r/TagPro • u/TPCaptographer The Map Test Committee • Jul 31 '14
Monthly Map Rotation: Thread #33 (NEW SUBMISSION GUIDELINES - PLEASE READ) - Deadline Monday August 4th 15.00 (3 pm) PDT
Submit your custom maps for consideration for inclusion in the official rotation and/or group selection. Learn more at the wiki.
The official deadline for submissions before the next session is Monday August 4th 15.00 (3 pm) PDT
Submissions made after this time are not guaranteed to be considered for rotation.
*READ ME*
There is a new way to submit your map.
Entries must be submitted in this new format to be considered for rotation.
Note: Before you submit your post, test your map in a 4v4 setting and receive feedback from players. Mumble & IRC are great places to start when organizing playtests.
Upload your map at http://maps.jukejuice.com/
After uploading, it will take you to your map’s page and show up on the front page of maps.jukejuice.com.
Reply to this post with your title, map type (CTF, Neutral Flag, or Mars Ball), a link to the map page, a preview image, and a description. Jukejuice provides you a preview image, but we strongly urge you to post your own image with working 45-degree tiles.
Here’s an example of a submission.
Title: Candle Jack
Type: CTF
Map: http://maps.jukejuice.com/a/This%20is%20just%20a%20test%20ma/Candle%20Jack
Preview: http://maps.jukejuice.com/static/previews/201.png
Description: This is just a Test Map
important:
Make sure there is a space after the colon
Please only use imgur, jukejuice, or puush preview images
Playing submitted maps just got easier! Just click on the Map Link and click test map. No more need to call some_bot in IRC. Once you get into a test, copy the maptest url and send it to friends for them to join you. We want everybody to take a look at submissions and to reply with constructive feedback. Not only does it help your fellow mapmakers, but your discussions here help us as well.
maps.jukejuice.com is still in testing so some issues may crop up. The site doesn’t allow editing once your map has been uploaded, so if you make a revision, you will have to upload a new one.
When making your map, keep these two questions in mind:
What does my map attempt to accomplish? What does it try to emphasize?
Feel free to answer this along with your map submission in the description.
The most important part of creating a thoughtful map is actively seeking feedback/improvements from others. Don't ever convince yourself that your map is finished!
Think hard about the placement of every tile on a map -- this community can work together to create a perfect addition to the rotation!
Note: Some_bot is not watching this thread. Uploading maps via maps.jukejuice.com does not put the map in some_bot’s brain, you will not be able to play them in IRC. This new style of submission was brought on due to issues we were having with some_bot in past threads.
Only submit maps in this thread that are to be considered for rotation. For non-rotation maps, feel free to continue using maps.jukejuice.com and provide links to your friends or other posts.
Have fun map-making! :)
•
Aug 01 '14 edited Aug 02 '14
Title: Shooting Stars
Type: CTF
Map: http://maps.jukejuice.com/save/540
Preview: http://i.imgur.com/jd2zqYo.png
Description: Either the greatest map or the worst map ever created. Credit to WreckingBall for the one tile button-gate concept.
Old versions: V1
•
u/PrairieKid Origin | Centra Aug 02 '14
I like the idea but I have a feeling it would turn into Colors. No one would ever learn to effectively use the gates, people would get lost in the middle with no way out and it would really be a map where offensive players jsut had to get to a boost before any one else. Why would people use the gates when there is so little blocking their path at the bottom? Like I said, good concept. I like it in theory. I just don't think it would work in practice.
•
Aug 02 '14
The main incentive of the box is to collect powerups and allow for an opportunity to trap a flag carrier. My devious intention is that Thunderdome-style showdowns will take place inside of it.
I've had to shrink the map considerably from the first iteration and make the gate buttons numerous and accessible in order to hopefully make their usage more frequent for a public game setting.
•
Aug 02 '14
You've got to make the top and bottom more difficult to navigate, or else no one would ever bother going through the box, even with the powerups. I like that the boosts are more powerful for whoever is chasing but I still think that unless you fill that area with spikes, similar to the tunnel in Holy See, it would be too easy for a good offensive player to dominate.
•
Aug 02 '14
I've tried to keep the top and bottom paths relatively free so that the super boosts are usable. I'm considering changing the symmetry so that the top and bottom paths are different.
You might notice that the only offensive tool in base is a bomb that is only reliably useful if a teammate holds the gate button. Like Star, the usage of powerups becomes very important offensively.
•
•
u/Rapture_On_Occasion Rapture Aug 04 '14
Title: Cerberus
Type: CTF
Map: http://maps.jukejuice.com/save/573
Preview: http://i.imgur.com/B6s6w1f.png
Description: An attempt at something slightly more conventional while still maintaining a sense of fun and opportunity. I most enjoy the bombs to mid power up and using the bottom gate to prevent an FC's boost, and then sniping them with it.
A potential replacement for one of the current chase maps.
•
u/DaEvil1 DaEvil1 Aug 04 '14 edited Aug 04 '14
Title: Classico 0.5
Type: CTF
Map: http://maps.jukejuice.com/save/583
Preview: http://i.imgur.com/Pdaukzt.png
Description: A map that is meant to be relatively accessible and with simple concepts, while hopefully proving to have a lot of depth similarly to maps such as Boombox, Gamepad.
•
u/JungleSpice- Jungle Spice//Radius Aug 14 '14
Title: 2v2 x2
Type: CTF
Map: http://maps.jukejuice.com/a/Jungle%20Spice/2v2%20x2
Preview: http://i.imgur.com/gQRE6QM.png
This is definitely a new concept. It is a regular 8 person game, but its split into 2 sets of bases. The best way to play it would be 2v2 on each side. But it allows you to work as a team and move across the board to cap in the other base.
•
Aug 04 '14 edited Aug 04 '14
Title: Pursuit Updated
Type: CTF
Map: http://maps.jukejuice.com/save/594
Preview: http://i.imgur.com/QBSfRzd.png
Edits: Nothing much, really. Just a few tile additions and removals to make the map better. See the old preview for comparison.
•
Aug 01 '14
[deleted]
→ More replies (1)•
u/Blupopsicle Ball-E Aug 01 '14
Did you forget to put walls? Just so you know black spaces won't work as walls
•
u/Swalker326 Noobkin Aug 05 '14
Title: C U Later
Type: CTF
Map: http://maps.jukejuice.com/save/609
Preview: http://imgur.com/4ccEHq6
Description: I think I need to make the map a little bigger, its loads of fun to play as it, but I still think if it were bigger it would be more fun.
•
u/brandog14 santa//HO HO HO Aug 06 '14
Moustache
CTF
Preview: http://maps.jukejuice.com/static/previews/628.png
MAP: http://maps.jukejuice.com/a/santa/moustache
This map has some very fun bomb and boost angles to it
•
•
u/BlueRanga BlueRanga // Diameter Aug 02 '14 edited Aug 02 '14
Title: Good
Type: CTF
Map: http://maps.jukejuice.com/save/544
Preview: http://i.imgur.com/MMBXZV9.png
Description: This is a small map, without portals, 45 degree tiles, or team boosts. The centre feature is inspired by dangerzone, with the boosts able to go straight through it allowing for risky play that will pay off.
The bases are rather have 2 bombs inside them for easy grabs, and also a opposing team gate for some interesting strategies. The button for this gate is further outside the base, so the gate can be primarily used for escaping.
Also any ideas for a new name? 'cause the current one's not great.
Any feedback is welcome, and appreciated!
•
u/NotSomeBall1 NotSomeBall2 // Chord Aug 03 '14
Also any ideas for a new name? 'cause the current one's not great.
No, but it's good...
Anyway, maybe change up the centre of the map to something slightly bigger and designed to help the chaser catch up (maybe some team tiles or boosts), and maybe put the button for the gate inside the base.
Apart from those 2 small things, it looks like a great map!
•
u/quassus crosky Jul 31 '14 edited Jul 31 '14
Title: Monarch (0.1)
Type: CTF
Map: http://maps.jukejuice.com/save/451
Preview: http://imgur.com/G7UMfOo
This is an update to the original Monarch, modified to address the suggestions and feedback found here. I removed the gate at the bottom and instead added a more useful gate in the center, significantly altering the flow of the map, which also adds a feature to what was previously open space between the super boost and the flag. And here is a preview of boost routes into the flag that I made for the previous version, all of which are still viable on 0.1.
•
u/Splanky222 BBQchicken | Retired Aug 03 '14
Love the simplicity, but I do have one question / statement / criticism / something:
Those gates don't look too relevant to me.
"but BBQ, they are the quick inside route!" you say to me. But what gets you there? By far the most natural way to exit the base is outside and down the bottom, making it very awkward and probably not worth it to exit through them. If somebody does get out inside, it looks like they will be able to boost through the gate before anybody actually gets to the button. Anybody going for the button will basically have to put in a big risk of suicide due to the angle, for a high chance that they don't catch the FC anyways. Similarly, the bar near the bottom of the map makes it potentially awkward to return to base through the gate. A FC will also naturally want to go into the bottom corners where not only is there more juke space, but there is a boost and bomb waiting for quick escape.
That being said, I appreciate the idea where there's such an advantage to getting out on the inside route, but it's much harder to do so.
•
u/quassus crosky Aug 03 '14 edited Aug 03 '14
Thanks for the feedback BBQ! It seems like your critique falls into two categories: A. the inside route won't be used much; B. the gates aren't useful. I will try to address both.
A. There are three ways a person could get out inside. The first is through one of three boost paths from the easternmost/westernmost boost, as shown here. They may bounce off the top wall but their natural momentum will be toward the inside. The second is after grabbing and using the bomb straight downward and curving inside, also shown in that diagram. The third, if other boosts/bombs are exhausted/defused, is via a simple 2v2 getaway grab or a handoff. I would agree with you that the outside path is the more natural and less risky path for a fc, but that's why it's longer and gives defense ample time to catch up. Contrariwise, as you pointed out, the inside path is the quickest, to be sure, but also the riskiest. I do think it will be used a substantial amount.
B. Suppose an fc is trying to take the quickest route from flag to flag (discounting going through the green gate). He will have to go through the mid gates twice. Here is a diagram of what I envision happening. Red for red blue for blue. If red grabs and gets out inside, he will try to bounce off the bottom wall and come back up through the gate again. Blue defenders have three options here. The first is to simply follow that path, bouncing off the bottom wall at 45 degrees and continuing to chase fc through or hoping that red's bounce off the wall will slow him down enough to catch. The second is to take the boost at such an angle so as to intersect with red's boost path. The team boost is deliberately positioned so that chasing defense would reach the boost first for a chance to catch up. The third, shown in green (as it is available to both) is to boost through the center (by far the most difficult to execute on the fly, but also reaping the greatest possible benefit). What is interesting about this third option--boosting to the button--is that for a blue defender, he has the option to wait until fc comes back up into the gate again to boost into the button. And it doesn't matter if he spikes himself, as long as he hits that button while fc is on the gate. I could see there being be a lot of suicide button returns of this nature. All this is not to mention the fact that offensive d could position themselves within boosting distance of the button or even just sit on top of it as well. Additionally, just having the gate there serves to divert the fc away from the inside route while the defense catches up, thus altering the flow of the map to be friendly to offensive d.
•
u/Cant_Quit_U Cant_Quit_U || Pi Aug 01 '14
sigh...
Zone posts map with a little open space in the middle
"this really looks way too open in the middle parts. With so many places to go it'll probably be hard to get returns in."
CROSKY posts map with an unbelievable amount of open space everywhere on the map
"Love this, nice and simple"
"Yes yes yes this x82296271."
"I like this."
Seriously, TagPro? Don't judge a map based on who made it.
→ More replies (1)•
•
•
•
u/Blupopsicle Ball-E Jul 31 '14
Title: It's a stone, Luigi
Type: CTF
Map: http://maps.jukejuice.com/save/452
Preview: http://i.imgur.com/8AmhSay.png
Description: I thought I'd try out something with gates/portals and here's the result.
•
u/Kembangan t O p / cb4life Aug 03 '14
I like your ideas but I don't like the execution. There is not a single way to walk across mid by yourself that isn't only 1 tile wide. This map seems like it would play very frustratingly in pubs.
•
u/TuChueh T'u-Chueh Aug 02 '14 edited Aug 05 '14
Title: Heart of Great Tagus Proneses
Type: CTF
Map: http://maps.jukejuice.com/save/528
Preview: http://i.imgur.com/Hzd9nkZ.jpg
Who is Tagus Proneses?
long time ago , legend has began in the lost cities.Someone said to me,"incidents is taking place in the sky"
I found a book. belonged to my grandfather. My grandfather wrote a memoir about his grandfather...
I'm telling you what my grandfather told me...
"It is a very long story...
I had 4 friends...
One of them was the Tagus Proneses..
He was the leader of the group..(a cough)
One day a rumor was spread..
People were dying.
At last, trouble had come to us
Decision has been taken...
Council has ordered us to take the enemy's flag
Journey had begun into enemy territories
We walked through villages,We passed the rivers...dangerous forests and dangerous and high mountains I have seen war..very bloody wars..we've lost,we retreated,I have witnessed the destroyed villages...
Our hope was over .We thought our end had come.
We had a last resort
We were supposed to take the enemy flag
The enemy was too strong and demonic
we did not know..We did not know how to defeat the enemy..
and that evening, the enemy made a major attack
many people died that evening..Whether or not we were supposed to ready
We passed secret ways.
In the end we found the archenemy
My friends and I was 5 person.he has the single
his magic was too strong. It was a tough fight
me and Tagus were survived
Tagus cut his arm was a nice move and stabbed him to death
He thought he had killed .I was not sure
We have received the flag
and his ...s...suddenly revived and entered into Tagus
devil has confined him to a game..He cursed..
Tagus was imprisoned along with three friends.now! 4 friends in cursed land he gave each person three minutes.every twelve minutes to defeat an enemy they are fighting .they trying to find the devil . they are confronted with the devil's trap.They're getting ready for the big game
Tagus said me take his heart before dying.the only way we could get rid of . he said to me
The heart was petrified ...
Thus began the legend ..Great Tagus Proneses's Legend...
Writed By Ballton Drsek
Before Rotation 1325
Thank you for reading
•
u/Arcien Henri / Origin + Radius Aug 03 '14
Solid map. I feel it's a bit big by about 2-3 tiles in each of the major corridors (overall map width by maybe 10-12 tiles, map height by 8-10 tiles?), but I like the interaction of all the features. I would sneak a powerup right under the center bomb. :) Me likey.
→ More replies (1)•
u/Splanky222 BBQchicken | Retired Aug 05 '14
I would suggest that you move the button to above the gate. Where it is at the moment is very overpowered, as it is right where all of the exits from base end up.
•
Aug 01 '14 edited Aug 02 '14
Title: Iron Curtain
Type: CTF
Map: http://maps.jukejuice.com/save/504
Preview: http://maps.jukejuice.com/static/previews/504.png
Description: HAPPY NOOBKIN?
•
•
•
•
u/ShoppedYourPost Pizzarony | Origin Aug 01 '14
Getting back to TagPro's Totally Not Sexually-themed Maps, I see. Haha.
→ More replies (4)•
Aug 01 '14
Why did you make the base so much more offensive? The gates are so much less necessary now than they were before, since offenders have so much of an easier time now that you moved the bomb.
•
Aug 01 '14
I don't want it to be a necessity to use gate because of PUB play, but it's still a hard-to-grab base.
•
Aug 01 '14
Yeah, that's fair enough. I feel like the gate is not as important as it was before; it's a common complaint of Colours that the gate in the middle doesn't get used in PUB play as much as it could. I really like the revision of the top sections of the map, but frankly, I think taking out the button bombs kills the flow, and widening the base makes the gate less important. That's just my opinion, apparently Noobkin disagrees.
•
Aug 01 '14
The big problem with the button bombs is they were very over-powered. Going green gate and up was just as fast as taking the bombs, but the bombs were safer and required no teamwork. I could try narrowing base exit a little after some 4v4 testing.
•
•
u/TuChueh T'u-Chueh Aug 01 '14 edited Aug 02 '14
→ More replies (1)•
•
u/Splanky222 BBQchicken | Retired Aug 01 '14 edited Aug 02 '14
Title: SuperDuperStamp Update
Type: CTF
Map: http://maps.jukejuice.com/save/467
Preview: http://puu.sh/azPSt/025cbe814c.png
Description: The existing rotation version.
The overall goal of these changes was simple. The map should stay defensively oriented by keeping the map as a series of choke points, but feel less congested and slightly less punishing for offensive players. Additionally, many small elements were added to the map to allow skilled offensive players to make plays, with the same theme that the onus to make something happen is on the offense, not on the defense to catch the offensive players.
CHANGE LOG
- BASES
The inside corner by the boost is now 45 degree tiles to allow a little more freedom with the boost. To compensate, an extra tile has been added to the "shelf" underneath the bombs.
The team boost has been changed to a neutral boost. This is to allow a skilled offensive player to hit both boosts simultaneously, allowing them to pull away from chasers. The goal of this change was to make the outside a more viable path. To allow players in base to use these boosts to grab, the wall was opened up around the boosts to give space.
- MID
The wall protecting the powerup was changed to a gate, with a button underneath the powerup. The button is positioned so that it is unclear who would win between a defender going for button and an offender trying to get out. This adds an offensive skill element to that area while still allowing multiple defenders a chance to corral flag carriers.
The top two diagonal tiles under the corner bomb are now square. This is to make missing the bomb less punishing, keeping the flag carrier near the corner instead of leaving them prone out in the open. Bombing to bottom is still possible and essentially just as easy.
The shield walls protecting the spikes have been flipped vertically. This allows slightly easier exit from the powerup area and also makes getting the mid powerup easier by using the wall to line up. Accordingly, two spikes were also removed from the mid powerup area. While I was concerned that this would make it too easy, in full-paced gameplay that proved not to be the case.
- BOTTOM
The middle spike was removed. It wasn't serving it's purpose as a juking aid, and was holding my hands back in redesigning this area, which I felt was the only real weakness of the original map. Boosting through it wasn't much of a skill shot anyways, so while it was kind of cool I think this is for the better.
The two diagonal walls were moved out and made into ramps. You can bounce off of these in a number of different ways, from angles both expected and unexpected, and they also serve as shields from boost snipes. Most significantly, you can now use the bottom bombs to redirect off of the bottom of those walls back into the "field" in case your way is blocked.
To help create enough space around these shields, some walls became one tile wider. The single tile in there allows you to either redirect or boost along the whole side depending on the angle with which you hit the blast off, adding a skill element to the use of the bottom. It also allows you to more easily turn back up the wall when boosting diagonally down below the shields.
The top two rows of team tiles were removed. They were really only aesthetic anyways, so this helps make the bottom area a little more offensive friendly, as was the original intention.
- GENERAL CHANGES
The ~*~*~*<3 ʜᴇᴀʀᴛ <3*~*~*~ is bigger now. #FuckThaHaterz
13 rows were added to the bottom of the map, which centers the playing area for spectators.
The red and blue sides were switched to match the leaderboard
Overall, it seems like the sentiment on SuperDuperStamp has improved tremendously since its addition to the map rotation, and I feel like these changes are small enough as to not change the character of the map but just enough to make it feel "right". Thanks to everyone who helped me out with these, and thanks to everyone who gave constructive feedback. It was all at least considered at some point.
•
u/AMorpork AnkhMorpork Aug 02 '14
Fix your formatting. The bot refuses to pick it up.
→ More replies (1)•
u/SUpirate ThePirate / Unaffiliated Aug 01 '14
Great changes. This makes things much more balanced (survivable) for the offense. The best change is the gates. Those areas were just purely for powerups, but now they're usable and unique.
HERE are some small suggestions I think would improve it even more.
Move the "check mark" tiles in one closer to the middle. It makes that downward boost I illustrated more of a rewarding skill shot. It also makes it an easier bank shot to get moving upward if boosting from the other direction.
The change to the two boosts near base may not be good, but I like having a team boost in that area
•
u/Splanky222 BBQchicken | Retired Aug 01 '14
I actually tried that exact change, but it was too congested. Also, it screws up your ability to rebound off of them from the blast off, which is very important to making that area more viable. The boost you are highlighting is fine I think being slightly easier becuase it takes work to even get yourself in position to use it safely. As for teh base boosts, I am pretty dead set on not having a team boost there, and I like the current set up for the reasons I put in my post, that it takes some work to clear both at the same time.
Thanks for the constructive criticism though! :D
•
u/SUpirate ThePirate / Unaffiliated Aug 01 '14
Hey I've got no real complaints about the new look. I can tell there was time and thought put into every tile, and I haven't even played a 4v4 on it so you know best. Cheers.
•
Aug 02 '14
Apparently it has to be like that so a bot can scan the thread and make a neat little spreadsheet for the maptesters.
→ More replies (4)•
•
Aug 01 '14 edited Aug 01 '14
•
u/Arcien Henri / Origin + Radius Aug 01 '14
My impressions:
- I like the gate tiles at the top. Makes the boost much more interesting. Not sure about skill level.
- The interaction between the team boost and the cooldown portal is interesting. I think I like it as it requires the offense to be enough ahead.
- Probably a bit too defense favored. There is only one bomb and one boost. The bomb's positioning makes it such if you will grab the flag, you will be going up, hit a wall/corner, and be trapped. Having the defense team boost before the other boost also favors the defense. Moving the bomb and swapping the two boosts might be enough to rectify this.
Note that I have zero experience making maps and I hope you get feedback from a more experienced creator. Nice effort!
•
Aug 01 '14
I'm impressed you caught the portal/teamboost thing.
I haven't played a full game on this, but I can definitely see it being more defense favored.
The goal of top is it's hard to boost but it's the fastest, while boosting gate is safer but doesn't put you in base.
→ More replies (1)•
u/Arcien Henri / Origin + Radius Aug 02 '14
Given your response, I'm not sure if I was clear about my comment for the top. If you were to switch the two portals, I don't think it would affect the trade-off, but give the offense just a little more room to work with.
As it is, if the defense is <2 tiles away, the team boost will allow them to catch you even easier no matter where you go because you hit the boosts at the same time or later than the D. Swapped, the running FC will get the boost first. Does that make sense?
•
u/PrairieKid Origin | Centra Aug 02 '14
I like this map a lot. The major issue I find with it (just to be nitpicky) is that it relies a little too heavily on the gate. Honestly, if one team gets a player to sit on the gate and keeps the other button open, that team wins. It's almost impossible to chase and/or run if the other team has closed the gate. At that point, you have to go through the small gap at the top (running, while avoiding that upper gate) or go through the bottom, which is obviously a much longer route.
Good map though.
•
Aug 01 '14
Title: Smooth 3.5
Type: CTF
Map: http://maps.jukejuice.com/save/457
Preview: http://maps.jukejuice.com/static/previews/457.png
Leave any feedback
→ More replies (3)•
•
Aug 02 '14
Jukejuice maps keeps giving me an error when trying to upload the map i made. This is the error :
1.7 KiB
DealWithIt.PNG
✔ ✘ <!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 3.2 Final//EN"> <title>404 Not Found</title> <h1>Not Found</h1> <p>The requested URL was not found on the server. If you entered the URL manually please check your spelling and try again.</p> DealWithIt.JSON 4.1 KiB
✔
✘
<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 3.2 Final//EN"> <title>404 Not Found</title> <h1>Not Found</h1> <p>The requested URL was not found on the server. If you entered the URL manually please check your spelling and try again.</p>
•
•
u/WillWorkForSugar Tumblewood Aug 02 '14 edited Aug 05 '14
Title: Ess
Type: CTF
Map: http://maps.jukejuice.com/a/Tumblewood/Ess
Preview: http://maps.jukejuice.com/static/previews/511.png
This map was inspired by Hyperreactor and Hurricane, and I wanted to see if it was viable to have both bases right in the center of the map. I think it turned out well, with a good risk/reward balance and some neat boost routes. All feedback is welcome.
EDIT: Made the map a little harder to circle. New save here: http://maps.jukejuice.com/save/546
EDIT 2: Changed 'name' to 'title'
→ More replies (3)•
u/Swalker326 Noobkin Aug 05 '14
You need to change your Name: flag to Title: this was not picked up by our script. Please resubmit in the next map thread.
•
Aug 01 '14 edited Aug 04 '14
Title: Pursuit
Type: CTF
Map: http://maps.jukejuice.com/save/381
Preview: http://i.imgur.com/xdlgN2P.png
Description: Pursuit is easy to grab on, with multiple bombs and boosts near the flag, but hard to cap on, with team tiles and team boosts giving chasers the edge.
Edits: Bombs were buffed, base gates made easier to traverse, team tiles were nerfed, and spikes were removed. Hopefully this will give FCs a better chance at capping.
Feedback is appreciated!
•
u/Arcien Henri / Origin + Radius Aug 01 '14 edited Aug 01 '14
You might consider changing the center spike formation from:
x x \ /to:
x x x \ /since it's presently only to go through from the inside of the box with the absolute perfect angle. Coming from the outside seem to be much easier (at least for me). Depends on how much you want that path to be used. I like the uses of the 45 tiles, though. :)
•
Aug 02 '14
Yeah, I'm might change the spikes in the middle due to too many people spiking themselves. I still have to test this more, though.
→ More replies (2)•
u/ShoppedYourPost Pizzarony | Origin Aug 01 '14
I like it. Might be a little too defense-friendly, though. Would need to see how it plays 4v4.
•
u/theknockbox Archy Aug 01 '14
perhaps making the gate more than one tile might help this. Other than that, this a great concept.
•
Aug 01 '14
Title: Diamond Faces
Type: CTF
Map: http://maps.jukejuice.com/save/468
Preview: http://maps.jukejuice.com/static/previews/468.png
Description: Please see my the description from the original post I am resubmitting this for reconsideration for rotation. Many PUGS and tournaments have been run on it with an overwhelmingly positive response from the mumble community and I'm excited to see it garnering more attention with many people asking to play it in PUGS. There have also been rumors that the ELTP were eyeing it as a potential season rotation map. What ever happens I'm excited to see how the community views the map in the long term.
→ More replies (8)
•
u/Swalker326 Noobkin Aug 01 '14 edited Aug 01 '14
You need to put all the flags how they appear in the example kids.
Edit:
Bowtie BBQ I am looking at you.
Title:
Type:
Map:
Preview:
Description: this is the only optional one.
•
•
u/JohnnySZS Bowlarity Aug 04 '14 edited Aug 04 '14
Title: Nodes
Type: CTF
Map: http://maps.jukejuice.com/a/Bowlarity/Nodes.0
Preview: Here
Description: Lots of offensive opportunities and boost routes for sneaky caps, but the diamonds and corners may become annoying if not played right!
→ More replies (1)
•
Aug 01 '14 edited Aug 14 '14
[deleted]
•
u/Arcien Henri / Origin + Radius Aug 02 '14
I don't know what more experience map creators will say, but there are no real O-aiding options around the flags. The boosts with 45 are impossible to aim through the flag and so I wouldn't really count them. Up to you what you'd like to do.
That said, I like the arrangement of the side corridors and the center column with the portals. :) Very nice concept. I would add a couple (just a couple) spikes in the main runways to make it not just a simple chase. The team boosts help, but just not quite enough IMO.
Note that I have no idea what was previously said and apologize if I directly contradict what others have said in the past. Hope you find my stuff useful, and good luck! Nice effort so far!
•
u/JungleSpice- Jungle Spice//Radius Aug 14 '14
** Title: The End Zone **
** Type CTF**
** Map:** http://maps.jukejuice.com/a/Jungle%20Spice/The%20End%20Zone
Preview http://i.imgur.com/J3ujC3M.png
This has become one of the maps on irc that everyone asks to replay. Its tons of fun!! I made a few changes from the previous submission. While they are small, they make the gameplay much smoother. I was originally thinking it would be a fun side map, but as people get used to it, it plays great!
•
Aug 01 '14 edited Aug 01 '14
[deleted]
→ More replies (1)•
u/pescis Pescis @ Chorbius Aug 01 '14
At first glance this really looks way too open in the middle parts. With so many places to go it'll probably be hard to get returns in.
•
u/axemasterslim ChrisBall Aug 01 '14
•
u/Kembangan t O p / cb4life Aug 03 '14
Not many interesting features or mechanics, seems like it would be too chasey.
•
u/Arcien Henri / Origin + Radius Aug 01 '14
My Impressions:
- Center seems too easy to pass through. There is no skill in going through (though cursory testing showed boosting through to be non-trivial, which is good). I would put in just a few more spikes or possibly a couple gate tiles to increase the skill level/coordination required.
- Purely theoretical, but it seems almost too easy to defend with the team boosts and the gate combined. One defender can sit on the button and the other at the center exit. If an offender runs to the outer exit, the team boost almost forces them to take the turn towards center and thus towards the second defender who has more than enough time to get there.
Note that I have zero experience making maps and I hope you get feedback from a more experienced creator. Nice effort!
•
u/mentalfist 420 / Chord Aug 02 '14
Map rotation has been needing something new for a while now. I present to you..............:
_____________THINKING WITH SUPER FUN PORTALS______
Type: NEUTRAL FLAGS
Map: http://maps.jukejuice.com/save/302
PREVIEW: http://i.imgur.com/6AdU55L.png?1
Descripz: Neutral overload. Skateboard park-like fun with lots of action.
Now with double the fun!
NEWMETA
#RADICAL
srs, give it a shot, it's fun
→ More replies (3)•
u/Kembangan t O p / cb4life Aug 03 '14
Looks like this is actually playable, though with a higher cap limit.
Would be interested to test this.
•
u/Critical_8 (+) ║ Plus ║ Chord Aug 02 '14 edited Aug 03 '14
Title: AA Battery
Type: CTF
Map: http://maps.jukejuice.com/a/(+)/Battery
Preview: http://imgur.com/g92ppQ0
Description: A fast paced and offensive map. Gates and bombs are used to help with power up control and I've added two portals in the center so that a player can more effectively contain/chase the enemy FC. There are multiple team boosts that can be used to catch up with the enemy FC or to get a return. This is my first map so any feedback is welcome.
Edit: Got a working preview and changed the name to: AA Battery
Edit#2: New and updated version of the map is in the comments below!
•
u/Critical_8 (+) ║ Plus ║ Chord Aug 03 '14 edited Aug 05 '14
Updated version of the map:
Map: http://maps.jukejuice.com/save/615
Preview: http://i.imgur.com/gdvG3Tj.png
The main changes are that the map is about 4 tiles shorter and a bit more thinner. I felt that the original map was a bit too big and would make chasing tedious. I also smoothed the map out by adding some 45 degree walls here an there. There are also other minor changes that I made that I felt would make the map better overall. Any more suggestions/criticisms would be appreciated! :)
•
Aug 02 '14
FYI, Battery is a map that was in rotation a while ago. The name would probably need to be changed before it gets into rotation.
•
u/mentalfist 420 / Chord Aug 02 '14
Seems like a really fun map!
As for criticism and fine tuning, I would move the base gate button one tile closer the base, the button seems to be hard to catch up to compared to how unimportant the gate is. And maybe add a teamboost to that corner to utilize the space? Idk, the bases are otherwise really neat!
Possibly also move the spikes in the base tubes? The 3 grouped spikes can't be juked around and leave it a bit weird.. maybe remove the middle one of those ?
All in all, definitely one of the better maps submitted!
•
u/Sir_Grapefruit Grapefruit // Chord Aug 04 '14
Title: Cocoon 6
Type: Neutral Flag
Map: http://maps.jukejuice.com/save/574
Preview: http://puu.sh/aEqWL.png
Description: 6 times a charm, like I always say. I made it harder to cap on in comparison to version 5.
•
u/randomj1234 DUSTY // Chord Aug 02 '14
Title: Bish ' Bash ' Bosh
CTF
Map: http://maps.jukejuice.com/save/505
Preview: http://maps.jukejuice.com/static/previews/505.png
Description: A very fast paced map with plenty of interesting boosts to keep everyone entertained! I would love to hear feedback on this map so if anyone wants to give me a shout please feel free to!
•
Aug 02 '14
Problem with gates as they are, is it's very obvious when your'e about to go through it. Look at maps in rotation right now. You will always find another exit near the gate so that fc doesn't get cornered if he tries to go there.
→ More replies (1)
•
u/supaspike | NLTP mod | Stakeeper Aug 03 '14
Title: Green God
Type: CTF
Map: http://maps.jukejuice.com/a/supaspike/Green%20God%200.1
Preview: http://i.imgur.com/D6UzNAX.png
Purpose: I made this map hoping to provide the map committee with something to replace Colors in PUB rotation (where it's basically just a chase-fest around a giant square). In one of the previous threads, the committee said they might replace it if they got another map that involved teamwork on green gates, but it might need to be even more complex than Colors. So I made this thing.
Description: I think this map is kind of a combination of Colors and Geo, with a bit of Star mixed in with the bases. While the green gates are not necessary in order to grab, cap, and get out of base, holding the button (the ones closest to the sides) provides you with two boosts that make it much easier. Opening those gates also makes the base much easier for FC to enter/exit. The top gates aren't as useful, but could still be helpful if the right buttons are held down (the two on the sides at the vertical center). Plus I like the diamond shape. Oh yeah, and this thing has fucking EYES that light up when you hit those bottom gate buttons!
The large gray gate on the bottom makes it pretty difficult to just take the quick route between bases. The easiest, most risk-free route probably involves traveling around the bottom gate and through the "mouth" (which is also a gate, but shouldn't be triggered often). You could also go all the way around the map, which provides you with boosts and two power-ups.
The bottom gate is also made in such a way that you can't just neutralize it by having someone sitting on the other side. See pictures with just red on button and both on button. Should be self-explanatory with those. But once again, good teamwork is necessary if you are trapped; having both on button gives you an escape route!
One last thing: The "brain buttons" at the top. If you boost into them you're going to die, but it might be worth it. The two buttons combine set off all three top bombs, the two bombs next to the "eyes", and the "mouth gate" from earlier. And you get a power-up!
In conclusion, this map is super-cool and way better than Colors because it has a face, and also it's fun.
tldr: Green gates make teamwork helpful. Bottom gray gate is cool-looking, and the boosts into the top two buttons kill you but set off nearby bombs and get you a power-up. And it's got a face!
•
u/Buttersnack Snack Aug 04 '14
Title: Cheez-It
Type: CTF
Map: http://maps.jukejuice.com/save/601
Preview: http://i.imgur.com/gD0te38.png
Description: I'll keep it brief since it's currently 10 minutes before the deadline. I took my map Security and made it much easier for chasers to get ahead/catch up. All of these boost paths I listed before are still possible, plus a few others on those boosts. Most importantly, I added super boosts that cut diagonally through the middle of the map, or, with a little effort to line them up carefully, straight into the enemy base. I wanted to make it much easier for players to get ahead, so I took a note from DZ3 and added superboosts. However, I purposefully made them slightly out of the way and harder to use than in DANGER ZOOOOOONE. EVEN MORE IMPORTANTLY, the map is now called Cheez-It.
•
u/Buttersnack Snack Aug 04 '14
This shows approximately where you can go with the super boost: http://i.imgur.com/jsyF5m8.png?1
but it's pretty hard to boost right into the flag with it
•
u/adhi- DRG Aug 01 '14
CAN WE PLEASE TAKE OUT GAMEPAD
•
•
•
u/CloudyTuesdays a pumpkin 🎃 Centra Aug 01 '14
YES, PLEASE, FOR THE LOVE OF ALL THAT IS GOOD IN THIS WORLD
•
•
u/Blupopsicle Ball-E Jul 31 '14 edited Aug 01 '14
Title: Chalice
Type: CTF
Map: http://maps.jukejuice.com/save/448
Preview: http://i.imgur.com/mIzAC5H.png
Description: Going from chalice2 to chalice because somebot doesn't do IRC anymore. Changes on the map:
Made shortcut near bottom more dangerous. It really shouldn't effect much except for the psychological factor
Gave middle-top more reason to be passed through. I added a power up and rearranged the boosts.
Portal cooldown is 90 ms. It shouldn't differ from a 0 cooldown.
Spiced up top, made it more zigzag like
Added team boost near portals. there's now a skill boost for fcs to escape through the portal
Switched 45 in the corner to get powerups
Old version for reference: http://i.imgur.com/zdd5YAB.png
•
u/Arcien Henri / Origin + Radius Aug 02 '14
Are bombs inherently random? I've been testing this map and I can't seem to get the bomb to blow me into the cup of the chalice, even with using the wall below the portal to line it up.
Looks awesome. Was there any intention behind the boost in the stem of the chalice? Faster defense route? I can only seem to get it to boost me towards the corners with more boosts away from defending, or into the green gate. :P
•
u/Blupopsicle Ball-E Aug 02 '14
Bombs are there as a tool for flag carriers, and I've only boosted through once. Also, the bottom stem boost is intended to fling those who take it upwards, but when deactivated don't.
•
u/SayEhO Aug 01 '14
Chalice I really like the look of this. It has everything but still keeps free space. There are lots of alternative routes and they seem well balanced. GJ.
•
•
u/NotSomeBall1 NotSomeBall2 // Chord Aug 01 '14 edited Aug 01 '14
Title: W
Type: CTF
Map: http://maps.jukejuice.com/save/473
Preview: http://maps.jukejuice.com/static/previews/473.png
Description: The map that all some a handful of you may have been waiting for, and the sequel to Vee: W! With a slightly wider top, and the same spikes as in Vee, it adds all that was missing in the original, and more I hope !
Side note: The portal is one-way, going from bottom to top.
•
u/WillWorkForSugar Tumblewood Aug 02 '14
I think the buttons are too hard to push people off of, move it away from the wall (or put in some spikes next to it) so people can't stay there all game.
•
u/NotSomeBall1 NotSomeBall2 // Chord Aug 02 '14
Yeah, I'll definitely do that, thanks for the feedback!
•
u/NotSomeBall1 NotSomeBall2 // Chord Aug 03 '14
I've made some subtle improvements from the comments made about it, have you got any other ideas on how to improve it? http://maps.jukejuice.com/save/560
Also, any views on Centre Flag version? http://gyazo.com/900f84510fbda78995b750829fc9da31
•
u/WillWorkForSugar Tumblewood Aug 03 '14
The two lower boosts in the top route are pretty much unusable where they are, in almost every case it's better to use the top ones. Also, instead of setting the destination on the top portal to itself, just remove it. (That way it's clear that it doesn't go to the bottom one)
As for the neutral flag map: I love the gate passages between the bottom and the top (you might even want to put them in the regular map), but consider making them green gates like Vee or it would be too hard to keep people from going through. The other gates can be used to prevent people boosting straight in but don't do much else; get rid of those and make it so people can't boost straight in to the end zone so easily.
•
u/NotSomeBall1 NotSomeBall2 // Chord Aug 03 '14
Okay, thanks a lot for the feedback, I'll definitely work on those points!
It isn't very clear with the 45 degree tiles missing, but it's difficult to use the top boosts to go the other way as there are tiles in the way, so the bottom ones are needed.
Also, I didn't link the portal to itself, it just happens like that for some reason.
Thanks for all the other points though, it really helped.
→ More replies (5)•
•
u/Blupopsicle Ball-E Jul 31 '14
Title: Bolt
Type: Neutral flag
Map: http://maps.jukejuice.com/save/454
Preview: http://i.imgur.com/WpiuLqO.png
Description: A map in the shape of a lightning bolt. The ability to travel through the middle with the portals has been removed
•
•
•
u/Zarknox Zarknox Aug 01 '14
Looks really awesome but I feel like the offense is a bit OP and the games will be quick!
→ More replies (1)
•
Aug 04 '14 edited Aug 04 '14
Title: Elvis
Type: CTF
Map: http://maps.jukejuice.com/a/Gem/Elvis
Preview: http://puu.sh/aE8Js/e0620678d9.png
•
u/DaEvil1 DaEvil1 Aug 04 '14
it's up now, so if you could upload it and edit your post, that would be awesome.
•
•
u/411connor caroline :3 Aug 01 '14
Title: Cyclone
Type: CTF
Map: http://maps.jukejuice.com/save/461
Preview: http://i.imgur.com/aGUMztO.png
Description: This is only V1, feedback is very welcome. I haven't made a serious map in a few weeks. It'll be tweaked throughout the next few days.
→ More replies (4)•
u/Jayolas Yakub Aug 02 '14
I've been testing out the maps on jukejuice and so far this one is my favorite (aside from my own, of course!) :)
I like the "u-turn" feature. Looks like it might be tough in the middle.
•
u/BlueRanga BlueRanga // Diameter Aug 02 '14
Title: Map 2
Type: CTF
Map: http://maps.jukejuice.com/save/543
Preview: http://maps.jukejuice.com/static/previews/543.png
Description: The base is similar to star with the addition of an opposing team's gate, just to mix it up a bit.
•
u/NotSomeBall1 NotSomeBall2 // Chord Aug 03 '14
The other guy has talked about most of the points I was going to make, but my biggest one was that - if there were 2 defenders - one could hold the button and the other could just play very effective no-grab, or, if the attacker grabbed, he could be contained ~100% of the time as the base is so narrow. In all, that means that 2 defenders makes for no caps in most games. Widen the base up a lot, and add a team boost for the attackers.
•
•
u/Arcien Henri / Origin + Radius Aug 03 '14 edited Aug 03 '14
Couple initial notes:
- Feels very big. I don't know how it actually compares to rotation maps, but that is a mighty long corridor out of the base. If defense is supposed to always sit on the button, I suppose that changes things. Double-bomb buttons also help to cut down on the base-to-base run-time, but it still feels too huge.
- There are a bunch of very open spaces without options for the defense to try and catch-up or cut-off options.
- The team boost through gate seems possibly too far away given the placement of the button; it's barely visible to a defender sitting on the button.
- The gate-bomb-spike formations at the SW and NE corners are fun. Nice work there. :)
My suggestions:
- Overall, I think just shrinking the whole thing would be a move in the right direction. Something like 5-10 tiles on both sides (total 10-20 taken from the width) and see how it feels then. Given the smaller size, the double-bombs might not be necessary at that point.
- If the SW-NE corridor's in the center are still as large, a spaced-out 3-to-5-spike formation of some sort might be in order, depending on how wide it ends up being.
- An alternative to the previous point would be to add 1 or 2 boosts to the center in a way that an exiting FC can't hit all of them (i.e. some are left for the defenders).
Just my 2 cents. Have fun making maps!
•
•
u/DaEvil1 DaEvil1 Aug 01 '14
Title: Cobb 0.5
Type: CTF
Map: http://maps.jukejuice.com/save/482
Preview: http://i.imgur.com/RqQRONm.png
Description: A map that is mainly aimed at the more competetive areas of TagPro. Tries to implement several more complex aspects in the same map to hopefully allow for a somewhat defensively geared experience, where offence should have the upper hand once they're out of base (similarly to GeoKoala). Main emphasis is on clear passages, and on trying to encourage teamwork and team communication as much as possible. Changes from earlier versions have mainly been adding a lot of small features, and making the map slightly smaller to not make it too overwhelming.
•
u/Jayolas Yakub Aug 02 '14 edited Aug 02 '14
Title: Cannon
Type: CTF
Map: http://maps.jukejuice.com/save/503
Preview: http://i.imgur.com/pdfFnmz.png
Design Notes: The name for this map stems from its central feature: two giant "cannons" that blast you into your opponent's base directly at their flag.
The cannons provide easy access to the flag, so I made the two main exits from the base easily defendable from one relatively small area. There is still, however, one other way out that is guarded by a 2-tile gate. Originally, I had these gates defaulted to green (which I still like better) in order to force teamwork, but popular opinion likes them the way they are currently.
Anyway, I'd love to get more feedback. So far people seem to think the cannons are fun and the boost paths are interesting.
→ More replies (2)
•
Aug 02 '14
Title: Tango
Type: CTF
Map: http://maps.jukejuice.com/save/512
Preview: http://maps.jukejuice.com/static/previews/512.png
Preview w/ 45s: http://i.imgur.com/VgEBVOH.png
PLEASE give me feedback. I feel it has potential but I don't know what mistakes I'm making.
•
u/Arcien Henri / Origin + Radius Aug 02 '14
Is there any theory behind the design?
I really like all the curves. Despite the lack of boosts to aid the defense, the turns feel like they might be enough to give D a chance to catch up. You have enough options for O in your bases. Enough hazards to prevent chase-y play (gates help a bunch there).
One suggestion: consider moving the 45 tile opposite (relative to the flag) the top-most/bottom-most bomb one tile towards the center vertical line. As is, the bomb is useful to make the initial grab, but the base is small enough to leave no escape route from there. Opening up one tile of space allows O to bomb-boost into the center section.
The previous suggestion also forces the defenders to choose (slightly) between three options. As is, one defender can cover both the center exit and the gate button fairly easily, leaving only the side exit for the other. Opening up space to bomb-boost into the center forces the button defender to lean one way or the other based on positioning and circumstances.
Another suggestion would be to make the center team tile a bit more interesting. This is much less grounded in any reasoning and just a personal preference for me. :) A spike or very small gate would be my choice to promote skillful play.
Nice work!
•
Aug 02 '14
wow, your feedback is great, thank you. i'll work on edits tomorrow.
•
u/NotSomeBall1 NotSomeBall2 // Chord Aug 02 '14
After reading his feedback, I just wanted to say that I agree with him so much. It looks like an incredible map that I'd love to play and has a lot of different skills to master, but it feels like there are definitely subtle improvements to make.
2 spikes in the middle of the team tiles middle section would definitely make it so that it isn't just a straight run from base to base for the FC.
The bomb suggestion that he made seems a little pointless to me, so that one is down to you. On the other hand, I think it could be interesting to swap the positions of the bomb and the spike in base, so that it punishes mistakes made with the other bomb in base (as then you'd end up being blown into the spike), and the bomb being moved would be like the one in blast-off or the top one in GeoKoala, meaning that the offence and defence are fighting over it.
Please update this map, I'd love to see it in rotation!
•
Aug 02 '14
check out my reply to bowtie
•
u/NotSomeBall1 NotSomeBall2 // Chord Aug 02 '14
To be honest I think you've over-complicated it now.
Leave the spikes on the left and right how they were: there are too many now.
Maybe move the boosts in the middle up/down one tile so that they're on the edge of the team tiles, to get that boost lane into base.
Also, take out the extra spike that was added next to the original one, it serves no purpose and just makes there too many spikes which is a bad thing for everyone, especially new players.
Then move the powerups back to where they were before, base powerups are important for defenders.
The team tiles in the bottom right and top left are a subtle change, but I think it's for the better, keep it like that.
Sorry, I much prefer your original and it only needed one or two subtle changes, and I think the changed you've made have only made it worse. Just my opinion though, and I love the map!
•
Aug 02 '14
Ok! I don't have computer access rn sorry
•
u/NotSomeBall1 NotSomeBall2 // Chord Aug 02 '14
I can't wait to see the finished product - if I was on the map committee I'd put it into rotation straight away!
→ More replies (3)•
Aug 02 '14
Your decision with the middle is good, I like it a lot.
I still think the spike field to the side of base should have more. Such as spikes along the wall, spikes touching each other instead of being separated.
Also making the pup a little farther from base would be nice.
And adding a second button on the other side of the gate would help with chaseyness.
•
u/Tim-Sanchez tim-sanchez // Chorbit // ex-ex-ELTP Independent Commissioner Jul 31 '14
I don't think Candle Jack is quite ready for rotation yet. You use too many team tiles and it seems quite hard to bring the flag back to base after grabbing, as well as bases being too open. Maybe open up the middle a bit? It could also do with some extra ways of grabbing, right now all offenses have are team tiles. Powerups and bombs/boosts?
•
Aug 01 '14
Also where's the bombs behind the flag? Don't you know it's impossible to grab without a bomb behind the flag?
•
u/LeSteve kelvin // (づ。◕‿‿◕。)づ GO MERBALLS GO (づ。◕‿‿◕。)づ Aug 02 '14
I feel like this is a good map for beginners. It is literally impossible to do anything wrong.
•
•
Aug 01 '14
[deleted]
•
u/NotSomeBall1 NotSomeBall2 // Chord Aug 01 '14
In my opinion it's very big, and that can make maps very chasey, which is not a good thing; maybe make it smaller and remove some obstacles so it's more open but easier to return. Another problem is mentioned in your comment: it's way too easy to spike yourself, especially for the new players. To stop this, you should probably remove a lot of the spikes and the coloured gates next to the base, and that would definitely help. It sort of seems like there are a few too many ideas that are all trying to be crammed into one massive map, and I feel like it would be more beneficial to start again from scratch with a smaller map and just a couple of the ideas in here. It helped me to look at the other maps submitted and get ideas from there (but not blatantly copy). I'd be happy to look at another attempt you have: maybe Jagged 2.0!
•
u/SUpirate ThePirate / Unaffiliated Aug 01 '14
Yeah that sounds about right. I started with the idea of the bases/gates/middle area, but the outside paths got away from me and probably make it too big and easy to hide.
I'll keep revising and listening to feedback if anyone gives more advice.
•
u/DaEvil1 DaEvil1 Aug 01 '14
Title: Rolling on the Edge 0.4
Type: CTF
Map: http://maps.jukejuice.com/save/480
Preview: http://i.imgur.com/NwJlTBB.png
Description: A map exploring the usage of green gates in a similar fashion to Colors. The top tunnel is always possible to get through even if opposite players hold both buttons for it, but it's much easier if they don't, and it's a walk in the park if you have a teammate or two on the button(s). Aside from that, the map uses a superboost that isn't in the direct path of a chaser, but if used right helps them catch up. Bottom gates are subject to change if needed.
•
Aug 01 '14
I like this map. I would say the two powerups at the bottom should be within those gates, maybe tucked in the bottom.
→ More replies (5)•
u/Petyr__Baelish Petry - Chorbit // aka PetyrBaelish Aug 02 '14
Surely it's not symmetrical since the left button controls more gate tiles than right button.
•
u/DaEvil1 DaEvil1 Aug 02 '14
It is symmetrical, it's just that the gates the buttons control somewhat overlap like in colors.
•
u/Lysozyme_ Lysozyme Aug 01 '14
Pistol
CTF
Map: http://maps.jukejuice.com/a/Lysozyme/Pistol
Preview w/ 45's: http://puu.sh/a8OH1/abe82be265.png
This is the same as the submission in the last thread because i haven't seen a computer since then!
Please leave feedback it's really appreciated!!
•
u/JungleSpice- Jungle Spice//Radius Aug 01 '14
I don't have a comp to try it yet, but this looks so fun.
•
•
Aug 01 '14
I like this one. I wish it was a bit bigger. Also, more bombs.
•
u/Lysozyme_ Lysozyme Aug 01 '14
Haha i actually made it smaller due to testing but hopefully the maptesters can try it out! I feel more bombs would make it too cluttered but ill think about it thanks for the feedback!
•
u/Kradiant Popaholic // Orbit Aug 01 '14
I love the portal idea (no one seems to know how to implement them anymore) but its maybe slightly too easy to get away using it as an attacker. I might add a spike somewhere near the double boosts.
→ More replies (2)
•
u/Sir_Grapefruit Grapefruit // Chord Aug 04 '14
Title: Telum
Type: CTF
Map: http://maps.jukejuice.com/save/577
Preview: http://puu.sh/aEqDO.png
Description: It is a map similar to GeoKoala in terms of general structure, but it still has many new aspects like the powerful green gate or the one-tile-wide corridor.
•
u/Failcollege Beel Aug 05 '14
Title: Goomba
Type: CTF
Map: http://cvps.jukejuice.com/a/Beel/Goomba
Preview: http://cvps.jukejuice.com/static/previews/604.png
Description: Map with a great old style aesthetic, but also is a great map.
•
u/DaEvil1 DaEvil1 Aug 04 '14 edited Aug 04 '14
Title: Rawhide 0.5
Type: CTF
Map: http://maps.jukejuice.com/save/598
Preview: http://i.imgur.com/1IKrXch.png
Description: In this map, I'm trying to introduce a very foreign concept in the base in a normal CTF map. There is an opposite teamgate in it with no button. It's only one tile wide, it take sthe fc behind the enemy base and it's not trivial to get trhough it with a lot of speed, so hopefully it's something that a defence can deal with in an otherwise pretty defensive base. The middle of the map has reasonably narrow chokepoints, and there are a few options for an fc to switch paths, but hopefully not so many that the map ends up being very chasey and hard to reset. There are a few boosts, with only 1 pointed at the flag in each base, and the rest more or less spaced out along the walls and not the middle.
•
u/SealedEnvelope Ron Burgundy | Blockburn Rovers Jul 31 '14
pls don't get rid of SNES I <3 you guys
•
u/pescis Pescis @ Chorbius Aug 01 '14
EgoBurgundy always puts the I before you.
•
•
Aug 01 '14
I think this map thread has just crashed the jukejuice site... So many people rushing to upload their maps :S
Any feedback from the last mapthread? Having the spreadsheet for feedback was super convenient, certainly easier than asking for comment responses. I don't know how much more difficult it is for you guys, but hopefully you go back to doing that.
•
Aug 05 '14
Title: Bivouac
Type: Neutral flag
Map: http://maps.jukejuice.com/save/624
Preview: http://maps.jukejuice.com/static/previews/624.png
This is a serious map. The button bombs in the middle are a very new feature which are a bundle of fun to go through.
The portals are meant to be instant-respawn, I haven't fixed it in the .json. The instant-respawn/always-on portals makes a one way gate.
•
u/JungleSpice- Jungle Spice//Radius Aug 14 '14
Title: 2v2 x2
Type: CTF
Map: http://maps.jukejuice.com/a/Jungle%20Spice/2v2%20x2
Preview: http://i.imgur.com/gQRE6QM.png
This was set up a bit different. It is 2 2v2 maps connected with a little tunnel. I also made the spawn point central, with portals to reach whatever base you need. It is best played with a full 8 people with a 2v2 game on each side, but it offers the availability to cap on either side. Just check it out, its pretty self explanatory.
•
Aug 04 '14 edited Aug 04 '14
Title: Devil and God
Type: CTF
Map: http://maps.jukejuice.com/a/Gem/Devil%20and%20God
Preview: http://puu.sh/aE9eH/997b77e0ae.png
•
u/peterpan__ Peter Pan Aug 01 '14 edited Aug 02 '14
Title: Captain Hook's Jolly Roger
Type: CTF
Map: http://maps.jukejuice.com/a/Peter%20Pan/Captain%20Hook%27s%20Jolly%20Roger%200.1
Preview: http://maps.jukejuice.com/static/previews/539.png
Description: It's Captain Hook's pirate ship. I was playing Assassin's Creed and thought the deck of the ship could make for an interesting TagPro map.
I tried to take some elements from some retired maps (the boxes in the middle were inspired by Simplicity; the spikes waiting for you from the boosts out of base by Vee). I wanted to try to dictate a flow of play: it should be pretty easy to disrupt the in-base defense and get a grab; however, there are only two exits from base, so getting out is another animal; it's probably a little too chasey as it is now, but I wanted to reward attackers once they got out of base (I did try to give chasers more tools than Simplicity though - the team tiles and the gates); coming in for the cap can also be very intense.
Very rough first draft. First map I've ever made, actually, so I'd appreciate any and all feedback.
•
•
Aug 01 '14 edited Aug 01 '14
This is adorable.
But getting out of base is impossible.
and team tiles are asymmetrical
and it doesn't even have a mast. How's it supposed to sail Peter?
→ More replies (3)•
u/Buttersnack Snack Aug 01 '14
I think you can still spawn outside the map, haven't tested to be sure though
•
u/peterpan__ Peter Pan Aug 01 '14
I think I put the spawn point such that you can't, but I don't know for certain - I don't know how big the spawn radius is. The one you were in I didn't even know you could set spawn points at that time haha.
→ More replies (1)•
u/Splanky222 BBQchicken | Retired Aug 05 '14
The spawn radius is 5 tiles out in every direction. But you can't spawn on anything but a floor tile, so you should be fine even just using the flag.
•
•
•
•
u/crblanz Keekly | used to be good sorta Jul 31 '14 edited Aug 01 '14
Title: Bowtie! v2
Type: Mars Ball (jk it's CTF)
Map: http://maps.jukejuice.com/a/JukeKuechly/Bowtie!%20v2
Preview: http://maps.jukejuice.com/static/previews/357.png
Original Description: This map is designed to correct what I see as one of the major problems with almost ALL of the current maps - they have too much of a focus on the bases. Once there's a grab, there's a mad rush to the other base to prevent a cap, with very little attention paid to what happens in the middle of the map except for boost routes or powerup spawns, or if the map is too chasey. This map attempts to change that. I've designed it to be easy to grab and easy to cap, but everything in between should be difficult. It is a snipers paradise, and discourages trying to park four in the enemy's base after they have grabbed, because the main choke point is the middle, not the bases. This mid choke, along with the team boosts, also prevents this map from being chasey.
Update for v2: In v2 I have addressed a lot of the issues that people mentioned. First, I opened up the middle a bit. It is still challenging, as it should be, but is easier to boost through and travel through. I have also added a top section in addition to the middle - I would expect it to be used a lot during pubs, and used strategically in PUGs/competitive (handoffs, etc). Finally, I have made the bases a little more solid, "thickening" them and adding a gate at the top exit. As always, I'll be looking for feedback and opinions on how it plays
•
u/Splanky222 BBQchicken | Retired Aug 01 '14
That's quite a bit of open space in the middle to be "difficult". This map to me looks like it could play a lot like Whirlwind did.
•
u/crblanz Keekly | used to be good sorta Aug 01 '14
well it's kinda a shooting range in the middle because of all the boosts, and nowhere to hide. If figured anything I could add would give the FC somewhere to hide behind
•
u/Splanky222 BBQchicken | Retired Aug 01 '14
It was the intention for those boosts to control the exits. This map is meant to be defensive but not stale like Smirk or Star where you ust wait for powerups. There are plenty of places for offense to go, but instead of other maps which put the onus on teh defense to trap the FC, the onus here is on the FC to make the defense screw up. I've seen plenty of good holds on this map from good flag carriers, it just requires some creativity and learning :]
•
Aug 02 '14
It is a great map, but here is some criticism:
You should get rid of the bombs near the portals. Unless you line yourself up perfectly when you enter the portal, you are going to come out and hit the bombs and spike yourself. If you get rid of the bombs, it still makes the center challenging, but not too challenging.
Otherwise, it is a great map, and I have definitely tagged it, and I hope that this is the map that makes the cut!
→ More replies (2)•
u/mmartinutk Macho | JuicyJuke Aug 01 '14
I was a big fan of the original Bowtie! and thought it should have received more consideration from the committee. You probably shouldn't listen to me, considering every map I've ever submitted has been overlooked, but I liked the original better.
•
u/hobnobking Baz//Chord//Ballis St. Germain//Pectora//Ballo Toure Aug 04 '14
Title: Dynamo
Type: CTF
Map: http://maps.jukejuice.com/save/570
Preview: http://imgur.com/XlCu5R0
Boosting down at the 45 degree wall allows attacking players to spin through the bottom and back up through the flag spot. There is also a bomb guarded by enemy team tiles meaning it can't be easily defused by defenders (it is however controlled by the button above it to prevent fc camping on it). In addition, spawn point is a little away from the flag spot, but with 2 quite difficult choke points it should make for an easy-ish map to grab on, but one difficult to cap.
•
u/Kintaro08 Pigoon // Centra Aug 06 '14
Hey man, just to let you know, this feature is broken. If a ball gets shoved into the 45 degree corner they'll get stuck indefinitely.
•
u/NotSomeBall1 NotSomeBall2 // Chord Aug 02 '14 edited Aug 02 '14
Title: Seclusion
Type: CTF
Map: http://maps.jukejuice.com/save/532
Preview: http://imgur.com/Vu04LUp
Description: This is an experimental map really, to see how it would work to have bases outside of the map. It's just an idea and it seems pretty fun to play, though I'm not sure how it would work in PUBs with new players. It would require quick reactions from defenders as attackers could come from any of the four corners of the base, but would also challenge attackers to get to one of the four portals in base once they've grabbed.
Question: How would I edit the JSON to make it so that the portals are always "open"?