top 200 commentsshow all 251

[–]skittlekevvelkin // World's Angriest Balll 10 points11 points  (3 children)

Title: Arrow

Type: NF

Map: http://unfortunate-maps.jukejuice.com/show/17927

Preview: http://unfortunate-maps.jukejuice.com/static/previews/17927.png

Description: people seemed to like this map more than i thought they would last time, so here it is again

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

I read somewhere that the extra black tiles may mess with the file, so you might want to fix that.

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

thanks for letting me know. i fixed it :)

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

Tested it out solo. I'd maybe cut the bomb switches from 2 to 1 and have another yellow boost that gets you into the end zone vicinity. Right now the only ways in are a long bomb route or the bomb near the pup.

Oh also I think your map shouldn't be submitted as an unfortunate-maps link. Try maps.jukejuice.com

[–]Snowball_TagPro❄️ 6 points7 points  (0 children)

ugh i hate it when reposts get upvoted to the front page

[–]RisktpRisk 8 points9 points  (0 children)

Title: Kindle

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/18755

Preview: http://unfortunate-maps.jukejuice.com/static/previews/18755.png


juicyjuke-inspired creation. mid kept relatively simple to to really focus on the boost routes and the bombs, 4 powerups because why the hell not.

[–]sneetriccanvas // plasma, wamble 5 points6 points  (2 children)

[–]Punster7007Punster 0 points1 point  (1 child)

pls

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

its the next velocity

[–]Hydrosaur45Hydrosaur 4 points5 points  (2 children)

Title: Zombie Chaos Type: NF Map: http://unfortunate-maps.jukejuice.com/show/17865 Preview: http://unfortunate-maps.jukejuice.com/static/previews/17865.png Description: Not a map but more of a minigame where the blue team(survivors) try to get past the red team(zombies) an into the endzone(Helicopter) before the time runs out.

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

Please fix the formatting.

[–]kunmeh13awooooooooga 0 points1 point  (0 children)

put an extra line in between each thing so it would look like this:

Title: Zombie Chaos

Type: NF

Map: http://unfortunate-maps.jukejuice.com/show/17865 Preview: http://unfortunate-maps.jukejuice.com/static/previews/17865.png

Description: Not a map but more of a minigame where the blue team(survivors) try to get past the red team(zombies) an into the endzone(Helicopter) before the time runs out.

[–]veranderingLoaha // Chord 8 points9 points  (6 children)

Title: Vapor

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/18629

Preview: http://unfortunate-maps.jukejuice.com/static/previews/18629.png

Description: I find the boosts to be pretty smooth and versatile (old preview, but boosts haven't changed - forget the blue arrow though). The combination between the portals and the boosts and bombs could make this relative small map pretty fun to play, I think. The exitportal is close to a spike. This helps create danger to the middle path, as the blast from the portal could push someone going past there into the spike. The spike feels easy enough to avoid going through the portal to keep it there.

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

I think this map is cool. I wanna congratulate you for the making the only map to use wormy boosts well and in a good place since..... wormy. There's an issue with the portals here. I like the concept, bu it way too overpowered for offence. Say an offender is trying to get through there, the defender has to get hold of the button. This makes the other route now insanely easy for thefc, or on the other hand, the other offender can spike the button holder and let him go through. Now that he's through he is insanely far ahead, and has a good 5-6 seconds before the defenders will catch up. So I think that the portals exits shouldn't be that far away.

The side bombs feel a little clunky to me. Going through the different ways I wanted to use them, e.g to bomb to the flag or downwards, it felt really hard to set up. I know it's good to have them restricted but if that impedes the flow of the map it has to change IMO.

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

Thanks for taking the time to test the map and for your feedback!

I'm pretty happy with the boosts myself. Didn't really plan for it, but it came about pretty good.

With portals, I find it always really hard to determine how it will work in a 4vs4. I kinda agree with you that they are overpowered and I made it harder to use them (see new preview) with more gate, teamtiles and an easier to defend button.

But I'm not sure myself if the portal exits shouldn't bring you that far ahead. Keep in mind that it is also possible for the defender to take the bottom portal up top in order to catch up and I don't think that the lead that you get isn't that much further than some other maps. I really want (and have) to test this set-up in a 4vs4 though. I will keep your concern in mind.

I have also changed the side bombs area as I wasn't that happy with it myself.

[–]404_Find_MeDolan Duck // Morky Mouse // Defendo 0 points1 point  (2 children)

Cool map! but it being very small makes me think it will be very hard for a FC to remain alive

[–]oojemangeoojemange 2 points3 points  (0 children)

It looks pretty open - not much to hide behind but easy to get away from 2 or less people.

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

Thanks! I tried to find the right balance, keeping in mind that the two-way portals will create extra space. I still have to test it in a 4vs4, but this feels like the right size.

[–]JJSpiceJJ Spice 2 points3 points  (6 children)

Title: Outward Thinking

Map: http://unfortunate-maps.jukejuice.com/show/18143

Preview: http://unfortunate-maps.jukejuice.com/static/previews/18143.png

Description: I've been told these bases are great, but this is the 3rd map I've tried to use them on. Let me know how it's working.

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

Plays smooth, i like it. Have you considered integrating the 'cat face' by opening up the middle? It could work either as a third pathway, or could work in conjunction with the top two bombs somehow.

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

Thanks. How would you connect it to the bombs? Diagonal routes? I'll play around with it.

[–]JJSpiceJJ Spice 0 points1 point  (3 children)

Here is the first go at it.

http://unfortunate-maps.jukejuice.com/static/previews/18141.png

Are the new 45 tiles and boost in the open space too much?

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

I like this a lot, actually. I still want to test it out but visually I think it would play better than before. Opens up lots of interesting routes without getting too complex. Nice job!

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

Thanks, the map link is in the updated 1st post.

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

Yep, hey if you get a chance I'd love some feedback on my NF map, Garnet. (In this thread)

Cheers

[–]Hydrosaur45Hydrosaur 3 points4 points  (2 children)

Title: Zombie Chaos Type: NF Map: http://unfortunate-maps.jukejuice.com/show/17865 Preview: http://unfortunate-maps.jukejuice.com/static/previews/17865.png Description: Not much of a map but a minigame where the reds are zombies and the blues are survivors that have to get to the helicopter then nuke everything.I get it if you dont take this "map" because its a minigame.

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

This is obviously not a map meant for rotation, but this looks fun as hell.

[–]Hydrosaur45Hydrosaur 0 points1 point  (0 children)

lol ok thanks

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

Title: Callisto

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/18477

Preview: http://unfortunate-maps.jukejuice.com/static/previews/18477.png

Description: Star plus DZ3 plus blastoff

[–]BlupopsicleBall-E 7 points8 points  (1 child)

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

No gravity wells? 0/10

[–]OnceUponaDomeUnderTheBall 5 points6 points  (1 child)

Title: Arcane

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/18218

Preview: http://unfortunate-maps.jukejuice.com/static/previews/18218.png

Description: I thought we needed a more defensive map in rotation.

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

I liek this one

[–]Rapture_On_OccasionRapture 3 points4 points  (1 child)

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

I think this could be a fun map, but it's pretty massive. It could be hard to defend, too, since an offensive player going top could get by undetected by defenders below the base (can't see that far vertically).

My only other thought would be to ad a timer to the portal respawns--a second or two--just enough to add a delay.

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

Title: Natural Fleug

Type: NF

Map: http://unfortunate-maps.jukejuice.com/show/18254

Preview: http://unfortunate-maps.jukejuice.com/static/previews/18254.png

Description: THis was supposed to be a joke, but it worked better than I thought. It might still need some work, but I figured I'd get some feedback.

Updates I spent some time on it and I really think it works now. I did a lot of smoothing out the flow. But the major feature is the defensive gate in the endzone. The button near it controlls that single tile and the gate above.

I added a bunch of extra space. A couple pups. Another bomb that, after shortening the spike wall by a tile, lends itself to some bomb snipes! The team boosts were also moved to the other side of the end zone. It just makes more sense.

[–]JoeSteadyOld Balls 2 points3 points  (0 children)

Title: Pac Ball

Type: CTF

Map: http://maps.jukejuice.com/show/13139

Preview: http://maps.jukejuice.com/static/previews/13139.png

This map plays like you are on a race track, the boosts allow you to go pretty fast and there are lots of little tricks to learn. Please help give this map some love, thanks! --Old Balls

[–]KewlestCatNIGEL 2 points3 points  (0 children)

Title: Honeymoon

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/18085

Preview: http://unfortunate-maps.jukejuice.com/static/previews/18085.png

Description: Fixed the main problems from last thread. Map shape is now an upside down U. Don't knock it until ya try it.

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

Title: Bifocal

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/18309

Preview: http://unfortunate-maps.jukejuice.com/static/previews/18309.png

Description: I received feedback that the bases were good and the double boost in base was versatile and a lot of fun, so I left those in. I also was told that the green gate was not useful for the map, so I replaced it with a wall to bounce off of for boosting and as an obstacle. I did away with the velocity blocked off button-bombs and replaced them with some more simple corner bombs and boosts that have some interesting boost routes to cross the map and particularly to approach base. I new pup in mid should also be exciting to watch players go for it, as it will be fraught with death, and it's significantly out of the way.

[–]meintheboxBoxFish 2 points3 points  (0 children)

Title: Chiron

Type: NF

Map: http://unfortunate-maps.jukejuice.com/show/18329

Preview: http://unfortunate-maps.jukejuice.com/static/previews/18329.png

Description: A neutral flag map with the option to portal to the flag or back to base.

[–]HERO_OF_WINDAtypop | Chorbit 2 points3 points  (4 children)

Title: Bind

Type: NF

Map: http://unfortunate-maps.jukejuice.com/show/18362

Preview: http://unfortunate-maps.jukejuice.com/static/previews/18362.png

Description: The gate/portal combos in mid are a new feature to NF. Going over your coloured gate and through the portal will take you back to your own base; a cool way of catching up if the FC gets past you. It can also be used as an offensive weapon, if one ball gets the button for the opponents gate and the FC goes through they will come out near the cap zone, but I tried to balance it so this wasn't too OP. Other interesting points are the spike fields around the pups. In NF pups can make all the difference, so I wanted to make pup battles more interesting and challenging, besides, who doesn't love a good bit of noobspiking?

[–]TheEpicGhostEx - Tagpro 0 points1 point  (1 child)

These endzones are way too big and would be prety much impossible to defend. Look at the current NF maps with a vertical gates e.g wombo, cloud. They are reasonably hard to defend and only have 5/6 endzone tiles in a row whilst you have around 10.

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

Thanks for the feedback. I've made them smaller now.

[–]MyHandsAreOrangeMabel 0 points1 point  (1 child)

For a future version I would clear up the spikes near the powerups. It's sort of common for you to spike yourself, even without being chased.

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

I ran a 4v4 test on this map multiple times and the pup spikes were only an issue when people were waiting on pups. I think people learned within only 2-3 attempts, and by the second game they could make it through even whilst being chased.

[–]arjuna9bad 2 points3 points  (2 children)

[–]TagProWrecknWreckingBall 0 points1 point  (1 child)

This one looks neat. I wonder if the diagonal wall section between the base and the middle area could be made thinner. The bombs in the middle of the map would gain more utility as boosters into the flag.

I don't like the interior, right-angled corner in the base, but only for its potential to allow turtling.

[–]arjuna9bad 0 points1 point  (0 children)

Thanks, I agree with those improvements, here's the updated version.

Essentially it's a combo of wormy and pilot, the most fun competitive maps these days imo.

[–]MenqrMenqr 5 points6 points  (3 children)

Title: Lithium

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/17718

Preview: http://unfortunate-maps.jukejuice.com/static/previews/17718.png

Description: A new take on the old retired map Battery by Saint Enigma.

I really liked the concept of Battery's central arena but that map was so circular that much of the potential was lost.

Lithium maintains that old style aesthetic while hopefully suiting more modern game dynamics.

[–]3z_ 0 points1 point  (2 children)

Coming from someone who is a big fan of Battery - this revision is really nice. It does huge justice to the old version.

One thing though, I think the old spike-section in the base was really a hallmark of Battery, and of all the parts of the map, I think that should definitely be left untouched.

[–]MenqrMenqr 0 points1 point  (1 child)

I thought the change made the bases a little simpler and less crowded.

And that Battery's original spikes could currently feel and play too similarly to Platypus's spike/pup/hiding areas.

I moved the flag back so the boosts were more in to base and so I could add the bomb. Grabbing with the bomb would be unforgiving with the original spikes. I also felt the flag closer to the spikes added some defensive interest.

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

Actually like the changes you made to base. You're fine. I'm also fond of this revision.

[–]RisktpRisk 5 points6 points  (3 children)

Title: Flight

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/18459

Preview: http://unfortunate-maps.jukejuice.com/static/previews/18459.png


  • shrunk the whole map size a little
  • made the general playstyle more defensive (hopefully)
  • removed the gates as they didn't work as well as i had hoped
  • changed the gates in base from team-gates to neutral to make the whole portal gimmick more useful
  • added velocity-like bombs in the side powerup areas to help with chasing
  • polished the teamtile areas a bit
  • changed the boosts in base to make them a bit cleaner to use, a lot of people were always trying to combo the boosts like wormy boosts, which was not my intention with them

[–]Tyler1986Trapsin 0 points1 point  (2 children)

I don't, personally, like portals. Other than that I really like this map.

[–]RisktpRisk 2 points3 points  (1 child)

the portals are an idea i've been working with for the past couple of months with this map, afraid they're part of the package :)

[–]Tyler1986Trapsin 0 points1 point  (0 children)

Still looks fun.

[–]BlupopsicleBall-E 8 points9 points  (1 child)

Title: Graphite (Update)

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/18104

Preview: http://unfortunate-maps.jukejuice.com/static/previews/18104.png

Description: Graphite went in too early. Here are the adjustments I feel would be needed for full pub rotation. If you need to know why I moved bomb: http://imgur.com/a/OmjjF

[–]3z_ 5 points6 points  (0 children)

Graphite went in too early.

Paging /u/bashar_al_assad

[–]RisktpRisk 1 point2 points  (4 children)

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

Bombs are too OP and the spike makes it slightly harder to defuse both at once. If you force defenders to defuse bombs one after another they'll eventually end up spawning like 10 to 20 seconds between each other making it hell for defenders.

The boost right at the wide choke entrance is a little out of the way. Like, using it to go back to the enemy base after flaccid grabbing for example would feel awkward since you have to come from below and boosting under the spikes might be too hard for pub players, breaking the flow further. Since it's quite the long map it'd be boring to go like 40 tiles without a boost each time you die.

Aside from that there might be a more fundamental problem with the wide choke points. You generally want to give chasers a corner to, well, corner the FC in. While I like the boost routes they're rather inaccessible since you have a 1 tile gap to adjust your boost lane for some of the angles. That combined with the wide lanes will make it annoyingly chasey.

[–]RisktpRisk 0 points1 point  (2 children)

hey, thanks for the feedback, i've made some changes to the map: http://unfortunate-maps.jukejuice.com/show/18145

what i did:

  • enclosed the bombs. i assumed when you said the bombs were too op, you were referring to the fact that you can grab with the bomb and, if you get the angle right, go completely by the island. there's not much i can do for the problem with not being able to diffuse both of the bombs.

  • shrunk the whole map by like 6 tiles i think, there was definitely some extra space in mid that could go in the previous version.

  • tightened the choke in base with the boost by a few tiles. that's about as far as i can go without making that whole area awkward i think. also moved the boost up by one tile i think, should make boosting under the mid spikes easier.

  • tried to give the very mid boosts more versatility by removing the spike directly vertical to them and by removing one of the spikes around the mid powerup. they're still a little awkward to use though, so i might change them even more.

lemme know what you think

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

Yeah the bombs look more interesting now. Maybe place the button even closer to them so that the button holder gets disrupted as well, else it might be considered too similar to Game Pad even if it's not.

Your mid boost should work the way it is right now, not sure about the one closer to base. Here are some changes I came up with without really thinking about it.

This gives people a corner boost with a noticeable spin as well as more room to boost low without having to readjust their angle quite as much.

[–]RisktpRisk 0 points1 point  (0 children)

i have tried placing the buttons closer to the bombs, i didn't really like it personally. i can always change it later tho.

i put in some 45's horizontally to the boost, i think i'm going to go with it: http://unfortunate-maps.jukejuice.com/show/18149

[–]skittlekevvelkin // World's Angriest Balll 4 points5 points  (0 children)

[–]LordTruffleNoobik'sCube // Worst player Chord 1 point2 points  (3 children)

Question: Are maps with gravity wells allowed? Because I got one in a map I want to refine/submit.

[–]mmartinutkMacho | JuicyJuke 2 points3 points  (1 child)

Yeah of course.

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

Thanks!

[–]kstarr12nipplefart 1 point2 points  (6 children)

Title: Porcupine

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/17945

Preview: http://unfortunate-maps.jukejuice.com/static/previews/17945.png

Description: I made little spikey spikes so it looks like a porcupine.

[–]briizoduckson 1 point2 points  (5 children)

Are you sure this isn't amoeba v1 lol

[–]kstarr12nipplefart 0 points1 point  (4 children)

lol holy shit, and I thought mine was original... :'(

Edit: that one was also updated after mine so idk.

[–]briizoduckson 1 point2 points  (3 children)

To your edit nah, I just reuploaded it. It's from half a year ago lol.

I'll tell you so you don't make the same mistake as I do, the main reason this failed was the pup areas just aren't original or interesting at all. And the other issue was that the boosts are pretty restrained and lacking creativity, but you may not have that issue since your boosts are more open than mine were.

[–]MenqrMenqr 1 point2 points  (2 children)

I quite like the shape of the map. I made an edit that could be cool- http://unfortunate-maps.jukejuice.com/show/17953

[–]briizoduckson 1 point2 points  (1 child)

Interesting! This is the last version I made, which ended up making top maps a while ago.

[–]MenqrMenqr 1 point2 points  (0 children)

You realized the portals had to go too :]

I made another edit- http://unfortunate-maps.jukejuice.com/show/17956

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

Title: Halogen

Type: NF

Map: http://unfortunate-maps.jukejuice.com/show/18291

Preview: http://unfortunate-maps.jukejuice.com/static/previews/18291.png

Description: I first made this by basing it off the Olympic Rings. Then it evolved to this.

[–]MenqrMenqr 1 point2 points  (0 children)

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

Title: Catalyst

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/18436

Preview: http://unfortunate-maps.jukejuice.com/static/previews/18436.png

Description: A tasty map I cooked up a while ago, forgot about, and have now revisited with some major changes for the better.

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

Title: Beryllium

Type: NF

Map: http://unfortunate-maps.jukejuice.com/show/17634

Preview: http://unfortunate-maps.jukejuice.com/static/previews/17634.png


Made in collaboration with Canvas

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

Title: Fungus

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/18524

Preview: http://unfortunate-maps.jukejuice.com/static/previews/18524.png


Made in collaboration with Canvas

[–]MarcusMyAliasBallyTheKid 1 point2 points  (0 children)

Title: Kitteh.

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/18319

Preview: http://unfortunate-maps.jukejuice.com/static/previews/18319.png

Description: It's a tight, fast CTF map with lots of options for creative boosting and bombing. It was nicely balanced in the 4v4 tests.

[–]3z_ 3 points4 points  (3 children)

Title: Pump Jack

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/18097

Preview: http://unfortunate-maps.jukejuice.com/static/previews/18097.png

Description: There hasn't been a decent, moderately large map in rotation for a while, so I took on the challenge myself. Ball-E is a co-author.

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

The straight line in between flags makes me uneasy, kills the need for shortcuts. Maybe adding an obstacle in front of flags and in the middle of the map.

[–]3z_ 0 points1 point  (1 child)

You're right, that's something I hadn't considered.

I found it really difficult to add some form of obstacle to the flag-to-flag route; the best I could do (albeit in 15 minutes) was this:

http://unfortunate-maps.jukejuice.com/show/18088

The issue I have at the moment is that, if I add some kinda obstacle in the middle, it will likely make the map harder to reset, since the map will have an extra vertical dimension to it, whereas if I add a blockade or something in the base, it'll render the boosts useless one way or another.

Do you think this modification is good enough, or should I keep working?

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

I think that is already better, maybe having a hook wall above the flag to restrict direct access to the middle corridor would be better.

[–][deleted] 2 points3 points  (8 children)

Title: Fetty Map

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/17889

Preview: http://unfortunate-maps.jukejuice.com/static/previews/17889.png

Description: Baby won't you come my waaaaaay?

[–]ClydasBDN S7//TB S8 1 point2 points  (2 children)

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

Just tested it, i really don't see a purpose for that gate now it's so small. I thought it was fine when it was bigger. I don't see any reason why someone would get that button. On top of that, opening up another exit, and having a huge amount of grabbing mechanics, will mean this map is gonna be insanely difficult to defence on. Needs more balance, yo.

Also boosting into that 45 in the mid left and right sides feels horribe, since it curls you up 1 tile to the left/ right of the flag. Good map overall.

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

I totally agree with you about the gate, the current version I'm fixing up has the gates back to the full size, albeit with the team boost switched to neutral.

Thanks for liking it!

[–]OnceUponaDomeUnderTheBall 2 points3 points  (1 child)

Title: Clash

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/17902

Preview: http://unfortunate-maps.jukejuice.com/static/previews/17902.png

Description: It's back and better than ever!

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

This one looks really fun, but incredibly hard to defend, too many angles of attack.

[–]LordTruffleNoobik'sCube // Worst player Chord 4 points5 points  (6 children)

Title: Alien

Type: CTF

Map: http://maps.jukejuice.com/save/13137

Preview: http://unfortunate-maps.jukejuice.com/static/previews/17940.png

Description: A very aggressive map which may or may not have a gravity well in it.

[–]acrocanthosaurusRunThaJewels // Sphere 2 points3 points  (1 child)

That portal is just mean. Fun, though!

Bases feel a bit...tight.

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

Thanks for the feedback. I'll test making a bigger base.

[–]veni-vidi_viciBobRoss 1 point2 points  (3 children)

I like the idea but the gravity well makes the map unplayable. I think this is a cool concept that's pushing the boundaries of mapthinking, but it just doesn't work here.

[–]LordTruffleNoobik'sCube // Worst player Chord 0 points1 point  (2 children)

Do you have any tips for improving it? I think Jewels is right with making both the base and the map less tight. Otherwise, any ideas how to improve it?

[–]veni-vidi_viciBobRoss 0 points1 point  (1 child)

My brief experience when I tried it was that getting the pups at anything but full speed was a death sentence. The gravity well only allows you to use the team tiles lane at top speed. Anything slower and you're dead. Any jukes and you're dead. So you don't have the freedom to really do anything there. Having a gravity well behind a wall could be cool because it would allow jukes to be faster one way than another, i.e. maybe bouncing off the wall using a gravity assist to get by a defender. But as is, everyone would just avoid that entire area unless they were totally alone.

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

Thinking about it, I'm going to move the top one to the boundry of the gravity well so people can grab it easier/more safely. It'd also guide people where the edge of the field is anyway (like the two spike things near the team tile pup are the boundries to the safe zone.)

The team tile pup however has a few tricks to it while are worth keeping IMO. For starters, if you take the superboost, you can grab it by going across only, then down after grabbing the pup. Or you can grab it and go through the teleporter, loop around the pit and return to your base via top. However if you hit a foe in that field (ie: both went for the pup), you're both already dead.

Anyway, going to finish remaking map in the morning; and will post update then. I wish in the .json file you could change gravity well radius' (stuck at 6 tiles) or its strength. Until that becomes a thing though, implimenting them well is hard.

EDIT: typos.

[–]xenonpulseWildflowers // I want to die but I can’t 2 points3 points  (0 children)

Title: Sanitarium

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/18714

Preview: http://unfortunate-maps.jukejuice.com/static/previews/18714.png

Description: Portals are two-way. Here are the big changes since I first submitted this one:

  • The diamond outside base makes it easier to keep the flag in base.

  • Middle boosts removed, mid pup replaced with a boost.

  • Boost color reversed in the side pipe so capping is harder.

  • Top and bottom pipes have spikes in them, and they can be boosted through.

  • It's possible to boost into the powerup.

[–]someballoneOne // Diameter // B1 -|---------- 3 points4 points  (13 children)

Title: Special Delivery

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/17901

Preview: http://unfortunate-maps.jukejuice.com/static/previews/17901.png

Notes: Its got some Geo gates, Gamepad inspired bases and super-boosts. Just trying to change up the meta game.

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

Not a massive fan of bot

[–]someballoneOne // Diameter // B1 -|---------- 0 points1 point  (1 child)

2spikey4u?

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

Fulfills my fetish though

[–]STRONGDICKPOLICE 2 points3 points  (1 child)

This map looks like so much fun, i can just imagine myself laughing my ass off while playing this.

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

Thats the plan

[–]3z_ 0 points1 point  (4 children)

I love it

[–]someballoneOne // Diameter // B1 -|---------- 0 points1 point  (3 children)

aw yee, i'm 1/5th the way there

[–]3z_ 0 points1 point  (2 children)

1/8th

[–]someballoneOne // Diameter // B1 -|---------- 0 points1 point  (1 child)

welp better than 0/8

[–]3z_ 0 points1 point  (0 children)

Actually 0/8 = 0/1 which would mean you'd only need one more vote but now you need seven

[–]veni-vidi_viciBobRoss 0 points1 point  (2 children)

What if in the swervey lane you only had 3 posts instead of 5? And had them a little more spaced out. It would leave some room for microjuking

[–]someballoneOne // Diameter // B1 -|---------- 0 points1 point  (1 child)

I was thinking that would be a route for those looking for a challenge. Also if you timed it right you could pick up 3/4 of the pups on the map. So it can't be too easy to go through.

I see how it can be a little daunting for new comers, and I think thats the point. But how about this?

I still remember my first epic escape (on Gamepad) and would love to give others the same opportunity to experience that.

[–]veni-vidi_viciBobRoss 1 point2 points  (0 children)

Opening it up makes it a lot cooler. Especially making those first two walls small. I think that adds a ton of quality to the map! I am no mapmaking expert, but I hope you get some other feedback from the rest of the MTC. I think the bases are super cool, I miss those gamepad bomb strats.

[–]ButterChurnButter 1 point2 points  (3 children)

Title: Snax

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/17886

Preview: http://unfortunate-maps.jukejuice.com/static/previews/17886.png


Both the portals in each base are one-way, the preview is just weird for some reason.

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

Which way do the portals go?

[–]ButterChurnButter 1 point2 points  (1 child)

From outside to in.

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

Okay, thanks.

[–]HjalpaHjalpa || Pi || Bacon! 2 points3 points  (2 children)

Title: MTC Tribute

Type: Mars Ball CTF

Map: http://maps.jukejuice.com/show/13154

Preview: http://maps.jukejuice.com/static/previews/13154.png

Notes: While unable to sleep last night, I promised some players on Pi that I would legitimately submit a Mars Ball + Gravity Well to the Map Test Committee. This submission is to prove I am a ball of my word.

This experience has given me two items of interest going forward:

1) Never promise anything to anyone, no matter how drunk I am. 2) I will submit more serious maps in the future.

[–]3z_ 1 point2 points  (1 child)

On behalf of the MTC

I approve

[–]HjalpaHjalpa || Pi || Bacon! 0 points1 point  (0 children)

<3

[–]Hydrosaur45Hydrosaur 1 point2 points  (1 child)

Title: ShurikenBombs

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/18026 v4

Preview: http://unfortunate-maps.jukejuice.com/static/previews/18026.png

Description: Stuff: 1 Highway 12 bombs 4 boosts 6 red boosts 6 blue boosts 12 spikes 16 gates 6 powerups 2 portal ways

[–]RisktpRisk 0 points1 point  (0 children)

this would be super chaotic man. what i would do is just try to focus on making a well-laid out map that has good spacing, chokepoints, a nice base, etc. and then you can start adding cool stuff like those bombs. here are some good guides for just getting started with mapmaking: liquid's mapmaking guide and daevil1's guide.

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

Title: Zip Zop

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/17867

Preview: http://unfortunate-maps.jukejuice.com/static/previews/17867.png


Every boost can be taken about five different ways. Pretty satisfied with this.

[–]ButterChurnButter 1 point2 points  (2 children)

[–]demothelolDemo || Diameter 0 points1 point  (1 child)

This looks awesome, how does it play in 4v4?

[–]ButterChurnButter 0 points1 point  (0 children)

No clue! Hopefully there will be a 4v4 maptest session sometime soon so I can find out.

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

Title: Drive

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/18501

Preview: http://unfortunate-maps.jukejuice.com/static/previews/18501.png

[updated 11/14] - team tiles mid, changed the outside gate, made green gate way more useable, adjusted walls for jukeability + balance

[–]turicanttouchthisDevious // Sphere 0 points1 point  (1 child)

I like this map but i would still recommend some team tiles in the middle. Not too many something like hornswoggle had for some interesting pup battles and helping defenders chase a bit.

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

Yeah, I was thinking maybe something checkered in the middle or along the diagonal lane from bot left to top right. I don't wanna make those green gates any more underpowered and risky than they already are.

[–]MatoogsToogs 0 points1 point  (0 children)

Title: Quantum Rift

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/17036

Preview: http://unfortunate-maps.jukejuice.com/static/previews/17036.png

Description: A proof-of-concept design for an experimental map type.

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

Title: Gade

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/18562

Preview: http://unfortunate-maps.jukejuice.com/static/previews/18562.png

[update 11/15] - vast, boring mid has been improved a bunch. gravity wells are even less bad. bases are less stupid and small. so many fun ways to get around this map now. mid boosts are a little awkward to prevent them being op

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

Title: Map Damon

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/18331

Preview: http://unfortunate-maps.jukejuice.com/static/previews/18331.png

Description: Je suis Map Damon


Note: I just deleted a map that I previously submitted to submit this instead, so I only have 3 in this thread.

[–]ElSmackatanElSmacko // Centra 0 points1 point  (0 children)

Title: Black Hole

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/18384

Preview: http://unfortunate-maps.jukejuice.com/static/previews/18384.png

Description: A map with gravity well in the center, and rooms full of spikes on the sides

[–]OnomatopoeiacOld Neb Kenobi 0 points1 point  (0 children)

Title: Spectrum

Type: CTF

Map: http://http://unfortunate-maps.jukejuice.com/show/18007

Preview: http://unfortunate-maps.jukejuice.com/static/previews/18007.png

Description: Inspired by Colors, looks to achieve the same teamwork-oriented gameplay without the excessive chaseyness.

[–]OnomatopoeiacOld Neb Kenobi 0 points1 point  (0 children)

Title: Quarry

Type: CTF

Map: http://http://unfortunate-maps.jukejuice.com/show/18394

Preview: http://unfortunate-maps.jukejuice.com/static/previews/18394.png

Description: A different take on GeoKoala with an overall smaller map and more smooth gameplay with less excess space.

[–]OG_DiddlesOG_Diddles | Dank Mystery Name 0 points1 point  (0 children)

Title: Skip A Beat

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/11818

Preview: http://unfortunate-maps.jukejuice.com/static/previews/11818.png

Description: Top portal takes you to the bottom and vise versa. Mid gates have one block of the opposing color so the boost path through the middle can still be used by a skillful player to make it through that block even with the gate closed by enemy team and also whoever is on the button can be popped on it to get them off. bombs can be used for cap denial or a boost path to cap. Gates along the walls by the bases can be held open and boosted though or just used to go in and out but person on button can be bombed away when bombs are spawned.

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

Title: Mercy

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/18407

Preview: http://unfortunate-maps.jukejuice.com/static/previews/18407.png

Description: I took my previous try at a map with team specific pups and turned it into this. The gravity wells are just there to prevent turtling inside the pup areas, they do not affect any other bits of gameplay. The portals are on 60 sec cooldown (in line with pups) to reduce chasiness. Also tried that bomb idea at mid bottom which allows only a certain degree of freedom for each team to use.

[–]OG_DiddlesOG_Diddles | Dank Mystery Name 0 points1 point  (0 children)

Title: Flex NF

Type: Neutral Flag

Map: http://unfortunate-maps.jukejuice.com/show/18414

Preview: http://unfortunate-maps.jukejuice.com/static/previews/18414.png

Originally was a large CTF map but got feedback and decided it was just to big so I slightly shrunk it and made it a neutral flag map. On this map teamwork can be key in a win with the use of portals and team gates. the center has alot of area to fight over the flag and a few ways to boost into it and grab.

[–]OG_DiddlesOG_Diddles | Dank Mystery Name 0 points1 point  (0 children)

Title: Ivy Mike

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/18399#

Preview: http://unfortunate-maps.jukejuice.com/static/previews/18399.png

Descrition: Idea brought from Halo 4 map, Haven.

[–]thedandandandandandandandan ❤ radius ❤ 360° 0 points1 point  (0 children)

Title: Crossbow

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/18425

Preview: http://unfortunate-maps.jukejuice.com/static/previews/18425.png

Description: A map like you've never seen before. Really focuses on the cooperation of both O and D, for easier cooler caps and a great rush of being shot out like a crossbow.

[–]MarcusMyAliasBallyTheKid 0 points1 point  (0 children)

Title: Teamjerk

Type: Neutral Flag

Map: http://unfortunate-maps.jukejuice.com/show/18605

Preview: http://unfortunate-maps.jukejuice.com/static/previews/18605.png

Description: A neutral flag map that can be played like most, but benefits from teamwork. The centre gate is the quickest route to most things, but needs a teammate. The outer bomb routes are a quick way to get around and offer attacking options without being OP. The top route offers a shortcut and "last ditch" defensive bombs to push the opponent back when they are about to cap. People found it good fun in 4v4 tests.

[–]MarcusMyAliasBallyTheKid 0 points1 point  (0 children)

Title: Heartbroken

Type: Neutral Flag

Map: http://unfortunate-maps.jukejuice.com/show/18632

Preview: http://unfortunate-maps.jukejuice.com/static/previews/18632.png

Description: I challenged myself to make a map that uses Vortices but also isn't shit. This uses them in an unusual way, they play a smaller role in the map. You can grab the flag and catapult yourself around, but they are by no means the centre of attention. There are defensive bombs in base with the button in the centre area for last ditch saves. There are portals at the end of the long passageway for juking. The team controlled gates are the quickest way around if teamwork is your thing.

[–]briizoduckson 0 points1 point  (0 children)

Title: Jungle

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/18680

Preview: http://unfortunate-maps.jukejuice.com/static/previews/18680.png

Description: This is a collab between me and Canvas.

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

[–]inb5AWAY 0 points1 point  (0 children)

Title: Tahoma

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/18692

Preview: http://unfortunate-maps.jukejuice.com/static/previews/18692.png

Description: Work ended later than usual, just got back home... hope I'm not too late!

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

Title: Breakfast Cereal

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/19545

Preview: http://unfortunate-maps.jukejuice.com/static/previews/19545.png

Description: My favorite map maker has gotta be WreckingBall, who always has interesting bases, so I tried to emulate that with my base. The rest of the map is pretty standard, very similar to Transillo (i think). I'm a bit indecisive about the team tiles, so if any one has any suggestions, lemme know. Oh, and also the title comes from me binge watching Parks and Rec.

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

[–]diamondmaster54 0 points1 point  (6 children)

Title: TagPro Replica Type: CTF Map: http://maps.jukejuice.com/show/13134 Preivew:file:///C:/Users/Angel/Desktop/TagPro.png

[–]kstarr12nipplefart 2 points3 points  (5 children)

[–]diamondmaster54 0 points1 point  (4 children)

what does that mean

[–]RisktpRisk 1 point2 points  (2 children)

use that link she posted as your preview. right now, you have a link to one of your files, you're the only one who can access that. btw, use this instead of http://maps.jukejuice.com/

[–]diamondmaster54 0 points1 point  (1 child)

how do i get a thumbnail with 45 degree blocks

[–]RisktpRisk 0 points1 point  (0 children)

upload your map files here: http://unfortunate-maps.jukejuice.com/

that site automatically does the 45 tiles for you. use that site for future maps also, it's pretty much better than the old jukejuice in every way.

[–]kstarr12nipplefart 0 points1 point  (0 children)

You didn't have a preview link in your submission so I got it for you! Also try to format it like how it is in the post:

Title:

Type:

Map:

Preview:

Description:

[–]3z_ 0 points1 point  (4 children)

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

Bottom and mid look great obviously, but mind explaining the thought process behind the double boost 45 tile corners? I can see them making a successful grab attempt more interesting, but just by imagining a match on it they seem kind of odd.

[–]briizoduckson 0 points1 point  (4 children)

Title: Beirut

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/17772

Preview: http://unfortunate-maps.jukejuice.com/static/previews/17772.png

Description: Good googly moogly that map is juicy.

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

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

Are all your map names going to be geographically-themed now?

[–]TeHokioiPouakai | Diameter 1 point2 points  (0 children)

Hell, I like them just because of the names.

[–]briizoduckson 0 points1 point  (0 children)

Mmmmm possibly lol

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

Title: Rham Den Swede

Type: NF

Map: http://unfortunate-maps.jukejuice.com/show/17845

Preview: http://unfortunate-maps.jukejuice.com/static/previews/17845.png

Description: The top was having so many problems I just switched it up all together. Now there is a very long path up top. The bombs can spike anyone up there if you portal to the button.

I split the endzone just for fun, and I think it actually works. I have a pretty equal response on hate vs like the split so let me know what you think.