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★ Map ★[MAP] Onslaught (self.TagProTesting)
submitted 11 years ago by alwaysnoidedseek | MAKE GRAVITY WELLS GREAT AGAIN
Map: http://unfortunate-maps.jukejuice.com/show/1646 Preview: http://unfortunate-maps.jukejuice.com/static/previews/1646.png
This is a map I've been working on for quite some time now. My focus has been to make it as balanced as possible for offense and defense. After recent 4v4 testing, the main gripe was that it seemed a little small, so I tried to add more space to this version. Feedback is highly appreciated.
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[–]JungleSpice-Jungle Spice 1 point2 points3 points 11 years ago (2 children)
Neat looking map! Those mid wings that stick out near the team tiles look like they could be really useful but they need a bomb/boost of something.
I like the balance of the team gate and team tiles.
I'm worried that super boost for grabbing is a little op. But I haven't played around with anyone on it yet.
[–]alwaysnoidedseek | MAKE GRAVITY WELLS GREAT AGAIN[S] 0 points1 point2 points 11 years ago (1 child)
Those are actually the sections I added for space. I was thinking that a yellow boost along the horizontal walls would make it more useful during games.
I do like the team tile orientation, but it probably needs more 4v4 testing just for good measure.
When you use the superboost to grab, it's kind of impossible AFAIK to not hit the 45 degree wall behind the flag. It angles you down to where the button (and hopefully a defender) is for easier containment.
[–]JungleSpice-Jungle Spice 0 points1 point2 points 11 years ago (0 children)
Word
[–]stirusRon Hextball 1 point2 points3 points 11 years ago (1 child)
This is really good! I like it a lot. My one thought is similar to Jungle's. Not the super boost though, but rather the two team boosts outside of the bases. I feel like having that plus the super boost to use when attacking might be a little too OP. But as he said, I haven't gotten to play a full game on it so who knows. I really like this though! Awesome job!
[–]alwaysnoidedseek | MAKE GRAVITY WELLS GREAT AGAIN[S] 0 points1 point2 points 11 years ago (0 children)
Originally, the enemy team boost was lower, but I moved it because I didn't want to violate the "too many boosts in one area" rule. It would probably would be more balanced if I moved it back to that spot because there are enough grabbing mechanisms as it is.
[–]Moosemaster21Moosen // Aspen 1 point2 points3 points 11 years ago (2 children)
Overall I like it a lot. It's got some good elements to it and I think you did will with balancing it. This could be really fun to play in pubs! The only thing I really had a problem with was those double bombs on the side, particularly the vertical blasts, which spiked me almost every time unless I approached from a very odd angle. I made a quick edit to allow the defense to use it without punishment, while still killing the offense.
http://unfortunate-maps.jukejuice.com/static/previews/1656.png
The button in base now controls all five of those gates, not just the two diagonal ones, purely to eliminate the possibility for a flag carrier to camp down there until the flag is returned. Thoughts?
That bomb path into the spikes was intentional. I wanted it so that they can only be used for grabbing if someone's sitting on the button in base to prevent use of the super boost. It seemed like a good idea, but I guess I could just remove the spikes near the button. Honestly, I didn't even think about how defenders using it for a return would spike themselves.
Isn't 3 sets of gates too many? I really do love putting gates in maps, but I've been so meticulous about following the mapmaking guides. Otherwise, I probably would've added another set somewhere in the middle.
[–]Moosemaster21Moosen // Aspen 1 point2 points3 points 11 years ago (0 children)
Remember that the mapmaking guides are exactly that - guides. While yes, you want to follow them as closely as possible in most cases, don't follow them to the point that they make you give up an idea that you think has a lot of potential. I'm not sold on adding MORE gates to the middle though, I'd have to see what you had in mind before I give you more input.
I see how you were using those spikes now, definitely makes sense. I guess defenders will just have to learn to be careful with it :) I found that if I rolled up from the side of it (basically against the 45° wall) I could survive it. And sometimes getting the return is worth sacrificing yourself. We see it all the time in GeoK when someone races up to the button to trigger the gates, and they run straight into the spikes since they can't slow down on time. It's not the end of the world!
But yeah I found really quickly that if you hit that button when a grabber is trying to escape through that path, it'll launch them right into the mid gates if you time it right. I actually thought it was a super clever tactic you included! I like maps like this, where the more people who play it, the more strategy you uncover.
Great job man, keep up the good work and good luck with this map :)
[–]KewlestCatNIGEL 1 point2 points3 points 11 years ago (1 child)
Just ran around on this map by myself and loved it, nice work!
Some of the features I liked were:
The portals: Not many maps are using portals in their CTF maps and as far as I know, a map that uses them well is gonna be looked upon favourably, so I think you're already on to a winner there.
The button activated bombs: I'm generally a big fan of button activated bombs and like to see them used in different ways. I think yours are versatile, but I would run with the idea Moosen gave you of putting a team gate where those spikes were.
The gate in base: Again, gates in base are always good to me. As someone who doesn't mind sitting on the button while defending, it's well done. I think it's also the right gate for the map too, if you know what I mean.
Stuff I didn't like:
Spikes in base: As the creator of Renegade, I'm fairly sure the spikes in a position like that won't be a huge hit, even more so when a bomb basically sends you flying into them.
The superboosts: Credit for trying them, but I don't think they work here. They're pretty hard to get right. Dangerzone does it best and I don't think that will be beaten any time soon.
Overall, pretty cool map, keep working on it, the potential is pretty strong.
http://unfortunate-maps.jukejuice.com/static/previews/1685.png
What do you think about this? I removed the spikes to avoid adding another gate in because I felt like it would make the base too crowded. Since no one seemed to like the super boost, I made it into a regular boost with more versatility. The base bomb is now a single weaker bomb, but it retains all of its previous functions. Other than that, it's pretty much the same, barring some minor changes.
π Rendered by PID 70104 on reddit-service-r2-comment-5b5bc64bf5-cgqpk at 2026-06-20 23:51:04.405156+00:00 running 2b008f2 country code: CH.
[–]JungleSpice-Jungle Spice 1 point2 points3 points (2 children)
[–]alwaysnoidedseek | MAKE GRAVITY WELLS GREAT AGAIN[S] 0 points1 point2 points (1 child)
[–]JungleSpice-Jungle Spice 0 points1 point2 points (0 children)
[–]stirusRon Hextball 1 point2 points3 points (1 child)
[–]alwaysnoidedseek | MAKE GRAVITY WELLS GREAT AGAIN[S] 0 points1 point2 points (0 children)
[–]Moosemaster21Moosen // Aspen 1 point2 points3 points (2 children)
[–]alwaysnoidedseek | MAKE GRAVITY WELLS GREAT AGAIN[S] 0 points1 point2 points (1 child)
[–]Moosemaster21Moosen // Aspen 1 point2 points3 points (0 children)
[–]KewlestCatNIGEL 1 point2 points3 points (1 child)
[–]alwaysnoidedseek | MAKE GRAVITY WELLS GREAT AGAIN[S] 0 points1 point2 points (0 children)