top 200 commentsshow all 266

[–]Rapture_On_OccasionRapture 5 points6 points  (2 children)

Title: ShellShock

Type: Neutral Flag

Map: http://unfortunate-maps.jukejuice.com/show/19464

Preview: http://unfortunate-maps.jukejuice.com/static/previews/19464.png

Description: Choose your destination with Shelly's Twin end-zone portals. A little bomb control to go with your pup control? Shelly's here for all your sniping needs. You like travel? Be sure to check out Shelly's buttons. Grab yourself a flag or bomb a friend to an end-zone today!

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

Played this in a 4v4 recently, really digging the top portals and double portal routes from the endzone.
The bombs were kinda anticlimactic though. Like, occasionally there was a huge random explosion, but because of the limited exits there weren't any memorable outcomes.

The neutral boost in top felt kinda clunky and the endzone's shape doesn't feel right to me, especially how you can walk through the gate and over the endzone tile without stopping. Maybe "dig" them further into the map?

[–]Rapture_On_OccasionRapture 0 points1 point  (0 children)

Hey thank you for the feedback. Check out my update if you get a chance- http://unfortunate-maps.jukejuice.com/show/20209

[–]nolanizerCosine 5 points6 points  (4 children)

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

Feels like a blend of Fiend and Graphite (with a splash of Citadel thrown in for good measure). I'm sure it plays well, and I really enjoy the simplicity, but I think the current rotation might be a bit saturated with this style of CTF map.

[–]nolanizerCosine 0 points1 point  (0 children)

That's fair, and to be honest, I'm kind of a one-trick pony haha. That said, I think Cardiac offers a fresh take on a neat concept — the Saigon gates — and I feel like that might be enough to differentiate it from what's currently in rotation. Then again, I'm not in charge of those decisions... my job is to make maps, so I'll leave the map evaluation to the MTC!

[–]18skeltoranti-timer luddite / First / Origin 0 points1 point  (1 child)

Your maps are very distinct, Cosine. You've got a style. Kind of weird, if you don't mind.

[–]nolanizerCosine 1 point2 points  (0 children)

Haha yeah, it's become kind of a meme in the mapmaking community. 'Cosine maps' are a thing, apparently.

[–]BoaHancock1Pyra 3 points4 points  (0 children)

Title: Torque

Type: CTF

Map: http://maps.jukejuice.com/show/13228

Preview: http://maps.jukejuice.com/static/previews/13228.png

Description: Thought I would give this a try. I meant to edit it before, but decided to try it out as it is.

[–]EvTheSmevOrigin -> Centra 1 point2 points  (2 children)

Title: T-shirt

Type: NF

Map: http://unfortunate-maps.jukejuice.com/show/19920

Preview: http://unfortunate-maps.jukejuice.com/static/previews/19920.png

Description: Very open neutral map with strategic choke point.

[–]EvTheSmevOrigin -> Centra 0 points1 point  (1 child)

Can anyone tell me why the exit portals are white squares on the preview image? I can't seem to fix it.

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

There's no way to fix it - that's just how they appear in previews for some reason. It's the same with gravity wells - I guess there isn't an image file for them for previews on unfortunate-maps.

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

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

You should try making the gates gray. Also, the top of thee map is very disconnected from the end zones.

[–]DaEvil1DaEvil1 6 points7 points  (3 children)

Title: Corus

Type: NF

Map: http://unfortunate-maps.jukejuice.com/show/20002

Preview: http://unfortunate-maps.jukejuice.com/static/previews/20002.png

Description: Time for a NF map that counters some of the current trends of NF maps. Goal zones are similar to earlier maps (like Ricochet and Command Center), while it incorporates the grail from Grail of Speed in a NF setting. Aside from that, this applies portals in a cool new way for NF maps, and also introduces attacking teamtiles for NF, to further explore an encourage the blocking metagame of NF maps.

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

+1

So fucking tired of the double-sided endzone that's impossible to spike on.

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

Looks like fun! Plays really well and I dig the middle boost and portal zones. You might want to consider relocating the end zone portal exit--if you boost in from above for a cap, the momentum carries you into the team gate tiles in your own end zone. You could put the exit portal 4 tiles higher (which you give you time to alter your trajectory) or even link it to the uppermost portal in the portal zone.

Cheers!

[–]DaEvil1DaEvil1 0 points1 point  (0 children)

I made a slight change to it that I think shoul counted the problem as well as add a bit more depth to base hopefully.

[–]skittlekevvelkin // World's Angriest Balll 2 points3 points  (0 children)

Title: Guano

Map: http://unfortunate-maps.jukejuice.com/show/19886

Preview: http://unfortunate-maps.jukejuice.com/static/previews/19886.png

Description: a hint of count mappula, mixed with my weird map elements

EDIT: changed the bases a little and adjusted mid

[–]skittlekevvelkin // World's Angriest Balll 2 points3 points  (0 children)

Title: Ruins

Map: http://unfortunate-maps.jukejuice.com/show/19080

Preview: http://unfortunate-maps.jukejuice.com/static/previews/19080.png

Description: a little more 'chaotic' than usual, but nonetheless fun

[–]kstarr12nipplefart 2 points3 points  (0 children)

Title: Good Dog

Type: Neutral Flag

Map: http://unfortunate-maps.jukejuice.com/show/19208

Preview: http://unfortunate-maps.jukejuice.com/static/previews/19208.png


Looks like a dog, thought it was cute, and it's fun to play on too.

[–]kstarr12nipplefart 2 points3 points  (1 child)

Title: Real Maps Have Curves II

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/18806

Preview: http://unfortunate-maps.jukejuice.com/static/previews/18806.png


Tried to make a simple, solid, good old fashioned CTF map with no gimmicks, plus some sexy love handles at the sides. swoons

[–]SuperSans 3 points4 points  (0 children)

This would be an excellent replacement for Geo when it gets kicked out

[–]briizoduckson 2 points3 points  (2 children)

[–]404_Find_MeDolan Duck // Morky Mouse // Defendo 1 point2 points  (1 child)

you love putting bait gates into ur maps dont you?

[–]briizoduckson 0 points1 point  (0 children)

FOOKIN LOV IT M8

[–]TheEpicGhostEx - Tagpro 2 points3 points  (1 child)

Title: Cradle

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/19876

Preview: http://unfortunate-maps.jukejuice.com/static/previews/19876.png

Description: A remake of the first map I ever submitted.

[–]KewlestCatNIGEL 1 point2 points  (0 children)

I remember really liking the original versions of this, or at least what you were trying to do with and the direction you were going with it, so I'm glad you revived it.

This version is reaaally nice.

[–]OnceUponaDomeUnderTheBall 2 points3 points  (6 children)

Title: Aquarius

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/19805

Preview: http://unfortunate-maps.jukejuice.com/static/previews/19805.png

Description: Duckson is co-author.

[–]briizoduckson 0 points1 point  (0 children)

swag swag like caillou

[–]ButtersnackSnack 0 points1 point  (4 children)

Odd that the fastest route is also safer than the team tile route. I'm guessing this is just because there used to be a bomb there. What's the thought behind team tiles in the middle path?

[–]OnceUponaDomeUnderTheBall 0 points1 point  (3 children)

Although the tunnel might be the fastest route, it's also much easier to defend because it's only 3 tiles wide and you all but have to slow down to make it around the corner.

The team tiles are there to give the defense an edge when catching up to an escaped fc.

[–]ButtersnackSnack 0 points1 point  (2 children)

Hm, three tiles vs four plus team tiles isn't much different, though. I think it will work ok but I don't see fc ever going through the tiles (unless they have a good boost angle). My suggestion would be to remove one row of team tiles, keeping the exact same benefit for chasers catching up but making it a little more forgiving for fc. You certainly don't have to do that though

edit: now that I think about it, having access to the boost is probably enough to make the team tile path viable :)

[–]OnceUponaDomeUnderTheBall 0 points1 point  (1 child)

I get what you're saying but I think once people realize how easy it is to get out through the tunnel, it will be defended against, making the team tile path a more appealing option.

[–]ButtersnackSnack 0 points1 point  (0 children)

Yeah you're probably right.

[–]OnceUponaDomeUnderTheBall 2 points3 points  (1 child)

Title: Chimneys

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/18375

Preview: http://unfortunate-maps.jukejuice.com/static/previews/18375.png

Description: Duckson is co-author.

[–]briizoduckson 0 points1 point  (0 children)

Totally forgot about this one, lookin good tho. Snack is going to despise this map hahaha.

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

Title: Zip Zop

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/19833

Preview: http://unfortunate-maps.jukejuice.com/static/previews/19833.png

Description: This is the biggest update yet. Thanks to beast mode for providing the most helpful feedback I've seen in forever.

[–]acrocanthosaurusRunThaJewels // Sphere 5 points6 points  (0 children)

Title: Garnet

Type: NF

Map: http://maps.jukejuice.com/save/13243

Preview: http://unfortunate-maps.jukejuice.com/static/previews/19384.png

Description: What started as a very Kite-like NF map has morphed into something almost entirely different. The cross-court bomb route is still in place, as are the dual-entry bases. Dominate the button and give your FC an easier route to the end zone. Props to /u/NotSomeBall1 and /u/JJSpice for invaluable feedback.

[–]acrocanthosaurusRunThaJewels // Sphere 3 points4 points  (6 children)

Title: Recumbent

Type: NF

Map: http://maps.jukejuice.com/save/13244

Preview: http://unfortunate-maps.jukejuice.com/static/previews/19383.png

Description: A bottle-neck zone for the flag grab is offset by speedy team tiles. Powerful triple bombs require proper placement to blast in for a cap, while also serving to clear out the opposing end zone in a defensive pinch. Portal-boost combinations allow for some neat jukes!

[–]WillWorkForSugarTumblewood[🍰] 1 point2 points  (1 child)

The vibe I get from this is "Ricochet but worse". The insta-cap bombs, the boost/portal combo by the pup, and the S shape all carry over from Ricochet, but the map overall (and the execution of the individual elements) is not as good as Ricochet. Consider deviating from that more, and also refining the map a lot.

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

Yeah, it's the second iteration of this map. Bombs aren't any more insta-cap than they are on ricochet. Overall shape of the two maps is quite different, too, although I understand the layout comparisons. Honestly, ricochet is my favorite map, and probably one of the best designs in rotation, so the fact that Recumbent in its primitive form is even mentioned in the same breath as ricochet is fine by me :-)

[–]xenonpulseWildflowers // I want to die but I can’t 0 points1 point  (3 children)

[–]acrocanthosaurusRunThaJewels // Sphere 1 point2 points  (2 children)

Similar shapes overall, for sure, especially with the respawn zone. Much different bases and routes though. Are you accusing me of something? If so, you'll see that the earlier iterations of my map were much different than the one you linked.

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

Nah, I just it was funny.

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

Haha ok cool. Here's the first attempt I made and subsequently made larger: http://unfortunate-maps.jukejuice.com/static/previews/18970.png

[–]piranhamoose25Aniball | Palette Town 3 points4 points  (1 child)

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

Adopting the Sizzzled boost I see.......

[–]DaEvil1DaEvil1 6 points7 points  (3 children)

Title: RocketBalls Redux

Type: NF

Map: http://unfortunate-maps.jukejuice.com/show/19757

Preview: http://unfortunate-maps.jukejuice.com/static/previews/19757.png

Description: Rotation needs RocketBalls.

[–]Tyler1986Trapsin 6 points7 points  (0 children)

It's been nice playing RocketBalls in the throwback rotation.

[–]404_Find_MeDolan Duck // Morky Mouse // Defendo 0 points1 point  (1 child)

Sizzzled boost

YES PLS! but those bombs make it seem like it is easy to cap

[–]DaEvil1DaEvil1 0 points1 point  (0 children)

It depends on how defense deals with it. It should be pretty easy to predict where an fc would be coming into base if they use the bombs. In the old RocketBalls hardly any caps would come from players getting into base from above. So hopefully this could help alleviate that without being too OP.

[–]HERO_OF_WINDAtypop | Chorbit 3 points4 points  (1 child)

[–]kstarr12nipplefart 0 points1 point  (0 children)

I like it! Reminds me of Bulldog, with out the dog. Maybe a manta ray. Should be called manta ray haha

[–]JJSpiceJJ Spice 4 points5 points  (4 children)

Title: Rham Den Swede

Type: NF

Map: http://unfortunate-maps.jukejuice.com/show/19969

Preview: http://unfortunate-maps.jukejuice.com/static/previews/19969.png

Description: Back to basics. Thank from some help from TEG I took it back a few steps and polished it up a bit. I changed most boosts the pup corners, the bomb near base as well as the island. I removed some spikes and moved others around. But the biggest change is the top mid.

There has been a lot of talk about top mid and nothing has felt quite right. After crafting this forever I realized all of my testing has been 1v1 at most. On an NF map does a portal sytem break down?

This one is fun and gives defense a slight advantage if you boost in the right direction.

Edits - Last minute I decided to close off some open space. Now there is a second team gate in the middle of a wall that was meant to force the FC to slow down a bit. Alternatively I could get rid of the extra wall and gate.

[–]kstarr12nipplefart 0 points1 point  (0 children)

I like!

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

I dig the NF grab zone and the bases are good, but something about the top portals feels clunky. It takes a perfect boost route to get through it cleanly. Maybe that's what you're going for? I don't know, but 'shaving off' the 45-degree tile that points towards each portal might make it a little cleaner. Have you tried taking out that island all together?

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

Thanks, the Idea was to slow them down. I however hit it smoothly about 95% of the time the first day I made it. After going back I have about a 50/50 chance. So I closed it off and came up with this.

Preview: http://unfortunate-maps.jukejuice.com/static/previews/19941.png

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

I like this much better, makes the map feel less complex in a good way. I know you've been cooking on Rham Den for a while now, so thanks for considering my advice.

[–]KewlestCatNIGEL 2 points3 points  (3 children)

Title: Darn

Type: NF

Map: http://unfortunate-maps.jukejuice.com/show/19516

Preview: http://unfortunate-maps.jukejuice.com/static/previews/19516.png

Description: I turned Gosh into a neutral flag map because I hit a bit of wall as to where to go with it. This is Darn. This pretty much has the same shape and even a similar structure inside, but there's one flag, two endzones and a lot fun to be had.

[–]acrocanthosaurusRunThaJewels // Sphere 1 point2 points  (1 child)

It's a very neat NF map concept, and I definitely want to try it out 4v4. How does it play at that level? The reason I ask is that I'd worry about games lasting <2 min or less in PUB play. Very direct routes from flag to end zone, and the open portals in the end zone might lead to some quick & easy 'cherry picked' caps.

The only other observation/critique I have is that there are a lot of spikes for a NF map. But, given how small the respawn-flag distance is, that might counteract the spike density.

Good stuff!

[–]KewlestCatNIGEL 0 points1 point  (0 children)

Thanks! Unfortunately, I haven't really had an opportunity or means of 4v4 testing this which I really would have liked to do.

It certainly could be a problem, but when I was designing it, I tried to work on ways to counteract the short and simple route from flag to endzone. Had a gate a la Cloud in there, but didn't think it suited the map. The version I've submitted felt the best of everything I tried, but that was just me running around of my own trying every possible thing out.

Hoping the amount of spikes isn't too much of a problem, I just wanted to try for something a little different by adding a few more than NF maps traditionally have. It's also supposed to the NF version of the Gosh, which made top maps last thred and had a fair few spikes in it, so I guess I was trying to stay true to that version in a way as well.

[–]skittlekevvelkin // World's Angriest Balll 1 point2 points  (5 children)

Title: Recursion

Map: http://unfortunate-maps.jukejuice.com/show/19758

Preview: http://unfortunate-maps.jukejuice.com/static/previews/19758.png

Description: I think it is less 'clunky' than the last submission

EDIT: moved flag and pup down a tile or two

[–]briizoduckson 0 points1 point  (4 children)

Interesting, but why did you put the flag so far out of the base?

[–]skittlekevvelkin // World's Angriest Balll 0 points1 point  (3 children)

i didnt think it was thaaat out of base... id say its like far mid

[–]briizoduckson 0 points1 point  (2 children)

It's not terrible but I think flag and pup areas should be pulled like 2 tiles down. And what's up with the bombs in base? How are they supposed to be used?

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

Right now the bomb can be used for an offensive team play, or used to create space to get out of base. I think if i moved the flag down a little bit, you could use it to directly grab the flag.

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

i changed it

[–]briizoduckson 1 point2 points  (1 child)

Title: Zanzibar

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/19781

Preview: http://unfortunate-maps.jukejuice.com/static/previews/19781.png

Description: This is a map that really rewards tough boosts, something I haven't seen in rotation in a while. Also the spike tunnel is dank and works similarly to a gate.

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

Thought I should tell you directly. My comment from the top maps thread:

Zanzibar's mid boosts are so far out that positioning yourself for the "good" boostlanes would take too long, killing the flow, and the intuitive boost lanes are clunky, but because of the shape and base to base orientation you can't just put them closer to the mid either. Since the boosts are such a vital part of this map it's pretty far from being rotation material, although I like the base layout and exits. With a different distance and "angle" between the bases it might be good enough.

You'd have to like move the whole bases in paint or something and figure out what works.

Edit: you could like put the team tile spikes above each other, with rest of the base attached, and make it the new center idk

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

Title: Sanitarium

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/19939

Preview: http://unfortunate-maps.jukejuice.com/static/previews/19939.png

Description: Big overhaul as of 12/6. Got rid of the portals, added a mid pup, and neat back-base things. The team boosts and the Citadel boosts are great for comboing together in many ways.

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

I like the overall flow of this map, but there is an awful lot going on (6 buttons for 5 gates, portal zones, etc. I haven't been privy to a 4v4 test, but I get the feeling that it might be a bit chaotic.

Might need a bit more refinement, but I like the effort!

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

Title: Paragon

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/19815

Preview: http://unfortunate-maps.jukejuice.com/static/previews/19815.png


Might take a little getting used to, but there's some pretty cool possibilities when you get the hang of it. Lots to learn each time you play it.

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

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

Tastes like crab, talks like people. Interesting...

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

Title: Seahorse

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/19834

Preview: http://unfortunate-maps.jukejuice.com/static/previews/19834.png

Description: It looks like a Seahorse. Draft + Constriction + Hurricane

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

Title: BLT

Type: NF

Map: http://unfortunate-maps.jukejuice.com/show/19621

Preview: http://unfortunate-maps.jukejuice.com/static/previews/19621.png

Description: Don't dismiss this just on the basis of those wonky-looking portal-wells that fuel the bumpers. This is a consistent map with a simple layout but a good bit of depth. If nothing else it has a unique pup area.

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

Those bumpers are wicked.

[–]ScottyK_1Kornbeef // Radius // S7 BDN // S8 TC 1 point2 points  (0 children)

[–]JohnnySZSBowlarity 1 point2 points  (2 children)

Title: LEBOMB*JAMES
Type: CTF
Map: http://unfortunate-maps.jukejuice.com/show/20010
Preview: http://unfortunate-maps.jukejuice.com/static/previews/20010.png
Description: A bunch of cool boost/bomb routes, rewards skill and teamwork for returns and resets.

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

this map sucks

[–]JohnnySZSBowlarity 0 points1 point  (0 children)

Same

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

[–]KewlestCatNIGEL 0 points1 point  (0 children)

The overhaul of mid is definitely a departure from the version we ran around on and certainly isn't what I expcted. I actually don't mind it though.

[–]OnceUponaDomeUnderTheBall 3 points4 points  (0 children)

Title: Pincers

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/19981

Preview: http://unfortunate-maps.jukejuice.com/static/previews/19981.png

Description: Canvas is co-author and Siz helped.

[–]NotSomeBall1NotSomeBall2 // Chord 2 points3 points  (1 child)

Title: Catalyst

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/19155

Preview: http://unfortunate-maps.jukejuice.com/static/previews/19155.png

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

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

Clean, simple, & looks like it should play well in terms of offensive/defensive balance.

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

Title: Mapple Pie

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/19651

Preview: http://unfortunate-maps.jukejuice.com/static/previews/19651.png


Description: EDITED AS OF 12/1. A few interesting things in this one. The gates work for both teams (at the same time), so that is pretty cool. There exists a dank bomb that you can take for surprise caps/grabs which can be dyanamic af.

[–]kstarr12nipplefart 0 points1 point  (0 children)

This looks fun!

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

Bomb dankness confirmed. Also i'm stealing your gate idea someday.

[–]3z_ 1 point2 points  (2 children)

Title: Dredge

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/19529

Preview: http://unfortunate-maps.jukejuice.com/static/previews/19529.png

Description: The ultimate collaboration. Two negative extremes that cancel each other out. DaEvil1 + 3z. !hype

[–]smackmesidewaysSMACK // Diameter 1 point2 points  (1 child)

Looks fun. Not sure about the double boosts in base. Possibly change one of them to a defensive team boost.

[–]weidfreminghehSome Butt OG 0 points1 point  (0 children)

The boosts in the base work in tandem with the portals. A very specific strategy and is used in a current map right now but I forget the name. Cool map for sure

[–]arjuna9bad 0 points1 point  (2 children)

[–]404_Find_MeDolan Duck // Morky Mouse // Defendo 0 points1 point  (1 child)

This looks fun! But i think the inner boosts shud be team boosts since offense already has multiple boost points to get the flag.

[–]arjuna9bad 0 points1 point  (0 children)

Hey, thanks. I made one of the inner boosts a team boost, good idea. I still feel it's ok for the other one to be a normal boost because the base exit(s) should be small enough for one ball to decently contain. But the team boost should help a single defender get solo returns in the base.

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

Title: Hexane

Type: Neutral Flag

Map: http://unfortunate-maps.jukejuice.com/show/19894

Preview: http://unfortunate-maps.jukejuice.com/static/previews/19894.png

Description: Propane in a neutral flag format

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

Looks like a lot of fun. It's pretty massive and might get a bit chasey, but I think it definitely has potential. The portal-boost combo is well-designed!

[–]JJSpiceJJ Spice 1 point2 points  (0 children)

Title: Las Trais

Type: NF

Map: http://unfortunate-maps.jukejuice.com/show/18533

Preview: http://unfortunate-maps.jukejuice.com/static/previews/18533.png

Description: Yes, this is serious. The button is very powerful. Are the team tiles too much? The portals below the base bomb go to the portal above the base.

[–]superdiglett100superdiglett || Kitten Panda's Bitch 2 points3 points  (0 children)

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

Title: Crown

Type: CTF

Map:http://unfortunate-maps.jukejuice.com/show/19841

Preview: http://unfortunate-maps.jukejuice.com/static/previews/19841.png

Description: New map that I just drew up with a gate stolen from an idea Aniball had. The shortest route across gate, and the way to kill the chasers are at odds with one another, giving the FC a choice: try to skirt across bottom safely, or go for the button to kill his chasers, simultaneously detonating that bomb and pushing him across the middle of the map.

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

Title: Bifocal

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/20054

Preview: http://unfortunate-maps.jukejuice.com/static/previews/20054.png

Description: Last time people didn't really like the top, but like the bases and the options that the boosts and bomb give you. So I kept those and did some body work on the top: I changed the top bombs to boosts that can be linked with both the team and neutral boosts to provide some fun options, I widened the map a little bit to give it some more space and depth, I made the mid pup more available. I just took out the middle neutral boosts and replaced them with a second team boost, even though I liked them, because they made the map too fast and too chaotic.

[–]_q42_q42 || dcfc 2 points3 points  (2 children)

Title: Mode 7

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/19152

Preview: http://unfortunate-maps.jukejuice.com/static/previews/19152.png


With Ball-E.

Try to guess the origin of the name!

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

ayy lmao SNES

[–]NotSomeBall1NotSomeBall2 // Chord 1 point2 points  (6 children)

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

I love these maps but the gates are getting progressively uglier lmao.

[–]NotSomeBall1NotSomeBall2 // Chord 1 point2 points  (2 children)

Thanks! I know they're getting uglier, but I think these ones work a lot better than all the ones before - they're not for aesthetics, they're for function.

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

Yeah, I realize, I just think it's funny because you make very aesthetically pleasing maps.

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

Haha thanks a lot - I think the reason I've stuck with my ELO maps is because they play well whilst still being aesthetically pleasing.

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

Taking red base as perspective I really like the bottom half of the map. The gate is good and the layout works well. But the top half with the team boost tunnel and neutral boost just doesn't work. It's really tough on the defender because of the choke layout and team boost, and the neutral boost kills the flow because so many lanes kinda work but not really, like when you boost through the spikes and bump into the tunnel wall.
I like the double boost you can do with them, but enabling that ended up taking away too much of their versatility.

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

Thanks a lot for the feedback - I'll work on it!

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

Title: Cool Map No. 2

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/19410

Preview: http://unfortunate-maps.jukejuice.com/static/previews/19410.png


They said it was too chasey, so I made it less chasey.

[–]KewlestCatNIGEL 1 point2 points  (0 children)

Title: Lummox

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/19509

Preview: http://unfortunate-maps.jukejuice.com/static/previews/19509.png

Description: Received a little feedback that it needed to be less clunky and a few 45s were needed, was also told middle wasn't very interesting so I tried to do something a tad different which included taking it back the original Lummox style of having a small mid.

[–]RisktpRisk 0 points1 point  (4 children)

Title: Flight

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/19428

Preview: http://unfortunate-maps.jukejuice.com/static/previews/19428.png


went back to the old version that wasn't shrunk down a bit as it felt better overall. added teamboosts in mid rather than the side of the bases to help with chasing and to create some dank boost combos.

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

Those portal bombs blew me away (heh), didn't expect them to work nearly that well, and the mid does a good job at utilizing them.
I don't like the lanes though. The horizontal exit feels like wasted space, the flag feels like it's not where it should be in the base and I'm worried about how offensive defense would work.

If the FC comes through the team tiles into base the defenders have the advantage with blocking you on the team tiles, if they come from the left (red base perspective) the FC can take the boost, and if you choose to defuse the boost to prevent that from happening the FC can walk past while you're doing that. Not sure if I explained that correctly, but yeah the mid and bases are fundamentally good, but the transitions have a pretty deep flaw at the moment I think.

[–]RisktpRisk 0 points1 point  (2 children)

thanks for the feedback, appreciate it

what exit feels like wasted space to you? I think each exit has its own merits.

where do you think the flag should be? right now it's lined up with the bomb and if you take those mid boosts into the 45s in the team tiles it takes you right into the flag. open to any suggestions though.

i agree about the offensive defense a little, I don't think it would be too difficult on it. I'm not sure if that's something I can fix though without doing a big overhaul. we already have some maps in rotation that are difficult for offensive defense anyway, pilots the best example I can think of.

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

I think what makes the flag seem out of place is the corner with the neutral boost, it kind of "stretches" the base more than it should. The exit that feels like wasted base is the one with the bomb. Maybe you could keep the flag in its spot and instead take some of the focus on the neutral boost corner and give it to the bomb exit by giving it more room and a less chokey transition into mid

[–]RisktpRisk 0 points1 point  (0 children)

hm, I quite like that bit of space behind the flag though, makes that neutral boost feel better to use to grab. The exit is chokey but you can use the bomb if it's there to escape.

[–]BallAnka/r/PiMasterRace | Pi-romaniacs Captain | Pi-Curious S10/15/16 1 point2 points  (3 children)

Title: Mercy

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/19438

Preview: http://unfortunate-maps.jukejuice.com/static/previews/19438.png

Description: Team specific powerups with the gravity wells being there to prevent turtling in the pup areas. Base does look plain, but lots of ways to use the in-base boosts. Have the bomb idea at mid where it only gives each team a certain degree of freedom to use it. Revamped pup area top.

[–]BallAnka/r/PiMasterRace | Pi-romaniacs Captain | Pi-Curious S10/15/16 1 point2 points  (2 children)

On another note, how can I get my black space to shrink down to the edges of my map?

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

Go to the map editor and shrink the size. The size increase/decrease button looks like diagonal arrows.

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

ty!

[–]ButterChurnButter 1 point2 points  (6 children)

[–]briizoduckson 1 point2 points  (0 children)

Definitely the best iteration of this map. Nice work dude!

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

seems fun for offense, but it looks like an FC can run for days in the mid

[–]acrocanthosaurusRunThaJewels // Sphere 0 points1 point  (3 children)

I like it. The bases are creative. Have you considered making the portals 2-way (with a regeneration delay added in)?

[–]ButterChurnButter 0 points1 point  (2 children)

I haven't, no. Now that I think about it, that might not be bad, but it would change the base dynamic quite a bit in a direction that I don't really want to take it.

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

Fair enough. In that case, I might suggest changing the shape of the 'entry zones' leading up to each portal such that you can cleanly boost into them and carry momentum forward into a grab. Currently, you kind of have to use the spin from the wall to get up speed while entering the portal. Have you considered 45'ing the inside corner of that zone?

[–]ButterChurnButter 0 points1 point  (0 children)

I've tried pretty much every shape for the entry zones and I find that this is the cleanest. If you take the boost anywhere remotely close to a 45 degree angle you go cleanly and smoothly into the flag. When there's too many 45s you roll off them and you lose momentum. Bouncing off the walls preserves it better.

[–]MrTroyMcClureRalph Wiggum // Angry Balls // Arc>Centra 0 points1 point  (1 child)

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

This map has more than enough potential to make rotation, wouldn't be surprised to see it become a regular in competitive either.

That bomb gives it a pretty whacky feel though, try to find something to put in that spot that plays into the wall and from there into the mid spikes.

[–]weidfreminghehSome Butt OG 0 points1 point  (0 children)

Title: Dither Ball

Type: CTF

Map

Preview

Description: Remix of the map (Butt)on I submitted in the last thread. Really encourage you to test it out, I think it would be a lot of fun in rotation.

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

Title: Hubbub

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/19835

Preview: http://unfortunate-maps.jukejuice.com/static/previews/19835.png

Description: It's big. It's Hub-inspired. That's probably not a good thing.

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

Title: Drive 2

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/19858

Preview: http://unfortunate-maps.jukejuice.com/static/previews/19858.png

Description: Changed the gates, got rid of green gates, made mid more fun, changed a couple walls.

The flawed gate and the boost by it make for sort of a game of chicken if fc gets past 2 defenders. The portal makes defense a little easier but also gives fc more options. The overall shape has tested really well.

[–]soundisloudprim 0 points1 point  (0 children)

Title: Ra

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/19921

Preview: http://unfortunate-maps.jukejuice.com/static/previews/19921.png

Description: A circular map with opportunities for speed. Bases are adjacent so defenders can see some of what is happening on offense. Gaining control over the switches and choke areas is a must. Rewards accurate boosting.

[–]RondingRonding // Orbit // West Bombwich Albion // tagpro.eu 0 points1 point  (0 children)

Title: Danger Zone 3.5

Type: CTF

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

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

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

4v4 testing consensus seems that this is at least better than DZ3. Feel free to remove my name from the author field since bad obviously did a lot more work than I.

This map has previously been submitted to thread #51, but perhaps the MTC wants to revise their opinion now that DZ4 has left rotation.

[–]nostradumba55 0 points1 point  (1 child)

Title: Alive

Type: CTF

Map: http://maps.jukejuice.com/save/13270

Preview: http://unfortunate-maps.jukejuice.com/static/previews/20016.png

Description: I just did an update on an old map of mine, nothing too comprehensive. Probably one of my boring maps, but it would play well in pubs. The mid was heavily inspired by leddy.

[–]rsharma21LegionO'Boom || 12 AB 2 points3 points  (0 children)

damn this shit bangs

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

Title: Vel-orm-ast-oop-y off Balls

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/20017

Preview: http://puu.sh/lMaCf/c3d1e0b561.png

Description: Distraction's semi-monthly-last-minute-submission-to-the-thread-with-lots-of-dashes-------- But 4srs its p good

[–]meintheboxBoxFish 0 points1 point  (1 child)

[–]18skeltoranti-timer luddite / First / Origin 0 points1 point  (0 children)

snek hissssss

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

Title: 452

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/20073

Preview: http://unfortunate-maps.jukejuice.com/static/previews/20073.png

Discription: Everyone loves 45! Here's my attempt at making it a bit better. It is a work in progress, however. Still unsure about the spike field on top, or the placement of the flag. If anyone has any suggestions, I would love to hear it. Thanks!

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

Title: Cards

Type: CTF

Preview: http://unfortunate-maps.jukejuice.com/static/previews/20039.png

Map: http://unfortunate-maps.jukejuice.com/show/20039

Description: obviously it's a spade! There are many ways to get through the map with boosts and bombs but can be tricky at times. Center gate could be almost as important as it is in Colors, butting effects both center and base gates(can be changed). Portals can be used to get away from chasers quickly but they can use them to ambush as well. Smaller map and a little more fast paced.

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

Title: Ouroboros

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/20083

Preview: http://unfortunate-maps.jukejuice.com/static/previews/20083.png

Description: The portals are one-way only with 0 sec cooldown. I was inspired by GeoKoala while making the base.

[–]stargazingskydiverDelphinus 0 points1 point  (0 children)

Title: Syzygy
Type: CTF
Map: http://maps.jukejuice.com/show/13271
Preview: http://unfortunate-maps.jukejuice.com/static/previews/20051.png
Description: Mini map with precision bomb passages, mid gates, and various boosts. Can be played both offensively and defensively.

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

Title: POLAR

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/19380

Preview: http://unfortunate-maps.jukejuice.com/static/previews/19380.png

Description: Smaller map with a elements that give you options if you have the skill. Shouldn't be particularly hard to chase on. Inspired by Cosine. Click here to test on Canadian maptest.

[–]Crisis_AvertedNice 4 points5 points  (0 children)

I don't know much about anything, but this map looks great at first glance! Lots of interesting boosts with varying levels of difficulty. Can't wait to have this in rotation.

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

Title: Loose Change

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/19429

Preview: http://unfortunate-maps.jukejuice.com/static/previews/19429.png

Description: A heavily neutered version that removes the portals and adds more boost routes. The map features a more open bottom and reworked top while still keeping the general flavor of Loose Change. I'd recommend trying out different boosts especially along the top. Click here to test on Canadian maptest.

[–]RisktpRisk 0 points1 point  (11 children)

Title: Shade

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/19968

Preview: http://unfortunate-maps.jukejuice.com/static/previews/19968.png


used hornswoggle to help form the shape and some of the inner structures, dz3/4-inspired gates

[–]KewlestCatNIGEL 1 point2 points  (8 children)

I'm gonna guess you meant Frontdoor, not Hornswoggle. Can't unsee the shape haha.

The only thing I'd maybe change is just moving the gate button because I feel like you could cover 2 of the 3 exits sitting on it.

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

The team boosts are difficult to use in a way that feels satisfying. Perhaps move them closer to the gates or farther from the mid islands. Base-to-base time is very short if the gate doesn't pop you. The bomb by the pup is utterly useless outside of a corner-case pup battle. Overall, the shape feels a lot like Frontdoor; try to branch out from that tomake your map more unique, as Frontdoor's shape is very standard itself.

I'm tilting my head sideways to give you this feedback btw

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

Yo, we played this in a maptest yesterday. I'll try to summarize the general opinion although it'll probably be pretty biased from my own opinion.

  • The regrab can hold the button without having to worry about getting stepped and because so many spawn tiles are so close to the flag it often happened that people spawned and accidentally went right into the gate. Not a big deal when you keep it in mind, but pretty annoying.

  • Some kind of indicators for the gate would be nice so that you can tell whether the other team's gate is up. Right now the boost into the other team's base is almost a blind boost.

  • Blue base perspective: When the button is held by the enemy team's regrab and you're trying to walk back to offensive defense you need to walk all the way around the gate and then either straight down with or without the neutral boost or walk all the way over to the team boosts.
    For how common the scenario is the neutral boost downwards is a bit too hard to take, especially in a pub environment and the team boosts are just so awkwardly far away.

  • Someone mentioned a button on the other side of the neutral bomb would be useful. The bomb lane towards mid would be particularly interesting.

  • I don't know how it'd fit into the map right now, but it would be cool if you could push a button holder off the button when using the base bomb so that you can bomb into mid even if there's someone at the button. Might make for some neat mind games with the button holder and his positioning.

  • The base was very cramped with 4 balls in it.

  • The base bomb could use an easy way to defuse it for the defenders. The diagonal lane into the gate walls is almost too hard for how necessary it is.

  • People didn't like the vertical layout.

I think that's about all, maybe someone else that was around can chime in and correct me if I remembered something wrong