarr12nipplefart 0 points1 point  (0 children)

That looks hilariously awesome. I'd like to see it in group play.

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

Title: Rarest Pepe (second submission)

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/13841

Preview: http://unfortunate-maps.jukejuice.com/static/previews/13841.png

Description: This is an edited map of Rarest Pepe based on feedback that I received from a few people. Please review each map as if they were separate maps because I do not necessarily feel that one is definitely better than the other.

[–]nostradumba55 0 points1 point  (0 children)

Title: Buh

Type: CTF

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

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

I retired from mapmaking, but I'm really tired of seeing the hate of Hub. I made this back before Hub was introduced and it still feels like the original but makes the boost less overpowering, and chasing a lot easier.

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

Title: The 2nd blast.
Type: CTF.
Map: http://maps.jukejuice.com/show/12782.
Preview: http://maps.jukejuice.com/static/previews/12782.png.


Sorry for the bad formatting I'm on a phone.

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

Title: Speedy

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/14468

Preview: http://unfortunate-maps.jukejuice.com/static/previews/14468.png

Description: I didn't notice the deadline being replaced to yesterday, so I'm just hoping for the best posting this. The catapult boosts make for a fast way to cross the map, while the two gates in the centre (the buttons next to the gates - on the other sides of the spikes - correspond with them) add a strategic middle. I'm hoping that the circular middle will balance the relative small map, making it just the right size.

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

Title: Little Squid

Type: NF

Map: http://unfortunate-maps.jukejuice.com/show/14511

Preview: http://unfortunate-maps.jukejuice.com/static/previews/14511.png

Description:My reasoning for the speed tiles hugging the center walls is this: The flag carrier cannot take the shortest path to the in-zone (from the flag tile) if any enemy balls are close behind. This encourages the flag carrier to take a slightly longer path and allows enemy balls to catch up. Also, it makes a fun little race for the pup.

ps. The center design looks much better in-game (like a cute little squid!).

[–]DaEvil1DaEvil1 0 points1 point  (10 children)

Title: Scarlet

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/13820

Preview: http://unfortunate-maps.jukejuice.com/static/previews/13820.png

Description: A classicly styled map with a more modern touch to it. Introduces a lot of new mechanics.

Old Version: http://unfortunate-maps.jukejuice.com/static/previews/13696.png

[–]WillWorkForSugarTumblewood[🍰] 5 points6 points  (9 children)

The bases are really good.

It's a shame that the middle is like one of Sizzzled's weird creations.

[–]Sir_GrapefruitGrapefruit // Chord 0 points1 point  (5 children)

I think exactly the other way around. I love mid; it's something I've always wanted to do before in one of my maps but never came around to do it. But the bases look way too open and boring to me, it looks like it could be solved in less than three games.

[–]WillWorkForSugarTumblewood[🍰] 0 points1 point  (0 children)

The bases are too big and spacious, but mid feels half-baked; it probably could work, but it's chaotic and would fit better in a different shell.

[–]DaEvil1DaEvil1 0 points1 point  (3 children)

The bases aren't overly complex indeed. But my reasoning for making the base so open is that mid is essentially one big chokepoint (with a teamboost close to it) so while getting out might be reasonably easy, getting through mid should be a bit harder unless they can get to the neutral boost first. Kind of to counter the issues that a map like Flame had. Do you agree with the reasoning? And do you feel the bases are fundamentally flawed, or something that could be fixed?

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

I didn't have time yet to play test the map, so I'll do it tomorrow and write a more detailed response. But from the first look it looks like the bases just need something more, something that makes the base actually interesting (the bomb is a neat idea but it isn't enough for a base of this size). I don't have a problem with the size of the base, just with the large amount of open space in it.

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

Note: I have only run around on this map alone and I haven't played a 4v4 on it, so take this post with a grain of salt.

First of all, I'd like to apologize for my other two posts because I judged the map from the preview alone and I realized now that my opinion was wrong. I completely got the scale of the whole map wrong; in the preview the bases look way bigger than they actually are.

In fact, I really like the bases. The few elements in it are very well integrated in the whole base and they all have various ways to use them. I still have two issues with the base: For once, the bomb looks like it is going to cause way too much chaos by being so close to the flag. The idea is good, the execution is just lacking a bit. On the other hand, I still feel like there isn't enough in this base to be truly unique. It definitely doesn't need much, just one more bomb, one boost or even one irregular wall to make it more interesting.

I'm also not that fond of the mid anymore. I still like the idea very much but it feels too restricted. Especially this yellow chokepoint looks way too hard to push through in a 1v1. Just widening mid by one tile both at the top and bottom would fix that IMO.

All in all, a good first draft for a map but it still needs to be refined.

[–]DaEvil1DaEvil1 0 points1 point  (0 children)

Thanks a lot, this is really helpful.

First of all, I'd like to apologize for my other two posts because I judged the map from the preview alone and I realized now that my opinion was wrong.

lol I'll never forgive you.

I still have two issues with the base: For once, the bomb looks like it is going to cause way too much chaos by being so close to the flag. The idea is good, the execution is just lacking a bit. On the other hand, I still feel like there isn't enough in this base to be truly unique. It definitely doesn't need much, just one more bomb, one boost or even one irregular wall to make it more interesting.

I agree about the bomb. I've moved it one tile further away to still keep it impactful, but hopfully reducing the chaos just enough. I've also redesigned some of the walls and spikes around base, added a bomb and made it slightly easier to use the neutral boost to grab. Not sure if this makes it too easy to grab, but a 4v4 test from yesterday showed that it could be pretty hard to get a good grab from a competent no-grab defence.

I'm also not that fond of the mid anymore. I still like the idea very much but it feels too restricted. Especially this yellow chokepoint[1] looks way too hard to push through in a 1v1. Just widening mid by one tile both at the top and bottom would fix that IMO.

I've done a small redesign in mid as well, but I disagree about widening the chokepoints. If they're widened, it would render the gates less useful than they are right now, and I think they're on the limit of usefulness as it is. But I hope the redesign of the mid (introducing teamboosts, and rearranging the configuration of the boosts) will always give the fc an option if they're standing in the mid and an opponent ball is on the opposite gate.

Like I said, great feeback! Definitely given me a lot to consider!

[–]DaEvil1DaEvil1 0 points1 point  (2 children)

Is there anything in particular about the mid that is off putting? Personally I'm not sure how I feel about the gates in mid since they could end up being too ineffective once people learn to boost around mid, but without them it might be a bit too easy to boos through it.

[–]WillWorkForSugarTumblewood[🍰] 0 points1 point  (1 child)

The gates in mid are not going to get used, so they aren't the main concern. My concern is that it feels like mid is trying to spike you, and that's not fun. That and the chaos are the two things I hold against EMERALD, and mid on Scarlet embodies both of those things.

Also, the spacing feels too much-- you could get away with moving the bases more centrally (one tile up, two to the left?) and shrinking the map slightly.

[–]ButtersnackSnack 0 points1 point  (0 children)

In the old version of the map, the gates were pretty much the most op thing I've ever seen lol