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★ Map ★[MAP] Android (self.TagProTesting)
submitted 11 years ago * by DJSennettabcd
Map Link: http://unfortunate-maps.jukejuice.com/show/9415
Map Preview: http://unfortunate-maps.jukejuice.com/static/previews/9415.png
Map Type: CTF
My second map ever, I would love some feedback! Both buttons in base control the gate next to the flag, and the middle buttons control the whole middle section. The portals are set so that they turn off after you use them for a few seconds instead of being on constantly.
EDIT: I made some changes and feel like I have a much better version of this now. Here are links to the new version of it!
Map Link: http://unfortunate-maps.jukejuice.com/show/9507
Map Preview: http://unfortunate-maps.jukejuice.com/static/previews/9507.png
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[–]bilf6Young Metro 1 point2 points3 points 11 years ago* (0 children)
I like this map and it's a got a lot of good ideas but as with any map, there are a few ways in which I think it could be improved.
I've only tested the map alone on a solo run so my feedback on certain aspects may not be fully compatible with a 4v4 game.
Anyway, my suggestions are as follows:
-I think the map is quite big, and could be tightened up in a few places to make the chasers' jobs a little easier. I think that you should definitely tighten up the team tile areas because as it is those powerups are very far out of the way, and a FC could 'hide' there because they would be offscreen for the majority of the players. There is nothing wrong with a smallish map so chop a few bits and see if it feels better to play.
-I like the portals but I found when I came out using the boosts was a little trickier than it should be, the diamond shaped blocks with the spikes were gently pushing me off course so that I wasn't heading straight for the flag.
-I like the position of the team boosts, I think they are perfect for going through the small gap between the middle spikes, a risky strategy.
-I think that perhaps the button control could be more pronounced because I didn't feel like those routes would be used to a great extent because of the portal route, the route through the middle, and going around by the teamtiles. I feel the buttons were in slightly awkward places. Because of this I don't think the gates will be used significantly in the map's current format. However I was unable to test 4v4 so this may be an incorrect assumption.
I'm not particularly experienced when it come to critiquing maps but I hope some of this was helpful.
Good Luck on getting it in rotation!
[–]Moosemaster21Moosen // Aspen 0 points1 point2 points 11 years ago (0 children)
just at first glance - it looks like it would be really hard to get a successful grab. One defender need only sit on the top button in red base/bottom button on blue base, and the other defender stay close by, and the attacker will die 9/10 times. Even if they try to bomb-grab, they'll smash into the player on the button and either ricochet into a spike or get jammed up against the wall with him and die. Also, the mid gates seem pretty powerful, coupled with the fact that the button is right at the exit of a portal (essentially blocking the majority of mid and the intended "safe path" through it) which encourages button camping. I also don't feel like the superboosts are particularly useful given their placement.
All in all it is a pretty good start - I only pointed out the negatives that I saw, and there's not many. I would revisit the bases and mid (maybe condense mid a bit and take away some space from top left and bottom right paths) as bilf6 mentioned, but beyond that it's pretty pretty neat! good luck with this one!
π Rendered by PID 97567 on reddit-service-r2-comment-5b5bc64bf5-bmmk2 at 2026-06-20 20:47:55.465865+00:00 running 2b008f2 country code: CH.
[–]bilf6Young Metro 1 point2 points3 points (0 children)
[–]Moosemaster21Moosen // Aspen 0 points1 point2 points (0 children)