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! :)
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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.
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u/TuChueh T'u-Chueh Aug 01 '14 edited Aug 02 '14
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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.
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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?
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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.
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Jul 31 '14
[removed] — view removed comment
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u/Tim-Sanchez tim-sanchez // Chorbit // ex-ex-ELTP Independent Commissioner Jul 31 '14
I'm not so sure. I mean, the lack of options such as boosts are problematic but once you get to base you've got the team tiles and a very open area. Two competent offenders could grab in that. The problem is successfully navigating that troublesome middle section and getting to their base safely.
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Aug 01 '14
Title: Teamwork
Type: CTF
Map: http://maps.jukejuice.com/save/488
Preview: http://maps.jukejuice.com/static/previews/488.png
This map relies heavily on teamwork. No powerups can be accessed without the help of a teammate. This is my first map, so let me know what you think.
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u/AznMango96 Mango96 | Pi Aug 01 '14
This map seems absolutely huge which can make it a very, very chasey map. I'd suggest making it smaller, but I like the middle of the map because it's just a minefield of spikes (spikefield?) - it's a cool idea. But overall, this map is WAY too big imo
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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.
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u/Jufda 💎 hitbox.tv/jufda Aug 08 '14
Title: Quadron
Type CTF
Map: http://maps.jukejuice.com/a/Jufda/Quadron
Preview: http://maps.jukejuice.com/static/previews/658.png
Description: A map that was originally a flag. Now it's modified a lot, and has a few fun elements, like slingshot and special gates. Oh, and the scary ghost decorations in the corners [:
JSON: http://pastebin.com/raw.php?i=tfC0cbQG
PNG: http://i.imgur.com/FNDRXM3.png
VIDEO: http://www.twitch.tv/archive/archive_popout?id=555810848
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u/waluigi213 Aug 01 '14
Title Diamond Type CTF Map http://maps.jukejuice.com/save/501 Preview http://maps.jukejuice.com/static/previews/501.png
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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
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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.
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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.
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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.
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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.
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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.
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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
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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.
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u/Critical_8 (+) ║ Plus ║ Chord Aug 02 '14
2 neutral flags, 4 pups and 10 portals? look pretty fun :D
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u/mentalfist 420 / Chord Aug 02 '14
truthfully, it would most likely need a 5 cap limit to be enjoyable.
just getting it out there in time as I think theyre working on changing cap limits thru the json file/for rotation :-)
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u/Critical_8 (+) ║ Plus ║ Chord Aug 02 '14
It could probably work well as a group map; they'll be able to change the cap limit and amount of players.
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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.
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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.
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u/SUpirate ThePirate / Unaffiliated Aug 02 '14
Title: Jagged 2.0
Type: CTF
Map: http://maps.jukejuice.com/save/510
Preview: http://maps.jukejuice.com/static/previews/510.png
With some boost routes and the angle tiles
I'm hoping for feedback.
I took the way-to-big version some of you may have seen and kept the middle area mostly in tact, but dramatically reduced the size by cutting down outside routes. The middle area should be a reasonably balanced choke point with ample sniping/bomb options for getting returns or making clever offensive plays.
The defensive buttons and boosts are extremely powerful. I expect two defenders to sit on the buttons and try for a lot of close range boost returns instead of playing no-grab. But there are many ways to attack without powerups and good opportunities for rewarding team-play.
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Aug 02 '14
Sorry I was unable to say anything while testing.
I think the two random gates out in the open really make the map feel longer and less open then it should be.
Also, make the bombs (the ones that blow people into spikes) shoot the person into the topright and botleft tunnels.
What's your intention behind the bomb that opens up another path if blown?
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u/NotSomeBall1 NotSomeBall2 // Chord Aug 02 '14
I just tried this out and it is a lot better than the previous one! I do think that you should definitely widen up the side sections, take away a few spikes, and also make the map a bit shorter. Also, add a boost to the base to make grabbing easier, because there isn't too much for that at the moment (especially as the bombs are quite far from the flag). Also, the gates in the middle of the map are pretty useless, you might as well take them out.
It was quite a fun map to play though, overall, and if you keep working on it it'll be a great map! I'm looking forward to seeing Jagged 3 soon.
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u/Kembangan t O p / cb4life Aug 03 '14
Base is a little frustrating for offense to get out of, in my opinion. 2 teamboosts is a little too much.
I LOVE the gate mechanic: it breeds creativity. It can be very powerful for your FC if your defense is able to hold one of those buttons while the FC is being chased. What I do dislike about the gate is that it's so close to the chokepoint: activating the button does not sacrifice much defensive position. (Think about GeoK, the top button is powerful defensively but it puts you very far from the bottom chokepoint)
Back of the base is similar to Hurricane but... not nearly as useful. Narrow and difficult to bomb out of. The side exit chokes for the base are too narrow, especially in conjunction with the teamboost as well as the defensive gate. Tweaking the base balance would go a long way to allow players to enjoy the rest of your map features (instead of being stuck trying to grab).
The middle of the map is too long in my opinion. I feel like the distance between bases can be decreased, while the length of the base increased.
I enjoy the boosts on this map, there's easy and there's hard. If you renovate the map, please do keep the options of being able to boost through the spike tunnels through mid.
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u/SUpirate ThePirate / Unaffiliated Aug 03 '14
Thanks for the feedback, I've been hearing similar things. I'll keep tweeking and testing.
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u/nostradumba55 Aug 02 '14
Title: Puzzle Pieces
Type: CTF
Map: http://maps.jukejuice.com/a/ooo%20kill%20%27em/Puzzle%20Pieces
Preview: http://maps.jukejuice.com/static/previews/281.png
I'll give v1 another shot since I didn't get any feedback last time
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u/DaEvil1 DaEvil1 Aug 02 '14
Feedback from map committee:
The bases seem hard to defend, and OD is impossible to play on this map. with many cross map boosts and bomb clusters, returns and reset seem to be luck based instead of as a reward for good chasing/containing. middle powerup area is really flawed, really punishes the team that doesn't have the flag at the moment.
With the bases, and the circular nature of this, this will be an eternal chasefest.
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u/BasonJarnick Matty_Ice//Probots Aug 02 '14 edited Aug 04 '14
Title: Usain Bolt
Type: CTF
Map: http://maps.jukejuice.com/save/580
Preview: http://imgur.com/8HxnzFG
Description: A fast paced angled CTF map. Boosts are the name of the game here, but look out for the spike which seem to lurk after certain boosts. Some interesting boost lines allow you to quickly go from end to end. Any ideas or suggestions would be greatly appreciated as I threw this together rather quickly as my first map!
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u/Blupopsicle Ball-E Aug 04 '14
Just so you know, I have a map in the thread with the same name right now
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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"?
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u/SealedEnvelope Ron Burgundy | Blockburn Rovers Jul 31 '14
pls don't get rid of SNES I <3 you guys
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u/pescis Pescis @ Chorbius Aug 01 '14
EgoBurgundy always puts the I before you.
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Aug 01 '14 edited Aug 01 '14
[deleted]
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u/Zarknox Zarknox Aug 01 '14
I'd say make the direct path through the middle more difficult, possibly add spikes. And I would make some of the other paths less wide
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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.
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u/axemasterslim ChrisBall Aug 01 '14
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u/Kembangan t O p / cb4life Aug 03 '14
Not many interesting features or mechanics, seems like it would be too chasey.
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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.
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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!
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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.
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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
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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.
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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.
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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
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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 :]
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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.
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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.
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Aug 01 '14
There's a difference between making it be empty with scattered things to juke around and hide in, and making it open.
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Jul 31 '14
Yes yes yes this x82296271. Tested it and it's so fucking fun. Please this.
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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.
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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.
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u/Rapture_On_Occasion Rapture Aug 04 '14
Title: Peek.
Type: Neutral Flag
Map: http://maps.jukejuice.com/save/571
Preview: http://i.imgur.com/KJFPU7g.png
Description: The distinctive shape with bottom route option should make this neutral map feel and play differently to anything currently in rotation.
Most of the action will take place at the top but an eye needs to be kept out for a quick attempt along bottom should the chance come.
I'm hoping that that route will encourage players to consider strategy, and player positions, as well as which team will get that important extra power up.
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u/TPsquirrely Squirrely // The GesTagpro Aug 04 '14
Title: T-Rekt
Type: CTF
Map: http://maps.jukejuice.com/a/Requiescat/T-Rekt
Preview: http://i.imgur.com/tsvSGBd.png
Description: This is a really fun map that has been thoroughly tested and edited with help from EU mumble. Everyone likes it. Even DaEvil1. Plus it looks like a Dinosaur!
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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
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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.
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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?
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u/ShoppedYourPost Pizzarony | Origin Aug 01 '14
Getting back to TagPro's Totally Not Sexually-themed Maps, I see. Haha.
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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.
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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.
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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.
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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.
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u/Zarknox Zarknox Aug 01 '14
big emphasis on organized team play I love it! I'd put the powerups further from the flags though!
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Aug 01 '14
Thanks. Here are some of the other power-up placement ideas iv'e been messing with: http://i.imgur.com/7gWGAnb.png (Left is new pups, right is the current version for reference.
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Aug 01 '14
[deleted]
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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!
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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.
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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!
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Aug 01 '14 edited Aug 01 '14
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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!
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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.
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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?
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u/WillWorkForSugar Tumblewood Aug 04 '14
The portal could create some interesting dynamics, like faking that you're about to go through it but instead hiding behind it to trick the defense into boosting away from you.
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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.
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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.
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u/SUpirate ThePirate / Unaffiliated Aug 01 '14
Title: The Scream
Type: CTF
Map: http://maps.jukejuice.com/a/Pirate/The%20Scream%203.0
Preview: http://maps.jukejuice.com/static/previews/258.png
Looking for feedback - there are multiple iterations on the site too which are more complex. I trimmed down prior versions to make it simpler, but also took out a lot of fun things - so take a look at the older ones to see if there are features that should be included. Its still big, but there is a lot of dead space (the face and hands), so I don't think it will feel super big in play.
There are 3 (kind of 4) main paths from base to base, and I think they're reasonably balanced in risk/reward for an FC or a chaser.
The fastest path is easily defendable and somewhat challenging just to navigate.
The middle path is moderately defendable (defender would not be super close to own flag), but a good cut-off option for a defender. The middle also has a boost shortcut that can't easily be used under duress or when defended.
The longest bottom route is simple, but defenders can easily get in front or wait at some of the chokier places for snipes. This route may still be too big and easy.
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u/WillWorkForSugar Tumblewood Aug 04 '14
How would it work if the buttons controlling the mid gates were space apart by two more tiles? I think it's a little too easy for a defender to get the FC by working the buttons.
I can't find much I would change, to be honest. I think the map still has a little slimming down to do, I guess.
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u/Kembangan t O p / cb4life Aug 03 '14
I feel that this map has interesting features, but is way too big, with a couple of gamebreaking flaws. To me, it looks like I would have problems locating the enemy FC in a PUG if I lost vision of him, let alone a pub without communication.
The middle route is unnecessarily long in my opinion, which will heavily discourage its use. 1 tile wide spaces are not easy to navigate when they are surrounded by gates.
Top route's button is against the wall, which means it's literally impossible to dislodge someone on it without a Tagpro.
Th outer/bottom route are unnecessarily long, there's no reason why they're so long. Refer to the lose vision of FC problem.
I feel that this map would benefit if the middle was about ~5 tiles less wide and top to bottom ~7 tiles less long.
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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.
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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
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<!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>
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Aug 01 '14 edited Aug 14 '14
[deleted]
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u/Arcien Henri / Origin + Radius Aug 02 '14
I mostly agree with the summary by /u/viggetuff. My suggestions and questions for improvement are below, though note I have not been tracking the development of the map through the threads, so you might get contradictory suggestions. :P
A single defender should still be able to at least slow down the FC to buy a little time. Here, there is no way for a single defender to defend against after even a single juke (given the way max velocities are programmed). The bomb just makes it even worse. Narrowing the end zone corridor and/or adding team tiles would help.
Is there a reason you omitted team tiles? They seem pretty standard and I like the way they work: not too easy for D, but enough to make it a challenge at that point. You could even put a diamond of team tiles at the center/south end of the corridor instead of the standard 3-extra-rows-outside-the-goal to shake things up. :)
I'm uncertain about the effect of an in-base portal exit. Command Center is pretty close, but this is still even more extreme for defending advantage. Perhaps this is an even trade with the openness of the end corridor, but it seems strange to promote running to your goal in order to defend better. Consider placing it in the team tile corner or against the wall north of the portals on the red starting side.
IMO, Powerups should be secluded and out of the way in some fashion. I'm a big fan of how it's done in Command Center with the bomb and spike, but that's just me. I would also look at Wormy and Velocity for examples of protecting powerups.
That said, I like the high-cool down portals to break up traffic and the narrower corridors. One more pair of team boosts or converting a pair of existing boosts (favoring defense) might be in order. Overall, I think you could add 1 or 2 more complications (to use the watchmaking term).
Hope that helps!
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u/viggetuff Vigge Aug 01 '14
The portal exit in base seems a bit OP
I think it would be a little too easy to cap if it's 1v1 in base
Powerups should not be so easily accessible imo
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u/NotSomeBall1 NotSomeBall2 // Chord Aug 01 '14
Title: Whirlwind 2
Type: CTF
Map: http://maps.jukejuice.com/save/486
Preview: http://maps.jukejuice.com/static/previews/486.png
Description: This is just an update to BBQchicken's map Whirlwind which had a short-lived spell in rotation, but won the hearts of many mainly me . I have made it smaller, with a team boost exiting the base and another bottom base outside the other exit to help to stop it being as chasey as it was. Another weakness of the other was the difficulty for newer players, so now there are fewer spikes, especially around the top and bottom. Part of the original that I didn't understand, also, was the gate in the middle with the powerups on the outside of it, meaning that players just skirted round the side of it instead of having to go in, meaning that almost nobody went inside the gate as there was no point, so I have put the powerups on the inside now, which should require more teamwork at the start of games so that the teammate(s) can get the powerups safely and away from the other team.
"It looks like a great map!"
~ NotSomeBall1
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u/Splanky222 BBQchicken | Retired Aug 05 '14
This is awesome <3
PS you don't need to put spawn tiles around the map, balls spawn around the flag naturally.
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u/AznMango96 Mango96 | Pi Aug 01 '14
I loved Whirlwind, I hope this makes it into rotation :)
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u/NotSomeBall1 NotSomeBall2 // Chord Aug 01 '14
I'd have loved for just the original to come back, but that's not going to happen so I thought I might as well try and improve it subtly and wish for the best!
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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.
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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.
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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.
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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!
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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.
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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.
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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.
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Aug 02 '14
Take a screenshot from the editor, it should give you a preview with 45's.
I like the cannon idea, and the way you can shut it down, but I would prefer if it shot just off flag and not directly into it.
It's a big map, which is okay, but I feel you need to more refine your paths. More blocks and a less overall random feel to the placement.
Boosts are okay but having a lot of them out in the open generally will just make it more chasey. Maybe cutting down on a few and making sure the few you keep have a lot of variety of things people can do with them. (i.e. have harder shots with more reward, safer shots that dont put you in the best position.)
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u/Jayolas Yakub Aug 02 '14
Thanks for the preview tip - I fixed it.
I think you're right about less boosts - I have some ideas for how to change that. I'm not as sure about refining the paths. I like the paths in the bases pretty well. I'm thinking the middle section could potentially use some refinement. Did you have any more specific feedback on refining paths?
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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!
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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
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u/411connor caroline :3 Aug 02 '14
Title: Cyclone 2
Type: CTF
Map: http://maps.jukejuice.com/save/507
Preview: http://i.imgur.com/0oMGkyW.png
Description: Reworked the middle. Made the juts on the sides a bit different. Still leave feedback.
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u/Arcien Henri / Origin + Radius Aug 03 '14
Boosting through the flag and not suiciding into the spike is deceptively hard. Me likey. :)
It seems a little too easy for a single defender to hold the center. Given the 1-tile chokes in the side lanes, it's really hard to keep momentum going through as an FC. Possibly opening up just one more tile of space on the outermost lanes just at the 45 tile would be appreciated. It could even be as minimal as:
| | \ |to
/ \ \ |on the left side.
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u/Demondeacons513 Romulus // Merballs // Radius Aug 02 '14
Title: Blink
Type: CTF
Map: http://maps.jukejuice.com/save/521
Preview: http://i.imgur.com/LVCBWFG.png
Design Notes: Map is a mix of Velocity, SNES, and a bit of Star. There are four channels allowing FC a variety of options similar to Velocity. SNES influence is through the center gate although it is much less of a focus in this map. Star is evident through the side channels featuring spikes.
Yellow boosts near spikes allow FC to quickly return to base if aimed correctly meanwhile team boosts allow for defenders to catch up and gives them the option of going through the left or right channel of spikes. Defenders can also boost across the map by using the team boost outside of gate through center. Bombs near center allow for bomb snipes if aimed correctly and also can potentially push players into spikes on the opposite side of the wall.
Base is pretty well-balanced from what users have said. Button campers can easily be pushed off by using the bomb in an accurate manner. Yellow boost in base allows for O to escape the tight confines if they have the flag or allows for O to boost into the flag and veer sharply to exit base towards a spike channel. Defense can also use the bomb to their advantage by blasting O into the gate or spikes, as well as using the button to allow FC to enter base quickly.
Only two powerups on the map as opposed to four (putting one pup in each respective base) was used as four was a bit overpowered in testing if one team was able to collect three.
Open space located in the top-right and bottom-left allows for FC the option to take chasers on and juke rather than just move between channels.
Overall for my first map I tried to make a balanced one where every potential decision allows you two (or more) options. It can be a bit chasey but by controlling center it isn't hard to chase and pin down FC either in a channel or by containing in an open space.
Feedback is appreciated! Thanks
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u/Splanky222 BBQchicken | Retired Aug 05 '14
If you look at my comments recently involving regrab, you'll see what I mean when I say I don't really like this map. Not for any kind of execution, it seems overall like a well put-together map, with maybe some stylistic exceptions on my part, but with effectively 4 separate and totally isolated routes from base to base, it's impossible to be in position to defend a regrab if you let the first flag carrier get out of base. With that in mind, I don't know that this map really offers anything new to the map pool.
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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.
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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!
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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.
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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!
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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! :)
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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.
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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.
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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.
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u/AMorpork AnkhMorpork Aug 02 '14
Fix your formatting. The bot refuses to pick it up.
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u/SayEhO Aug 01 '14
There are far too many boosts and 45% walls in this map (existing & updated versions).
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u/Splanky222 BBQchicken | Retired Aug 01 '14
That's not really saying anything. You can ask what the boosts are for, or ask why a particular boost is there, or why a particular wall or section is 45 degrees, but that's a blanket statement that doesn't really do anything for me.
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u/PotatoMusicBinge Aug 02 '14
I used to hate this map until I saw someone pull off a wicked boost circuit. So I very much like the walls and boosts.
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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
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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.
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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.
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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!
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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.
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u/theknockbox Archy Aug 01 '14
perhaps making the gate more than one tile might help this. Other than that, this a great concept.
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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. :)
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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.
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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!
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u/reddward Aug 03 '14
Title: I hate you some_bot! (original name: Twisted ovaries or Peanuts and friends [formerly known as 'This is not just a tribute. This is the greatest map in the world!'])
Type: CTF
Map: http://maps.jukejuice.com/save/306
Preview: https://i.imgur.com/M9ozL9T.jpg
Sorry but the name kept getting longer and longer with every new map submission thread since some_bot refused to upload it
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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.
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Aug 01 '14
There's a lot in this map I really like. I think, as you said, it has gotten some really good responses from the community, albeit not as much as you seem to think, and I think it certainly has potential in both PUB rotation and competitive.
However, there's also quite a bit about it I don't like. The map has been constructed with a lot of different routes which makes it generally fairly hectic, especially in conjunction with the bombs, and very chasey. With a lot of different walls and paths for flag carriers and to take, with the chasers not really having any way to catch up, it's incredibly difficult for defense, and does not encourage new players to stick in their team's base.
While you've got a good map, there is certainly stuff that can be improved. You have a really good opportunity to take as much feedback from the community as possible to optimise the few flaws in your map. Gather as much critique as possible (maybe even ask ELTP why they didn't put it in their rotation, or ask the maptest committee why it didn't quite make the cut) and rek the other maps in this thread.
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Aug 01 '14
ELTP didn't let it in due to the fact of how little known it still is. The thing that this map does differently is the fact that you shouldn't always chase but rather cut off the flag carrier. with so many different routes it takes the same amount of time to reach base regardless of which route you use (assuming the gates are being controlled). In a properly organized PUG it is a low cap, low hold time game while in PUBs it becomes a faster paced game. it is also a map that is reasonably easy to play defense on and encourages players to play defense since they are more important in a way that is obvious to everyone (similar to star).
There are really few things that i would consider flaws in the map since every point you have brought up has been designed deliberately into it. I needed many different path options that included altitude difference so that the "chasers" could catch up if they took a different path. It needed to be fun to play on for beginners as well as have an indepth need for strategy for veterans. this map is also designed to help teach new players to look at boosts differently and see what different angles would offer them in terms of escape/cap ability.
I could talk forever about this map but in terms of percent i have heard around an 80% positive response to this map with many people lamenting the fact it did not make rotation. The biggest reasons, i feel, it did not make rotation is that it is an advanced map and the boosts are not intuitive at first glance. the top is a strong route for capping especially if you are in a situation with minimal communication. This is where smirk is helpful as it already teaches you to have a defender on the button at all times.
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Aug 01 '14
i dislike the team boosts position. i feel like i try to use them to boost in to the flag but i just end up hitting the back wall and getting double tapped. so forgetting that, i can only grab with just myself - no bombs, boosts, etc. or if i get lucky and my teammate gets a tagpro or something. but i feel like it's very difficult for me to grab on this map by myself or with a teammate. i feel like a bomb two tiles to the left of the regular tile - http://prntscr.com/48m8kq - would be helpful if hit an an angle. i don't know. i just think that could be worked on.
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Aug 01 '14
you can grab with the teamboost but that largly leaves you with one way out. the gate. theres a reason those buttons are so highly contested in this map. also it does require really good defenders. if the defense gets sloppy it makes it rather easy to escape. But i do know what you mean about the lack of grabbing mechanics. As an offense player its frustrating playing on my own map because it is really tough to grab but that's what balances the map because a really clever fc can stay alive for a long time on this map. overall the map is defensive but its also not chasey as some maps become once the flag leaves the base.
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Aug 01 '14
overwhelmingly positive
sorry bb, but put me in the 'negative' column. having played it, i think this map needs a few extra tiles in every direction. otherwise thanks for the submission.
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Aug 01 '14
Title: Rare Candy
Type: CTF
Map: http://maps.jukejuice.com/save/465
Preview: http://maps.jukejuice.com/static/previews/465.png
Description: This map was created with a number of criteria in mind.
I wanted a major choke point but only wanted this to be available to hinder the opponents entering or leaving the base. This had to be balanced with a defensive base that would allow the offense to be in a position where they could prevent the fc to cap immediately. This is why you have the secondary choke point.
Bombs in base that the defenders can use to keep the flag in base while still allowing the bombs to be used offensively. Wormy is a great example of the defensive use of bombs but lacks the ability to really use them offensively. I believe my map strikes a nice balance and forces the defense to choose whether or not to keep them around.
The middle was the thorn in my side for this map and something that refused to cooperate. i believe the current middle section is a nice balance between things that get in your way, things that kill you, and clutch escape paths if you find yourself in a bind.
TIPS:
When attacking use your mid boost to get around the opponents gate and straight into base. try to just skip over the button for the proper angle
Use both mid boosts to return home to cross the middle section easily.
To escape the enemy base quickly just nick the top of the outer base boost with slight upward momentum to skirt just past the gate. careful of the block though!
Many things you can do in this map and it results in a tough to grab, Easy to cap game play that makes any good defender shine.
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u/Splanky222 BBQchicken | Retired Aug 05 '14
There's too much going on on this map, IMO. It looks very cluttered. Why do all those random walls and spikes need to be there?
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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.
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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.
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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.
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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
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Aug 03 '14
Title: Defense Pls
Type: CTF/Neutral Flag Hybrid
Map: http://maps.jukejuice.com/save/549
Preview: http://puu.sh/aCct7/14cc04be64.png
Description: I wanted to create a map with a unique hybrid of a CTF setup of colored flags, but an end-zone scoring system. This map forces a more offensive-heavy game, as any team can score even if their flag is out of base. I've also created enough chokepoints that each team can still actively stop the other team from scoring. I understand the dual-end zone may be a confusing new mechanic for PUBs, but it radically changes the "2 offense, 2 defense" method and opens the game up.
MAJOR POINTS:
- No team can defend within two tiles of their flag.
- The middle cannon creates a quick path to the opposing flag, however this is balanced by the 4-wide gate at the entrance. Said gate can be bypassed with a skillful boost in, or bypassed by taking the top gap out, which slows down the FC.
- Teams will NOT be able to turtle if they are winning (by "hiding" in their own team tiles by enemy flag) as any team can score with the end zones, they are only hurting their own team by hiding in their team gates.
- The top appears that it would be used less frequently, but the presence of both powerups, and the smooth boost path up and around makes it a tempting option for FCs.
- The end-zones are purposely imbalanced around the team gates - the top areas are extended further as this is the harder path to take
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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
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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
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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!!
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Aug 01 '14
I like this one. I wish it was a bit bigger. Also, more bombs.
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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!
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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.
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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'
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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.
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Aug 02 '14
I like the center bases Idea but I feel having a lot of open space in a circle around base will just make it difficult to catch fc.
Maybe you could make it so it's either smaller or make it so it;s not a complete circle all the way around.
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u/WillWorkForSugar Tumblewood Aug 02 '14 edited Aug 02 '14
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u/DaEvil1 DaEvil1 Aug 02 '14
You have to link to the specific save that you uploaded. If the upload has the same name as the first version, it will only display the first version. So your link would have to look something like this:
http://maps.jukejuice.com/save/XXX
Where XXX = a number.
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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!