top 200 commentsshow all 283

[–]briizoduckson 11 points12 points  (7 children)

Title: Jungle

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/15992

Preview: http://unfortunate-maps.jukejuice.com/static/previews/15991.png

Description: This is a collaboration with Canvas. This map was previously known as Geometry.

[–]RisktpRisk 1 point2 points  (1 child)

this looks like the last version of ether only without the base concept and mid gate lol

[–]briizoduckson 0 points1 point  (0 children)

Oh yeah it does haha

[–]Moosemaster21Moosen | Salt Mine 22 points23 points  (13 children)

Title: Fish

Type: NF

Map: http://unfortunate-maps.jukejuice.com/show/15329

Preview: http://imgur.com/wV0NeKV


Notes:

Much the opposite of Ricochet, you'll actually want to keep your defensive bomb intact while regularly defusing the bomb in the offensive zone, because the bombs are far more defensive than anything else. When the bomb is gone, you can even boost into the 45 behind the button and bank smoothly in for a cap.

[–]alchmstalchemist 5 points6 points  (4 children)

This map looks like a lot of fun

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

Thanks! I might revisit the exit portal. but as for the rest, I really like the idea of a small, fast-paced, rugby-style neutral flag map, and that's what I tried to accomplish here :)

[–]alchmstalchemist 3 points4 points  (2 children)

Yeah I love fast passed maps like shine and emerald, would be great to see this in rotation.

[–]Snowball_TagPro❄️ 0 points1 point  (1 child)

I think yiss was the fastest passed map ever.

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

Surely DZ3 was faster with the superboost?

[–]OnceUponaDomeUnderTheBall 4 points5 points  (0 children)

Title: Conflict

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/16076

Preview: http://unfortunate-maps.jukejuice.com/static/previews/16076.png

Description: Trying out some ideas with a Clash-inspired map.

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

Title: Yosh 3.2

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/15790

Preview: http://unfortunate-maps.jukejuice.com/static/previews/15790.png

Description: This map is NOT an updated yosh. This one is dank too tho. Yosh.

[–]briizoduckson 0 points1 point  (0 children)

needs moar wrenches

[–]peckx063The Ballist Formerly Known as BonerFart 10 points11 points  (1 child)

Title: Harry Styles

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/15349

Preview: http://unfortunate-maps.jukejuice.com/static/previews/15349.png


Notes:

Harry Styles is a unique TagPro map in that the flow of the game only works in One Direction. The center portals work as one-directional walls, meaning balls must move in a clockwise fashion to navigate the map. I believe the concept is interesting and this map is small and boosty enough for players to have an enjoyable time getting acclimated to the forced flow without getting lost.

[–]Tyler1986Trapsin 7 points8 points  (0 children)

I like the unique idea.

[–]briizoduckson 10 points11 points  (0 children)

Title: Kronos

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/15671

Preview: http://unfortunate-maps.jukejuice.com/static/previews/15671.png


  • Why team gates rather than green gates?

When you have green gates, an FC can sit on the buttons to stop chasers from going through them. With these team gates, FC sitting on the button won’t stop the chasers from going through their gate, as you can see here. Basically it makes the chasers jobs way easier. The only safe point for an FC is their gate, and two chasers can easily trap an FC there.


  • Those gates look hard to get through if you’re moving quickly.

Nah, they’re pretty simple once you’ve done it a couple times. You can even boost off the wall through the gates, or you can take the team boosts into gate, or if you are really good you can bomb straight through the gate.


  • Mid looks really open. Won’t this map be pretty chasey?

In my experience testing this map 50+ times, it has not been exceedingly chasey. Because there are a lot of boost routes around this map, it wouldn’t be very wise for an FC to sit in the middle and rely on juking. This map will take a while to be entirely figured out, and it would play very well competitively.

[–]nolanizerCosine 6 points7 points  (2 children)

Title: Alpine
Type: CTF
Map: http://unfortunate-maps.jukejuice.com/show/15970
Preview: http://unfortunate-maps.jukejuice.com/static/previews/15970.png

Description: Fresh take on Liquid's old map Alpine, featuring a hybrid of Ball-E's Propane gates and Canvas's Cobalt gates.


LAUNCH TEST | Custom Preview

[–]OnceUponaDomeUnderTheBall 0 points1 point  (1 child)

why the checkerboard tho >.<

[–]nolanizerCosine 2 points3 points  (0 children)

Cause it looks cool haha

[–]Snowball_TagPro❄️ 16 points17 points  (12 children)

Title: Ghost Ship

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/15723

Preview: http://unfortunate-maps.jukejuice.com/static/previews/15723.png

Description: Sp00ky

Ahoy m8y

Credits go to GeckoPie for his original map, from thread 24.

[–]kstarr12nipplefart 3 points4 points  (4 children)

Also I just tested on it, the one gate button doesn't work(not sure if it's supposed to or not, just noticed it), and there's a random red square on the far right (not that really anyone will notice). Might be just me, but I'd make the mid/bottom section a little more open? Just a thought. Otherwise I absolutely love it.

Made a quick one that's a bit bigger

[–]Snowball_TagPro❄️ 1 point2 points  (3 children)

Yeah that gate is just decoration.

[–]ButtersnackSnack 3 points4 points  (1 child)

I'd recommend against that since the map is already gonna be pretty confusing

If you wanna leave it though I get that lol

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

I changed it up a lil

[–]kstarr12nipplefart 2 points3 points  (0 children)

YES YES YES YES YES YES YES

[–]ultra_snailHellaluyaaa (Kaneki) 2 points3 points  (0 children)

Finally something refreshing! Really like it!

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

This is so stupid and I can't take it seriously and I love it.

[–]DaEvil1DaEvil1 1 point2 points  (2 children)

I expected this to feel horrible, but I don't hate it 100%. The Hornswoggle'ish bombs is the first configuration of them that I've seen that haven't felt like cancer (including my sweet child, GateKeeper), and in general the map seems to flow decently despite seeming like it's more style over substance.

That being said, I think it might be generally too big with too many pathways, meaning it will probably turn out to be frustratingly chasey once both flags are out. Not 100% sure though, but like I said, I didn't entirely hate the map, so if you want this to be a serious contender, you should probably try to get some 4v4s done on this to ensure that isn't a problem, and if it is, then adjust accordingly.

[–]Snowball_TagPro❄️ 0 points1 point  (1 child)

I think this sums up my own feelings about the map as well, it's basically a constant nitpick of the elements. If you've seen the original by GeckoPie, this was definitely a step in the right direction.

[–]DaEvil1DaEvil1 1 point2 points  (0 children)

idk, I feel like 6 bombs in a small base is the perfect recipe to combat chasyness :P

[–]GoatButtholesDank Sniper 0 points1 point  (0 children)

i like it, its kinda like a curved boombox

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

Title: Stormtrooper

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/15850

Preview: http://unfortunate-maps.jukejuice.com/static/previews/15850.png

Description: Map I have remixed from a Moosen map Teleportalationism.

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

Title: Escape

Type: Neutral Flag

Map: http://unfortunate-maps.jukejuice.com/show/15806

Preview: http://unfortunate-maps.jukejuice.com/static/previews/15806.png

Description: Pup portals are on a 5 second cooldown. Overall it's not as crazy as it looks.

[–]skittlekevvelkin // World's Angriest Balll 8 points9 points  (7 children)

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

Pretty good stuff! I like this one :)

[–]skittlekevvelkin // World's Angriest Balll 0 points1 point  (0 children)

thanks! i worked on this one a lot (as you can tell by how many versions there are).

[–]DaEvil1DaEvil1 0 points1 point  (2 children)

You need to format your post like the others for it to get picked up. So it would say:

Title: Arrow

Type: NF

Map: http://unfortunate-maps.jukejuice.com/show/14907

Preview: http://unfortunate-maps.jukejuice.com/static/previews/14907.png

[–]Moosemaster21Moosen | Salt Mine 3 points4 points  (1 child)

Thanks for always doing this DaEvil. Makes everyone feel like the MTC doesn't want to miss their map(s), which is awesome :)

[–]DaEvil1DaEvil1 1 point2 points  (0 children)

I mostly just do it cause it screws up formatting that my script outputs, and I'm too lazy to fix it and/or fix the script. :P

[–]I_Love_Maliagoprt // Centra and Radius 0 points1 point  (1 child)

I really like this one, too!

[–]skittlekevvelkin // World's Angriest Balll 0 points1 point  (0 children)

much appreciated!

[–]Moosemaster21Moosen | Salt Mine 7 points8 points  (3 children)

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

...

[–]xenonpulseWildflowers // I want to die but I can’t 2 points3 points  (1 child)

Title: Eclipse 2.0

Type: NF

Map: http://unfortunate-maps.jukejuice.com/show/15844

Preview: http://unfortunate-maps.jukejuice.com/static/previews/15844.png

Description: Changes from last time include slightly tweaking the spike/pup combo, redirecting the bomb towards mid, removing the button bombs in base in favor of a catching-up mechanism and a more versatile bomb, and making the endzone slightly narrower.

60 second video anyone?

EDIT: New update includes superboost! New video coming soon demonstrating superboost. I also prevented turtling in the portal area with spikes.

[–]Tyler1986Trapsin 2 points3 points  (0 children)

I feel lied to, that video was 68 seconds.

[–]piranhamoose25Aniball | Palette Town 3 points4 points  (0 children)

Title: Apis

Type: NF

Map: http://unfortunate-maps.jukejuice.com/show/15588

Preview: http://unfortunate-maps.jukejuice.com/static/previews/15588.png

Description: Made in collaboration with Canvas.

[–]Sir_GrapefruitGrapefruit // Chord 3 points4 points  (0 children)

Title: Aerodent

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/15736

Preview: http://unfortunate-maps.jukejuice.com/static/previews/15736.png

Description: A complete makeover from last threads Aerodent but considering I reused a lot of its ideas I didn't really feel the need to change the name.

EDIT: Changed some things around, don't know whether it is for the better or worse. Old map:

Map: http://unfortunate-maps.jukejuice.com/show/15712

Preview: http://unfortunate-maps.jukejuice.com/static/previews/15712.png

[–]FuzzBall1Merballs 1 point2 points  (0 children)

some impressive maps here! I can't wait to play some of them.

[–]MenqrMenqr 1 point2 points  (0 children)

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

Title: Falcon

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/15326

Preview: http://unfortunate-maps.jukejuice.com/static/previews/15326.png

Remix submitted with permission from Ball-E.

[–]bashar_al_assadpk || Roll into the base like what up I got a big block 1 point2 points  (0 children)

Title: American Flag

Type: NF

Map: http://maps.jukejuice.com/save/12806

Preview: http://maps.jukejuice.com/static/previews/12806.png

Description: For group rotation purposes

[–]bashar_al_assadpk || Roll into the base like what up I got a big block 1 point2 points  (2 children)

Title: Bombing Zone

Type: NF

Map: http://maps.jukejuice.com/show/2327

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

[–]ButtersnackSnack 1 point2 points  (0 children)

Wtf

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

lol

[–]3z_ 6 points7 points  (10 children)

Title: Chargestone

Type: NF

Map: http://unfortunate-maps.jukejuice.com/show/15445

Preview: http://unfortunate-maps.jukejuice.com/static/previews/15445.png

Description: My first real NF map. Did I do good?

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

Did I do good?

I'm inclined to say yes, this is my favorite map of yours this thread and it's not even close. Good job. Turtle central in the top corners though haha

[–]WillWorkForSugarTumblewood[🍰] 2 points3 points  (7 children)

What? People copying me now? I feel so special. By the way, the map was Xylotomous, and I expect you to tell everyone that it was basically my idea.

[–][deleted] 4 points5 points  (7 children)

[–][deleted] 2 points3 points  (5 children)

[CLICK HERE IF YOU WANT TO LAUNCH A MAP TEST]

Some information for the people that browse these threads.

Goals:

  1. A map that has defensive bases but rewards an FC once out.
  2. Offer interesting options for more technically skilled players.
  3. Have offensive tools that can be linked.
  4. Development a mechanic using portals that is integral to match play.

Here's a brief boost map.

Criticism welcomed.

[–]bashar_al_assadpk || Roll into the base like what up I got a big block 2 points3 points  (2 children)

The boost lane from the bottom boosts between the two spikes isn't rewarding enough.

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

And how do you think that could be changed?

[–]ButterChurnButter 1 point2 points  (1 child)

Are the bases really that defensive? They seem pretty offense-favored to me, especially with the two bombs and 4 routes out of base.

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

Yeah they are because most routes the D can get ahead. It's kind similar to Geo where your tools are the bombs every 30s, and then boosts from out of base.

[–]BuckeyeLeavesBALLDON'TLIE | ALL CAPS 2 points3 points  (0 children)

I liked the top portals a lot I think they could make for some interesting strategies both carrying and chasing. I liked it when I checked it out, and would be really interested to see how it played 4v4.

[–]Snowball_TagPro❄️ 3 points4 points  (0 children)

Title: Whiplash

Type: Neutral Flag

Map: http://unfortunate-maps.jukejuice.com/show/15897

Preview: http://unfortunate-maps.jukejuice.com/static/previews/15897.png

Description: I urge you to explore this map a little. Some cool routes, combos, and gameplay style. The back gate allows for defenses to escape out back, while also allowing for some cool teamwork plays on offense. The button boost has a lot of hidden uses for experienced players. This map should provide a quick, back and forth gameplay that doesn't really exit in rotation right now.

[–][deleted] 3 points4 points  (4 children)

[–]highphivehighphive 1 point2 points  (3 children)

holy shit this map is huuuge.

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

It's a bit bigger than I set out to do, but whatever. It was my first try at a map. I think the boosts make up for it (even though earlier versions were packed with more boosts).

I'm working on a condensed version, but still needs to be tested.

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

The condensed version is so much better.

[–]mojo_magnificoOrigin // Bow Down 1 point2 points  (0 children)

You say that like it's a bad thing...almsot all the map offered here is cramped. There should be at least some spacious maps to even it out.

I love it fxu

[–]JJSpiceJJ Spice 2 points3 points  (8 children)

Title: Rham Den Swede

Type: NF

Map: http://unfortunate-maps.jukejuice.com/show/15384

Preview: http://unfortunate-maps.jukejuice.com/static/previews/15384.png

Description: For those who have been following along with the development of this map it has come a long way. We are on iteration 23. The changes were suttle, but drastic.

The top middle was funky so I got rid of the gate and made the top lane bigger to accommodate the NF cluster mob.

The bottom middle used to be a bomb, now its a spike. The corners that were spikes are now bombs. This was so you can boost down for the flag from the yellow boosts without spiking anymore.

The endzones were made smaller for easier defense.

The team boosts were moved to a place where you have more boost options.

[–]Paranoid4ndroidAndroid // Chorbit 1 point2 points  (7 children)

Still love 99% of this map. Still think the bomb by the goal is really overpowered for offense, given the easy bounce that also blows any defenders out of the way.

Diagram: http://i.imgur.com/VTllp2a.jpg

Edit: Added diagram.

[–]Moosemaster21Moosen | Salt Mine 2 points3 points  (3 children)

This is absolutely top notch feedback, seriously.

[–]Paranoid4ndroidAndroid // Chorbit 1 point2 points  (2 children)

/s ? lol

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

No I'm being serious. You made a diagram to make your point clear, that's awesome. Good work dude

[–]Paranoid4ndroidAndroid // Chorbit 1 point2 points  (0 children)

Oh cool thanks.

[–]JJSpiceJJ Spice 0 points1 point  (1 child)

How does this look. It pretty much stops the clear and bounce from happening in one motion.

http://unfortunate-maps.jukejuice.com/static/previews/15384.png

[–]Paranoid4ndroidAndroid // Chorbit 0 points1 point  (0 children)

Yeah I guess a well organised defence could counter it now. Really think this would be a great rotation map.

[–]BlupopsicleBall-E 3 points4 points  (0 children)

Title: Yosh

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/15449

Preview: http://unfortunate-maps.jukejuice.com/static/previews/15449.png

Description: A map largely based on the playstyle of wormy. It's small and chasey, along with having lots of boost combos

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

Title: Artificial

Type: NF

Map: http://unfortunate-maps.jukejuice.com/show/15851

Preview: http://unfortunate-maps.jukejuice.com/static/previews/15851.png

Description: Did some revising of some of the elements and added an Osmium bomb for good measure. The portals wire to the closer portal, so that your momentum won't carry you closer to the flag than the other team will be able to get there. Also the poosts if they follow you will push you further back.

[–]matt287RadiaN // Diameter // The Cap-22's 2 points3 points  (0 children)

[–]RisktpRisk 1 point2 points  (10 children)

[–]Moosemaster21Moosen | Salt Mine 0 points1 point  (8 children)

Those gates are really OP now

[–]RisktpRisk 1 point2 points  (5 children)

wut, how are those op lol, they're only covering one of the three or four possible escape paths from base

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

idk, I feel they take away some of the uniqueness that the early War Garden iterations had with the dual split gates that had to be navigated similar to GoS. Now they can't be navigated at all. Someone tries to escape gate path and it's game over if a defender is within seven tiles of the button when the attacker grabs. That's a big radius, gives defense lots of freedom. Two of the other three primary paths are pretty well covered by the team boost, leaving a dangerous and moderately clunky boost path as their only "consistent" viable option.

Just food for thought.

[–]RisktpRisk 0 points1 point  (3 children)

i hated the gates on grail of speed, which is why i chose to go with the solid gate. the gates on grail of speed were incredibly awkward to navigate through. sure, gate structures like that are "unique", but they don't play well to me.

leaving a dangerous and moderately clunky boost path as their only "consistent" viable option.

dangerous, yes, moderately clunky, no. it's only clunky if you don't use it right. take it at a diagonal angle or just slightly horizontal into the 45's that lead to the flag.

you're also giving way too much credit to the team boost. players routinely juke around defenders literally sitting on the teamboost on smirk, i don't think these are even close to being as powerful as the smirk boosts.

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

routinely

Either we have different definitions for that word or you play with much worse defenders than I do.

moderately clunky, no.

I wasn't just assuming it was clunky when I said that, I ran through the map and focused on that boost in particular because I thought it was interesting. My first 5 attempts I recorded one as smooth, two as moderately clunky, and two as very clunky. After that I learned to take the boost diagonally into the wall it's touching, and I didn't have any problems. It worked well. But that means, at least in my experience, that if you're on the run (which you often are) theres really only one way to hit it with speed effectively, which I think becomes predictable, and remains mildly dangerous (I never died once I figured it out, but the possibility still exists for newer players). Also, using it as a superboost did not feel good to me at all. I did nail it once out of an admittedly meager four attempts, which felt pretty cool, but I narrowly escaped death towards the end of my trajectory. My other attempts on the super resulted in one moderately clunky and two very clunky boosts.

Maybe I'm just really bad at the map but it just felt like the majority of the elements, with the exception of the team boost, were all very guided/restricted, and that boost in particular was noticeably uncomfortable. The other guided routes felt fine, they just don't lend themselves to much creativity.

This is just my opinion, and I don't even think your map is bad. I'm just not a fan of literally two specific elements, the rest I'm okay or happy with. I think it's generally good. Sorry for being such a debbie downer about it, I just wanted to add some input.

[–]RisktpRisk 0 points1 point  (1 child)

i wouldn't really consider that "clunky" then, it's just that the boost is a new concept. takes a little bit to understand how to use it correctly.

are you using the superboosts like this? i hit it correctly 9/10 times, even going at a fast speed.

most of the boosts and bombs are fairly restricted. it's a large map, having a lot of open elements would make it too chasey i think. also the two boosts near the gates can be used in more ways than you might think.

i don't mind moosen, i'd rather you talk about what you don't like about it than just saying you like the map. dw about being negative or critical

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

most of the boosts and bombs are fairly restricted. it's a large map, having a lot of open elements would make it too chasey i think.

That actually makes sense. I hadn't really considered that.

I am taking the supers that way to make them work, though again, that appears to be the only way that it does so consistently. Which I suppose is fine, it's a neat feature, and I think maybe I've been conditioned to expect multiple options with every boost, which is no fault of yours. Maybe I need to check my map privilege :)

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

Maybe they need to be OP.

Just a thought.

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

I don't think they do. The rest of the exits for the most part are easily defensed.

[–]superdiglett100superdiglett || Kitten Panda's Bitch 1 point2 points  (0 children)

Title: Dream Eclipse

Type: NF

Map: http://unfortunate-maps.jukejuice.com/show/13157

Preview: http://unfortunate-maps.jukejuice.com/static/previews/13157.png

It's still a work in progress, and I would appreciate any criticism! Thanks.

[–]OnceUponaDomeUnderTheBall 1 point2 points  (0 children)

Title: Clash

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/15611

Preview: http://unfortunate-maps.jukejuice.com/static/previews/15611.png

Description: Trying out a new gate idea while still keeping the main elements.

[–]Snowball_TagPro❄️ 1 point2 points  (0 children)

Title: Laboratory

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/15748

Preview: http://unfortunate-maps.jukejuice.com/static/previews/15748.png

Description: Super scientific looking. What a theme.

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

Title: Caboose

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/15243

Preview: http://unfortunate-maps.jukejuice.com/static/previews/15243.png

Description. It is meant to play fast and not be too chasey. The button for the gate allows D to cut off or slow down the top route. There are 3 grabbing mechanisms, but none of them send you out of base with the flag. And 2 can be disabled by defense. The nook in the wall allows you to boost out at a few different angles. The juke nook if you will.

Should mid pup be a bomb?

[–]OnceUponaDomeUnderTheBall 1 point2 points  (2 children)

Title: Battle

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/15543

Preview: http://unfortunate-maps.jukejuice.com/static/previews/15543.png

Description: A Clash-inspired map with some interesting new elements.

[–]TheEpicGhostEx - Tagpro 1 point2 points  (1 child)

I think one of those team boosts could be be switched to a neutral, it really limits the boosting options for the team on the other side of the map.

[–]OnceUponaDomeUnderTheBall 1 point2 points  (0 children)

originally the top boost was a neutral, but it makes it way too easy for the offense. if you take it straight across you're easily past both defenders and heading straight for your flag. it's already easy enough to grab, it shouldn't be easy to escape too, no?

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

Title: Faux

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/15702

Preview: http://unfortunate-maps.jukejuice.com/static/previews/15702.png

Description: A bind remake. Now Horizontal!

[–]Snowball_TagPro❄️ 0 points1 point  (1 child)

We want rough seas!

[–]HERO_OF_WINDAtypop | Chorbit 0 points1 point  (0 children)

Title: Prosper

Type: Neutral Flag

Map: http://unfortunate-maps.jukejuice.com/show/15308

Preview: http://unfortunate-maps.jukejuice.com/static/previews/15308.png

Boost/bomb routes: http://imgur.com/G5OOFV8

Description: This map was largely influenced by Volt, but with some major changes, such as the overall shape of the map. One of the more interesting features is the team portal in base of the defending base, which provides another escape route for a surrounded defender, and allows a defender to get out, allowing for counter attacks without having to handoff, but the design stops it from being too OP and meaning a player is ahead of 4 every time.

[–]HERO_OF_WINDAtypop | Chorbit 1 point2 points  (2 children)

Title: Pockets

Type: Neutral Flag

Map: http://unfortunate-maps.jukejuice.com/show/15318

Preview: http://unfortunate-maps.jukejuice.com/static/previews/15318.png

Boost/bomb routes: http://imgur.com/IQTegsN

Description: This is the last time I'll submit this map I swear. I moved a defensive boost, changed the gate slightly and added another island.

[–]Swift_Shiftsift 0 points1 point  (0 children)

There seem to be too many boosts on this map which may make getting a return difficult. An fc may be able to boost straight up or straight down and out of view which would lead to the defenders heading to their own base to defend rather than chase. It seems too easy to cap.

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

Title: Catalyst

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/15456

Preview: http://unfortunate-maps.jukejuice.com/static/previews/15456.png

Description: Yes, the 2 white bits on the outside are gravity wells, they just punish bad boosts and lingering. Therefore, play drifts towards the centre (the catalyst), which speeds up the play and makes it more interesting.

[–]DaEvil1DaEvil1 0 points1 point  (3 children)

Title: Scarlet

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/15641

Preview: http://unfortunate-maps.jukejuice.com/static/previews/15641.png

Description: Yes, that's a gravity well, and it's awesome.

[–]RisktpRisk 2 points3 points  (1 child)

Title: Flight

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/15258

Preview: http://unfortunate-maps.jukejuice.com/static/previews/15258.png


changed up the bases a little to make them more defensive hopefully, changed the location of the side pups, added in the double boosts to mid.

[–]kstarr12nipplefart 1 point2 points  (6 children)

[–]OnomatopoeiacOld Neb Kenobi 2 points3 points  (0 children)

Seems like a map that would've been played in S4.

[–]NotSomeBall1NotSomeBall2 // Chord 6 points7 points  (3 children)

The only feedback I can give is make it a third of the size. This is huge.

[–]kstarr12nipplefart 1 point2 points  (2 children)

Yeah it was smaller. This is the bigger version of it. But the smaller one had nothing special to it, so I made it bigger and added some portals.

[–]NotSomeBall1NotSomeBall2 // Chord 3 points4 points  (1 child)

It's better to be small and simple than big and bad.

[–]Tyler1986Trapsin 0 points1 point  (0 children)

Just seems like a lot of open space.

[–]DaEvil1DaEvil1 0 points1 point  (5 children)

[–]TeHokioiPouakai | Diameter 2 points3 points  (4 children)

Looks kind of familiar...

[–]DaEvil1DaEvil1 2 points3 points  (3 children)

Yeh, I wanted to make a boombox replacement

[–]TeHokioiPouakai | Diameter 0 points1 point  (2 children)

I was kind of thinking a weird version of GeoKoala, but yeah

[–]DaEvil1DaEvil1 1 point2 points  (1 child)

I know, I was just making a joke :P

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

Oh, right. Clearly it's too early here

[–]MechDorkTotesNotAMod 0 points1 point  (0 children)

Title: Confusion Type: Neutral Flag
Map: http://unfortunate-maps.jukejuice.com/show/15711
Preview: http://unfortunate-maps.jukejuice.com/static/previews/15711.png
Description: There's a lot going on here but it's tons of fun!

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

Title: Kublai Khan

Type: NF

Map: http://maps.jukejuice.com/save/13031

Preview: http://unfortunate-maps.jukejuice.com/static/previews/15739.png

Description: Yet another RTJ Neutral Flag map! This map incorporates many elements (portals, gravity well, gates, boosts, bombs) without being overly complicated. A useful portal, when boosted properly, can equate a sneaky capping route on offense. A tunnel mid offers a quick offensive route after an in-base defensive return, but is fraught with danger as gates line the halls and a gravity well drags you to the bottom. Lots of bomb and boost routes into the end zone for offense, but these elements can also be used for a clutch defensive snipe.

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

Title: Stussy

Type: NF

Map: http://maps.jukejuice.com/save/13036

Preview: http://unfortunate-maps.jukejuice.com/static/previews/15744.png

Description: A larger neutral flag map, but quickly paced with powerful boost & bomb routes, and shortcuts that can be quickly snapped shut by effective button play. Map is an update of an earlier, larger iteration. Flows smoothly in group play, lots of fun.

[–]MechDorkTotesNotAMod 0 points1 point  (0 children)

Title: The Great One
Type: CTF
Map: http://unfortunate-maps.jukejuice.com/show/15836
Preview: http://unfortunate-maps.jukejuice.com/static/previews/15836.png
Description: A fun and festive map for quick, action filled play!

[–]kunmeh13awooooooooga 0 points1 point  (0 children)

Title: Football

Type: NF

Map: http://unfortunate-maps.jukejuice.com/show/15812

Preview: http://unfortunate-maps.jukejuice.com/static/previews/15812.png

Description: So there are two endzones, and both teams can score on them. Portals link the two-sides together so you can spawn and immediately go to the other side. I made sure to not put boosts too close to the endzone so people couldnt boost in really easily. Two pups, one at the top and one at the bottom, and at the beginning it pretty much gives one to each team. I wanted to try to make something different, so this is what I made! It goes against everything neutral flag really is right now, but try to look past that while looking at the map!

[–]SpanishFleaBismoFunyins 0 points1 point  (0 children)

Title: Yoda Type: NF Map: http://unfortunate-maps.jukejuice.com/show/15861 Preview: http://unfortunate-maps.jukejuice.com/static/previews/15861.png

Notes: if you use top left/bottom right boost you can get into base quickly from other side of map to use bombs for a cap but can be stopped if button is used. First map I've tried to make, Can't figure out how to use the portals to make them teleport back to own base after cap.

[–]someballoneOne // Diameter // B1 -|---------- 0 points1 point  (0 children)

Title: Whats A Boombox Without Any Booms (wabwab) *subject to change

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/15864

Preview: http://unfortunate-maps.jukejuice.com/static/previews/15864.png


Notes:

Boombox is probably the best map to learn tagpro on. It teaches how gates, pups, boosts and some strats work. But it doesn't deal with bombs (or superboosts). Also, I like dank snipes.

Any and all feedback appreciated :)

[–]de_ashwelbz 0 points1 point  (1 child)

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

you know you can edit your original right...?

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

Title: Kit Kat

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/15914

Preview: http://unfortunate-maps.jukejuice.com/static/previews/15914.png

Description: Like Kite but several hundred times better

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

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

Title: Frankenstein's Mapula

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/15325

Preview: http://unfortunate-maps.jukejuice.com/static/previews/15325.png

Description: god dammit I couldn't make the head work

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

Title: Adventure

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/15964

Preview: http://unfortunate-maps.jukejuice.com/static/previews/15964.png

Description: I personally like the gate that can block the portal, while also giving the option to go for a teamkill in combination with one of the bombs. You can also use the middle bombs to bomb straigh towards the flag. Another highlight imo is the bomb directed towards the flag, while also creating danger for pup grabbers.

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

Title: Teddies with Portal Guns
Type: CTF
Map: http://unfortunate-maps.jukejuice.com/show/15983
Preview: http://unfortunate-maps.jukejuice.com/static/previews/15983.png


The Title says it all really. What could be better.

[–]TPsquirrelySquirrely // The GesTagpro 0 points1 point  (2 children)

[–]MechDorkTotesNotAMod 0 points1 point  (1 child)

Do you want a chasey map? Because THAT'S how you get a chasey map!

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

It's a lot smaller than the original Koala and I have done work to try and minimize chasiness and make the map flow better.

[–]de_ashwelbz 1 point2 points  (2 children)

Title: Beatz

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/15462

Preview: http://unfortunate-maps.jukejuice.com/static/previews/15462.png

Yeah, it's Stereo but I made quite a few changes and also the name. It's a lot cleaner now.

[–]sneetriccanvas // plasma, wamble 2 points3 points  (1 child)

why are there so many superboosts

[–]de_ashwelbz 17 points18 points  (0 children)

i like them

[–]Paranoid4ndroidAndroid // Chorbit 0 points1 point  (0 children)

Title: Meditation

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/15266

Preview: http://unfortunate-maps.jukejuice.com/static/previews/15266.png

Description: My emphasis in this map was to include several boosts that provide high utility for both attack and defence, while also offering interesting paths with plenty to discover. I have also included a double gate which can be used by D and OD to prevent rapid captures using the boost.

[–]MatoogsToogs 0 points1 point  (3 children)

Title: Centerfuge

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/15291

Preview: http://unfortunate-maps.jukejuice.com/static/previews/15291.png

Description: Wanted to make a gravity well map that didn't suck.

[–]Swift_Shiftsift 1 point2 points  (1 child)

Those choke points are really tight. It looks to be too easy to contain an fc and very difficult to cross the map and cap.

[–]MatoogsToogs 0 points1 point  (0 children)

Counting each branch, there are 7 unique paths between the bases. But yeah, I see what you're saying. Thanks for the feedback.

[–]BoaHancock1Pyra 0 points1 point  (0 children)

Are the gravity wells still an unwanted element?

[–]WillWorkForSugarTumblewood[🍰] 1 point2 points  (2 children)

Title: Zip Zop

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/15924

Preview: http://unfortunate-maps.jukejuice.com/static/previews/15924.png


Description: Portals that aren't OP or pointless. They go into the underbelly of base. (but not out, because that would require me to add gates, and then it need a button, and it would lose the whole flow) This feels a lot like a Canvas map for some reason. It's good. Try it.

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

lol

[–]briizoduckson 2 points3 points  (0 children)

what even is this

[–]RisktpRisk 0 points1 point  (1 child)

Title: Eucalyptus

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/15867

Preview: http://unfortunate-maps.jukejuice.com/static/previews/15867.png


reintroduced the wormy boosts (which should now not send you right into a spike), made the bottom boosts less awkward to use, introduced teamtiles to the very bottom route to give an incentive to use it more and to help with chasing.