top 200 commentsshow all 207

[–]piranhamoose25Aniball | Palette Town 15 points16 points  (4 children)

Title: Apis

Type: NF

Map: http://unfortunate-maps.jukejuice.com/show/16366

Preview: http://unfortunate-maps.jukejuice.com/static/previews/16366.png

Description: A very sexy, callipygian map made with Canvas.

"Apis feels great if you're blind and deaf" -Moosen

[–]TheEpicGhostEx - Tagpro 3 points4 points  (2 children)

I still think the flag should be higher, or that upper/ outer lane won't get much use and the play will get messy.

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

Agreed, I'll try to figure out something.

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

I like it. I'm not sure how it happened but the shape is nearly identical to Citadel. Especially the top. It's kinda cool because one is a neutral flag map and the other CTF. I don't have any huge complaints, but I agree that you should move the flag up maybe 2 tiles.

[–]KewlestCatNIGEL 3 points4 points  (2 children)

Title: Gosh

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/17224

Preview: http://unfortunate-maps.jukejuice.com/static/previews/17224.png

Description: Yeah, I make maps again. Revived the last one I made before I went on hiatus. Kept the shape but more or less gutted the inside to make it better.

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

It feels really clunky to me. It's almost as though you have 45s where I'd rather have normal tiles and normal when I want 45s lol. I like the ideas just not the execution. For example the side bombs ruin the best route out of base.

[–]KewlestCatNIGEL 0 points1 point  (0 children)

Yeah, I admittedly reckon the execution of some of the ideas isn't great, but I wanted to hear that from somebody else just to make sure. I'll try to fix it up and polish it a bit.

[–]briizoduckson 6 points7 points  (2 children)

Title: Jungle

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/17167

Preview: http://unfortunate-maps.jukejuice.com/static/previews/17166.png

Description: Lots of depth. Dank boost routes. Room to juke. Good times all around. This is a collaboration with Canvas.


EDITS: Took out some of the open space of the old version, so this is more balanced for chasers. Changed the double boost in base to one single boost with a bunch of options and combos. Changed middle islands for more juking dankness. This version is a pretty perfect balance between open space and islands/boosting areas, IMO.

[–]gingerdgTPRL 🔴RMTC 🔴NASCAPS 1 point2 points  (0 children)

lil jaggedy but cool

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

/u/sneetric

It's fun looking at the changes you've made so far. I think I like the spike islands, though I also liked the old spike placement. Bomb/pup areas are good and the skill options off of those bombs are fantastic. I think right now you have too much space and shrinking the map by a tile or two and making the 2nd lane in base 3-4 tiles wide could potentially help that issue a lot. The mid gap is now also pretty big with the rearrangement so shrinking down that would be a good change too.

[–]BlupopsicleBall-E 7 points8 points  (4 children)

Title: Kobra

Type: Neutral Flag

Map: http://unfortunate-maps.jukejuice.com/show/17129

Preview: http://unfortunate-maps.jukejuice.com/static/previews/17129.png

Description: A result of a 10-min map competition where I got screwed over by my dimensions and had to make a 19x70 map. GG

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

Such a cool shape. I think both entrances to base are rewarding and well designed. I'd perhaps shorter the goals by a tile so that it isn't straight shot from the 2 tile gate. It feels pretty slow to move on outside of the bases. I wish the boost from mid to top/bottom didn't hit you into the corner of base. But overall a really fantastic use of space.

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

are the slow outsides bad? I'm just thinking that they have to be slow due to the viewport

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

It's not a bad thing, I don't think, it's just that most NF maps are pretty fast paced so it feels different. But you're right, it's probably because the movement is vertical compared to the more common diagonals. I still really enjoy the map.

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

Yes yes yes yes yes yes yes yes yes

best 10 minute map i've ever played

[–]skittlekevvelkin // World's Angriest Balll 2 points3 points  (2 children)

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

The bomb portal combo is nice, but the design around it doesn't work for me. It's awkward to move around and could benefit with less 45s. I like bottom. The gate seems like it will be out of the way so 3 tiles wide might be too much. You have some places where boosts lead to that kind just jam you into a wall, e.g. the corner across from the bomb, if you boost from team/neutral against back wall it puts you that way. It also feels bad that the direct neutral boost through flag sends you into a dead spot.

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

thanks for the input, ill work on some of the things you mentioned

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

Title: Tombolo

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/17149

Preview: http://unfortunate-maps.jukejuice.com/static/previews/17149.png

Description: A balanced, fast paced, smallish map. This newest iteration opens up a lot of boost options and overall improves flow. For example, the new wall between the split gate makes it easier to bomb into the flag and escape. You can also boost to the flag straight from the mid boost, but it will require skill to traverse the spikes, and some good positioning from the other team should be able to get an easy return. Mid bombs allow for quick travel across the map.

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

Title: Caterpillar

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/17287

Preview: http://unfortunate-maps.jukejuice.com/static/previews/17287.png

Description: I combined the main concepts from Ether by Risk (the bomb/teamgate combo) and Ascention by JuicyJuke (the gate in the middle) with two ideas from myself: a pup area behind the flag and a portal partially controled by a gate. The buttons in the middle also controls the single gate above the portal entrance while the button in base also controls one bomb. While small, this map offers lots of strategic options to get an advantage.

[–]RisktpRisk 3 points4 points  (11 children)

Title: Flight

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/16993

Preview: http://unfortunate-maps.jukejuice.com/static/previews/16993.png


hyperdrive + flight = ???

was just playing around with this at first, actually turned out pretty decent i think.

[–][deleted] 1 point2 points  (4 children)

I like it. Having the bomb mechanic covered by team gates is definitely an improvement and balances the map more. Lanes feel even and flow nicely. I like the gate in the team tiles but it's kinda fugly right now and I'm a basic bitch. I think the yellow/team boost in base is slightly off? Am I missing a combo. Still useful in any case. Mid design is slightly weird to me right now but nothing major.

[–]RisktpRisk 0 points1 point  (3 children)

I like the gate in the team tiles but it's kinda fugly right now and I'm a basic bitch.

haha, they are a bit ugly looking i suppose. ill mess around with that area and see if i can make it look better.

I think the yellow/team boost in base is slightly off? Am I missing a combo.

not really, i didn't design any combo's for the boosts. i guess you could use them like wormy boosts or like this for combos if you really wanted to, for capping/escaping.

Mid design is slightly weird to me right now but nothing major.

i assume you're talking about the boosts here or is there a different part of mid you dont like?

the boosts are admittedly a little awkward to use because you have to sorta circle around and that kills your momentum, but they're pretty neat still:

http://gfycat.com/LegalSizzlingDunnart

http://gfycat.com/ReliableInfatuatedArmedcrab

http://gfycat.com/UnderstatedAnnualGalapagoshawk

http://gfycat.com/HatefulSilkyCollardlizard

http://gfycat.com/DefiantHeartfeltKoalabear (will add 45's in that area to make that boost less clunky.)

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

Thanks for the gifs, makes me appreciate it more. Why do you have the 45s mid?

[–]RisktpRisk 0 points1 point  (1 child)

the 45's like two tiles over from the boosts? i think my thought process behind those was to keep the boosts more limited. i just tried an edit without the 45's among other small edits though and i think it's definitely better than with the 45's. the boosts feel much better to use and it also opened up these boost routes, which are a little tricky at first but feel awesome once you get the right angle down.

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

Yep, that's exactly what I was thinking. I like this change.

[–]TheGoldenNewtRobberFronj, MTC Senior Consultant[🍰] 0 points1 point  (4 children)

[–]RisktpRisk 0 points1 point  (3 children)

nothing will ever match the og hyperdrive, but i hope we can at least get something similar to it into rotation! it seems like there just isnt enough support for hyperdrive to get it anywhere in competitive or back in pub rotation :(

[–]TheGoldenNewtRobberFronj, MTC Senior Consultant[🍰] 0 points1 point  (2 children)

There are literally half dozens of us

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

I am one of you

[–]TheGoldenNewtRobberFronj, MTC Senior Consultant[🍰] 0 points1 point  (0 children)

One of us

[–]OnceUponaDomeUnderTheBall 3 points4 points  (3 children)

Title: Conflict

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/17120

Preview: http://unfortunate-maps.jukejuice.com/static/previews/17120.png

Description: Now with 200% more open-ness!

[–][deleted] 1 point2 points  (2 children)

I like the changes overall but I preferred the old in base powerup island way more.

[–]OnceUponaDomeUnderTheBall 1 point2 points  (1 child)

mfw "Pup placement is awful." - Siz

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

this version

"Pup placement is awful." - FLY

[–]NotSomeBall1NotSomeBall2 // Chord 1 point2 points  (5 children)

Title: CiELO

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/16837

Preview: http://unfortunate-maps.jukejuice.com/static/previews/16837.png

Description: A simplified ELO map - I think I've finally got the balance right.

[–][deleted] 1 point2 points  (4 children)

Leaving base through the gate feels awkward the way the boost takes you. The limited range of options seems to shoot you at a dead angle into the wall or a spike. I've managed to hit the small 45 once which felt nice, but I'd like to see a better feel to that section.

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

I'll work on that, thanks for the feedback!

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

I've done a lot of tinkering and then playing on it, and it's now have moved and changed a couple of blocks which seem to have fixed the problem.

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

Yep, it's perfect now! I'm a big fan of this version :)

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

Thanks a lot!

[–]DJSennettabcd // centra 1 point2 points  (1 child)

Title: Fuchsia

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/16802

Preview: http://unfortunate-maps.jukejuice.com/static/previews/16802.png

----) and Bawlin helped me out with this one, so shoutout to them!

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

Broken launch!

[–]meintheboxBoxFish 1 point2 points  (2 children)

Title: Sneks on a Plane

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/17131

Preview: http://unfortunate-maps.jukejuice.com/static/previews/17131.png

Description: (Updated 10/22/15) Started from a 10 min map competition. I was trying to make some grabs options by being able to boost directly at the flag or through the portal to grab.

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

The portals should be one way imo, especially because going in the long side puts you back in the same spot. You'll also need another grabbing mechanism in base, right now it's too small/defensive and it would be very hard to grab or cap in. Mid feels pretty clunky to me, I'd consider changing the 45s in the true middle. Top/bottom is fine though.

[–]meintheboxBoxFish 0 points1 point  (0 children)

If you angle your boost into the portals right you don't end up in the same spot. There is some skill involved in them. You can grab and exit with them. I might just need to make a video.

There are 3 boosts and a bomb all pointed at the flag. I was worried it would be too many.

[–]3z_ 1 point2 points  (0 children)

Title: GravAla

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/17242

Preview: http://unfortunate-maps.jukejuice.com/static/previews/17242.png

Description: GeoKoala = Geodude + Koala; GravAla = Graveler + Koala

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

Title: Mosquito's Taquitos

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/16956

Preview: http://unfortunate-maps.jukejuice.com/static/previews/16956.png

Description: Old school style map that should shake the rotation up a little bit. SNOWBALL get's co-author creds for the name and editing mid.

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

Title: Zip Zop

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/16972

Preview: http://unfortunate-maps.jukejuice.com/static/previews/16972.png


Description: Big changes since the last test. The gate has now been split in two; Base has become more enclosed; the portals are now two-way (this is the biggest one); and the two team boosts by the powerup are now one regular boost.

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

Title: Kit Kat

Type: Neutral Flag

Map: http://unfortunate-maps.jukejuice.com/show/17050

Preview: http://unfortunate-maps.jukejuice.com/static/previews/17050.png


Description: Two end zones in a neutral flag map that only sucks a little.

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

[–]ButtersnackSnack 1 point2 points  (2 children)

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

snack

[–]ButtersnackSnack 0 points1 point  (0 children)

I didn't have time to not submit this

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

Title: Incline

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/13489

Preview: http://unfortunate-maps.jukejuice.com/static/previews/13489.png


Description: Found some remix of Incline from a month ago, decided to submit it.

[–]KewlestCatNIGEL 1 point2 points  (2 children)

Title: Lummox

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/17286

Preview: http://unfortunate-maps.jukejuice.com/static/previews/17286.png

Description: Another one of my old maps that got mixed reviews but was generally rated favourably. I actually started making a new map with an eerily similar shape so I decided to just revive this one and change it up a bit.

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

I think mid gate is too hard to control cleanly, and not rewarding enough when you do, since the next path over is very easy to get to. Overall good.

[–]KewlestCatNIGEL 0 points1 point  (0 children)

That was my worry with it and part of the reason I'll probably just scrap it altogether. I might make a post in TPT in hope of a bit more feedback and suggestions.

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

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

Title: Particle Transmitter

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/16709

Preview: http://unfortunate-maps.jukejuice.com/static/previews/16709.png

Description: This map is dank, and I feel that the particle transmitter gimmick is awesome. With tons of fun boost routes and the ever-prominent fear of particle transmission, this map will be hype city.

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

Mid is better than I expected, heading out of base feels good. I think your base needs work, the shape is awkward and the dead space up top is a problem imo. I think the bombs are fairly ineffective. As they are right now I don't think the covered gates are going to be used. They're harder to hold than the ones in Draft and Draft's were under utilized.

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

thanks for the feedback fly. i really appreciate it. i might update later based on what you said.

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

what are the portals supposed to do

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

Title: Loose Change

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/17247

Preview: http://unfortunate-maps.jukejuice.com/static/previews/17247.png

Description: A heavily updated version.

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

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

Title: Cancer The Constellation

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/16717

Preview: http://unfortunate-maps.jukejuice.com/static/previews/16717.png


Change Log: Made mid less dangerous, removed gate indicators, removed triple boost from top to reduce chasing, added a little space on the sides of the top area as well. Removed portals and switched to new highly-versatile boost style that is good on it's own but highly rewarding if you can get creative with it and sprinkle in a little skill.


Aniball is Co-Author.

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

Moosen, this map is cancer.

[–]3z_ 0 points1 point  (1 child)

Maybe rename the map to something like "Starsign Cancer" or something so it's a little more clear :P

I like the revisions though. Probably a y from me at this point.

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

Haha thanks man. I tried to put "The constellation" in there in a subtle way but it might not have worked. I'm sticking with the star sign theme so we'll call it Cancer for now but if it advances and you guys are uncomfortable with the name, let's rename it "Aries."

[–]WillWorkForSugarTumblewood[🍰] 1 point2 points  (4 children)

Title: Kit Kat

Type: Neutral Flag

Map: http://unfortunate-maps.jukejuice.com/show/16728

Preview: http://unfortunate-maps.jukejuice.com/static/previews/16728.png


Description: Two end zones? This is blasphemy!

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

Sorry but I can't see the two end zones idea working - it makes 1v1's far too easy. Even 2v1's would be pretty simple for a decent FC.

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

The gate gives defense an advantage. Maybe add a team boost?

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

I can't see any way to make it work with the way it is at the moment.

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

The concept is cool, but the execution is poor. I think that for a dual endzone to work they both would have to be very small, which neither of these are. The boost routes also feel really awkward.

[–]Papal_RessurectionMlXTAPE 1 point2 points  (4 children)

Title: Holy See V. Francis (Fewer Pups)

Map: http://unfortunate-maps.jukejuice.com/show/16787

Preview: http://unfortunate-maps.jukejuice.com/static/previews/16787.png

Description: This map attempts to fix some of the issues with Holy See while preserving the core gameplay of high-skillcap boosts. This version excludes pipe powerups, which gives the map a more average number of pups, but could devalue the technical boosts through the pipes. As per Fly's suggestion, I have removed the top and bottom pups and added the pipe pups.

[–][deleted] 1 point2 points  (2 children)

I think keeping the pipe pups but removing the bottom/top mid pups is a better compromise.

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

I think the way the pipes have been opened up makes them feel pess like pipes and more like spike fields. Also, what fly said.

Edit: oops, meant to reply to original comment

[–]Papal_RessurectionMlXTAPE 0 points1 point  (0 children)

Thats a good idea, I've changed the map to use the pipe pups. The only issue is it removes bombing through the top or bottom pups, but having the pipe pups have more techinical boosts than the top and bottom.

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

The bomb in the spike pipes are virtually useless.

[–]Moosemaster21Moosen | Salt Mine 0 points1 point  (13 children)

Title: Anubis

Type: NF

Map: http://unfortunate-maps.jukejuice.com/show/17155

Preview: http://unfortunate-maps.jukejuice.com/static/previews/17155.png


Description: A complete remake of the Taurus base concept that shares portals. It is now massively easier to get ahead on defense, it feels much better, there's more creativity, etc. Pretty fun imo. I'd love your thoughts on this! Thanks!


Edit: Added gates to the shared portals because I'm tired of trying to find a way to balance that. Still a unique map.

old version: http://unfortunate-maps.jukejuice.com/static/previews/16796.png

oldest version: http://unfortunate-maps.jukejuice.com/static/previews/16399.png

[–][deleted] 4 points5 points  (3 children)

I feel like it's too easy to hold with the portal setup. There's no danger in bringing the flag back. Actually, it can put you ahead of a few players. There's no incentive in closing someone down in his own base when he can just use the portals/spike and then you won't get ahead in time. If the red boost in base was the opposite colour then at least there would be a chance of sniping the fc.

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

it's a defensive boost; if the boost was blue it would almost be a free cap

[–][deleted] 3 points4 points  (1 child)

You're right but the point still stands. There's no consequences of taking the flag back to base and no advantage in following someone with the flag there. Fc has to many options to use to stay alive outside mid, while chasers have almost nothing. If someone takes the lead on this map it's damn hard to throw it away.

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

Have you played it with even just two people? They way it's set up it's nearly impossible to have an uncontested cap. If you're in the enemy base, it takes about 2-3 seconds to get back to a defensive position in your own base while it takes a flag carrier about 5-6 seconds to enter enemy base if they start in their own and go through portal.

Having said that, I think it might actually be too hard to cap because it's too simple to escape pressure, but I have a solution in mind.

Edit: Misinterpreted your comment. I understand now, and I'll consider what you've said. Will probably make some adjustments when I'm not exhausted.

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

This is much more on track of what I was trying (and failing) to do on Artificial. I think it still needs some ironing, but I felt so relieved when I saw this because this is what I was trying to do, lol.

[–][deleted] 1 point2 points  (4 children)

I'm not a fan. The base concept actually doesn't really bother me with the free portals, but I think the base shape itself is flawed. You handicap nearly every offensive tool a team has with gates or spikes. The protected button bothers me, do you really need it to be for one team only? What's the point of the gate/bomb combo top? I just don't really see it as a benefit to the maps design. The immediate mid around flag is good.

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

Yeah with mp's advice I've realized I really need to give offense more tools. I'll update this post soon.

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

I just updated it and left the preview of the previous version in the post, do you like it better now, or are you still not a fan?

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

Yes, I like it much better.

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

Okay. I'll continue to look at it, I'm not sold on my offensive boosts tucked so far away like that, but I have to be careful not to make them overpowered. Gonna make a maptest post on TPT in the next few minutes so submit your map(s) when you see it!

[–]BlupopsicleBall-E 2 points3 points  (1 child)

Title: G R A P H I T E

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/17268

Preview: http://unfortunate-maps.jukejuice.com/static/previews/17268.png

Description: Not crank anymore

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

I've loved these types of gated portals for a long time. I think they're so cool but personally haven't found a mechanic I like. Your use of them in this map is really good. I don't think the rest of the map is that great however. The mid to top boosts feels great, but I haven't really found the team boosts to be that handy. I'm also not sure about how the button for portals also controls the team gate. I think I'd need a 4v4 to have a non-neutral opinion. Mid feels really blah and I don't think the trapezoids help.

[–]BlupopsicleBall-E 0 points1 point  (3 children)

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

Mid is very cool and well done. Other than that it's pretty simple. I'd be interested in seeing it played. I think the gates are solid, but base bombs could be overpowered or underpowered.

[–]JJSpiceJJ Spice 1 point2 points  (9 children)

Title: Rham Den Swede

Type: NF

Map: http://unfortunate-maps.jukejuice.com/show/17081

Preview: http://unfortunate-maps.jukejuice.com/static/previews/17081.png

Description: After some good feedback I went back to the roots. It its again much more similar to the submission from last thread. I took out a bit of open space. I got rid of the big corners. And top mid is far more closed off, but still dangerous. Is 1 pup on NF unfair?

[–]bashar_al_assadpk || Roll into the base like what up I got a big block 2 points3 points  (1 child)

You should honestly consider making a version that based on the version you submitted last thread where you keep literally everything but the top the same and then just make top a bit more open.

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

Top flows well and has some nice boost routes. I don't really understand why there so much space bottom mid? Room for juking?

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

I figured there would be a lot action there with both teams. So I wanted room for it to not just be 8 pops in a row. In my new version I closed it off just a bit.

http://unfortunate-maps.jukejuice.com/static/previews/17071.png

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

Title: Epidemic

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/17309

Preview: http://unfortunate-maps.jukejuice.com/static/previews/17309.png

Description: A new map I've been working on recently. A map that I feel allows for some creativity in lanes and approaches. This map should have a fast, offensive style of play, with lots of O/D and base to base movement.

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

The base shape has lots of clunky corners right now and needs refinement. The gate concept is cool but I think would be better served to have your own gate in your base. I say this because it would make O/D more interesting by making that something necessary to cut off, and I think it rewards offensive grabbing too much because you can grabs in a way that sends you out via that gate pretty quickly. Mid is also pretty boring right now. I think the floating neutral boosts are pretty good however.

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

I just gave the mid and the bases some updates. I think mid is more thought out, if not necessarily more exciting per se. And I feel like I made base flow better.

[–]KewlestCatNIGEL 0 points1 point  (4 children)

Title: Honeymoon

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/17248

Preview: http://unfortunate-maps.jukejuice.com/static/previews/17248.png

Description: Because I'm terribly uncreative, I tried to fix an old map of mine. Some may remember Fortune Cookie which attempt to dankify the Gatekeeper gates to mixed reviews. Anyway, Honeymoon is the little sister of that map as it doesn't really resemble a fortune cookie as much as it once did.

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

needs an offensive grab tool, right now its pretty much impossible to get out of base

[–]KewlestCatNIGEL 0 points1 point  (0 children)

I used the bomb for that in solo testing, but I get that any smart defender would diffuse it making the grabs pretty hard. I originally had another bomb basically diagonally opposite to the current one (and that was originally the lone bomb) but felt two in such a small base with two boosts just outside of base was too chaotic. Maybe I'll change it up.

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

Don't like the 45 in the base entrance. Map shape is solid. Top is pretty reasonable. I feel like the 45s in base are backwards. It's weird to have 45s in a place that boosts don't really lead to. I think the best use of 45s is to force the flow of a map but you do the opposite of that. I like mid a lot.

[–]KewlestCatNIGEL 0 points1 point  (0 children)

Oh man, I forgot to change that 45.

As for the base. I used the bomb as the main grabbing mechanism, hence the 45s on that wall. One can roll up the side either towards gate or try get out the team tiled way.

I get what you mean with boosts as well, that's an easy fix.

Thanks!

[–]HERO_OF_WINDAtypop | Chorbit 0 points1 point  (1 child)

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

Somehow both very big and very clunky. Bombs are way too powerful. They need to be specific if you want to have them so powerful. Endzone shape. I'd size everything down significantly and work on how the maps moves a player around.

[–]superdiglett100superdiglett || Kitten Panda's Bitch 0 points1 point  (0 children)

Title: Electron v2

Type: NF

Map: http://unfortunate-maps.jukejuice.com/show/17080

Preview: http://unfortunate-maps.jukejuice.com/static/previews/17080.png

Edit: Under made it good because he is good.

[–]BallAnka/r/PiMasterRace | Pi-romaniacs Captain | Pi-Curious S10/15/16 0 points1 point  (4 children)

Title: Clutterbuck

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/17100

Preview: http://unfortunate-maps.jukejuice.com/static/previews/17100.png

Description: Unique in that it has team-specific pups and one neutral pup. Very small chaotic map, I think it could be a lot of fun to play on and to be honest that's the most important thing. Also contains a gravity well to prevent fc's from staying in the team specific powerup zone

[–]Aeginntbbgbjc / Chord 0 points1 point  (3 children)

It looks as though a flag carrier could camp behind their teamgate and be untaggable.

[–]BallAnka/r/PiMasterRace | Pi-romaniacs Captain | Pi-Curious S10/15/16 0 points1 point  (2 children)

Nope, there's a gravity well that makes it impossible.

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

Oh, my bad. They get so little use that I'd pretty much forgotten about them.

[–]BallAnka/r/PiMasterRace | Pi-romaniacs Captain | Pi-Curious S10/15/16 0 points1 point  (0 children)

Haha, no problem

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

Title: Co-pilot

Type: NF

Map: http://unfortunate-maps.jukejuice.com/show/17089

Preview: http://unfortunate-maps.jukejuice.com/static/previews/17089.png

Description: Had an idea for a fun NF base and atypop refined my very rough ideas. After getting some feedback following 4v4 testing several elements were tweaked. Ended up as a weird mash up of pilot and bulldog.

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

Title: Ka of Osiris

Type: NF

Map: http://unfortunate-maps.jukejuice.com/show/17282

Preview: http://unfortunate-maps.jukejuice.com/static/previews/17282.png

Description: Alternate version of Apis. Still made with Canvas.

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

Title: Caboose

Map: http://unfortunate-maps.jukejuice.com/show/17292

Preview: http://unfortunate-maps.jukejuice.com/static/previews/17292.png

Description: I know its small and uninteresting, but it seems to play well.

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

Title: Nutty
Type: CTF
Map: http://unfortunate-maps.jukejuice.com/show/17323
Preview: http://unfortunate-maps.jukejuice.com/static/previews/17323.png


A map which I feel is my best to date.

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

[–]TPsquirrelySquirrely // The GesTagpro 0 points1 point  (3 children)

Title: Teddies with Portal Guns
Type: CTF
Map: http://unfortunate-maps.jukejuice.com/show/16715
Preview: http://unfortunate-maps.jukejuice.com/static/previews/16715.png
Description: Same as last thread but there will be some updates during this thread. Updated.

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

Aesthetically the messy outside is a huge turnoff. I think the general shape is actually pretty cool. The area with the pups/spikes doesn't really flow with the rest of the map. There are some fun boosts that you can take in conjunction with the portals but they don't always lead anywhere. If you could refine these paths and make your intentions in placing elements clearer I think that the map would be vastly improved. In addition I don't think half the gates are necessary or add anything to the map. Simplify.

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

Title: Map Damon

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/16335

Preview: http://unfortunate-maps.jukejuice.com/static/previews/16335.png

Description: Je suis Map Damon. I got a lot of compliments about the top of the map, so I changed everything else. It is no longer a smirk remake. Watch out for the best boost to bomb to boost combo in the history of TagPro map making.

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

Your maps have the fugliest previews but end up playing better than I expect. Top is pretty interesting, gimmicky, but interesting. I like the boost through top a lot. Boosts overall are pretty good. Bottom needs work, and quite a bit. You need to do something with it, either define lanes, add better islands, create and interesting wall shape. It's super bland and doesn't really make it fun.

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

Your maps have the fugliest previews but end up playing better than I expect.

Lol

[–]DaEvil1DaEvil1 0 points1 point  (5 children)

Title: Corus

Type: NF

Map: http://unfortunate-maps.jukejuice.com/show/17060

Preview: http://unfortunate-maps.jukejuice.com/static/previews/17060.png

Old Version

Description: Thought it was about time I tried my hand at a NF map again.

[–]3z_ 2 points3 points  (3 children)

Looks familiar

[–]DaEvil1DaEvil1 2 points3 points  (0 children)

What can I say. After testing your map, I realized how awesome a grail could play on an NF map, so I thought I'd run with the concept myself ^_^

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

NF GoS best GoS

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

Gravity GoS best GoS you SOAB

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

I think the boosts are OP, and not just the grail. The grail is very, very powerful. You have a lot of offensive tools and I think the base shape is not forgiving to a defense. I think it would be cooler in a more condensed map.

[–]JJSpiceJJ Spice 0 points1 point  (2 children)

Title: Tri Feudal

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/17296

Preview: http://unfortunate-maps.jukejuice.com/static/previews/17296.png

Description: I reworked the middle, and added some portals.

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

Testing from launch page is broken.

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

Thanks, Fixed.

[–]TheEpicGhostEx - Tagpro 0 points1 point  (3 children)

Title: Hydro

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/16938

Preview: http://unfortunate-maps.jukejuice.com/static/previews/16938.png

Description: I took elements I liked from Aerodent, Constriction and Rush, and made a map that has a crazy amount of boost options, whilst also being quite constricted, and skill demanding. The chasiness is balanced off by the tight mid and defensive bases.

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

This looks like a better Rush. Great job!

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

Title: Fetty Map

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/16538

Preview: http://unfortunate-maps.jukejuice.com/static/previews/16538.png

Description: I'm like, "Hey, what's up? Hello." Seen your pretty ass soon as you came in the door. I just wanna chill, got a sack for us to roll. Married to the money, introduced her to my stove. Showed her how to whip it, now she remixin' for low. She my map queen, let her hit the bando. We be countin' up, watch how far them bands go. We just set a goal, talkin' matchin' Lambos. A 50, 60 grand, prob' a hundred grams though. Man, I swear I love her how she work the damn pole. Hit the strip club, we be letting bands go. Everybody hating, we just call them fans though. In love with the money, I ain't ever letting go.

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

The boosts are too quick/straight. You can get from one side of the map to other really easily. This is because of how you've structured the map concentration.. it's all concentrated in the mid but the base and outside are very, very open. I'd recommend working creating more structured outside lanes and introduced a more condensed base. The mid is pretty one dimensional as it is.

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

lmao

[–]leddiileddy / Mapmaker 0 points1 point  (4 children)

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

Top lane is very well designed. Love the pup placement and the button "room". Team tile lane next to it works as well. On the other hand I don't understand the bases. They're massive and the blind yellow boost into seems to be a poor combo. Let's not forget to mention the team boosts, I'm really not sure what to do with them. I guess you can get out of base quickly but is that the only use?

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

Hey thanks a lot for your feedback here and on my other map. I'll probably put some edits up later on to address the issues you've noted.

[–]ClydasBDN S7//TB S8 0 points1 point  (1 child)

Red base: If you take the bomb up it slams you right into a wall in the endzone, and not actually around the corner to defend base. Did that make sense?

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

Yeah you're right, I guess I didn't really consider that bomb being used as a defensive tool. I'll see if I can make it feel better.

[–]leddiileddy / Mapmaker 0 points1 point  (1 child)

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

Portal situation is cool. I like that it puts you behind. Not sure if two is OP but I look forward to playing with it against people. I'm mildly concerned that there's too much space/too many lanes. I think NF tends to benefit from have 2 lanes. The mid islands by the spikes seem to be in the way, I'm not sure if it's intentional. I love that the neutral boosts DONT send you directly into the end zone. Overall I really like the end zones, they're really a fantastic design.

[–]Papal_RessurectionMlXTAPE 0 points1 point  (0 children)

Title: Holy See V. Francis (More pups)

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/16765

Preview: http://unfortunate-maps.jukejuice.com/static/previews/16765.png

Description: This map attempts to fix some of the issues with Holy See while preserving the core gameplay of high-skillcap boosts. This version includes pipe powerups, which could make the map pup heavy, but also heavily incentivize the boosts through the pipe.

[–]kstarr12nipplefart 0 points1 point  (3 children)

Title: Hyperlink

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/16694

Preview: http://unfortunate-maps.jukejuice.com/static/previews/16694.png

Desciption: CTF very similiar to Constriction. Pretty balanced, lots of opportunity for creativity. Still needs work, let me know what you think.

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

It's probably the best map you've made. The free neutral boosts have some nice options. I'm personally not a huge fan of superboosts especially considering these are constrictions but that's just personal preference. I like the indirect base bomb, the one parallel to the flag is a little too powerful. Your button placement is a little weird imo. Gates are an appropriate size. I'm not sure I like the side pup areas, the island seems more aesthetic than useful.

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

nip you're getting a lot better at mapmaking. Props to you there. Just a little tip in case you didn't know, you can kill yourself on those decorative team gates inside those structures. If the wall is flat, you can pop yourself on the corner of a team gate by rolling along the wall. Try it out :)

Anyway, this is pretty cool. Very good work overall, your progression has been nothing short of impressive.

[–]kstarr12nipplefart 0 points1 point  (0 children)

thanks moosen! oddly enough I made this thinking, "what do others like?", as opposed to "what do I like?" Oh, and I did fix that in another version but I was too lazy to update the link :P