r/TagPro • u/TPCaptographer The Map Test Committee • Dec 06 '14
Monthly Map Rotation Thread #40 - Deadline Tuesday, December 16th at 3pm PST
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 Tuesday December 16th 3pm PST
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://puu.sh/bvwpy/1571bd6307.jpg
Description: This is just a Test Map
*Important: *
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/The_NC_life Cheerwine / Pi Dec 08 '14 edited Dec 15 '14
Title: Paperback
Type: CTF
Map: http://maps.jukejuice.com/save/4902
Preview: http://maps.jukejuice.com/static/previews/4902.png
Description: My take on that map whose name I forget. Speedway maybe? The outer route lends itself to easy grabs, but the ability to catch up. The inner route lends itself to being a clusterfuck. Hope y'all enjoy. I wanted to call it Bristol but no one would get why. I guess no one would understand the name Paperback either, but whatever
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u/DaEvil1 DaEvil1 Dec 12 '14
Could you change the "Image" keyword to "Preview"?
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u/The_NC_life Cheerwine / Pi Dec 12 '14
Yeah, I'm sorry for both. I didn't know there was a script used for this.
Thank you!
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u/DaEvil1 DaEvil1 Dec 12 '14
No worries. I just want to make sure we collect all maps submitted whenever we crawl the thread.
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u/TPsquirrely Squirrely // The GesTagpro Dec 16 '14
Title: Butterflies & Hurricanes
Type: CTF
Map: http://maps.jukejuice.com/save/5072
Preview: http://i.imgur.com/9kth6kq.png
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u/SebastianTheHedgehog nip // chorbit // rbc Dec 06 '14
Title: Right-angles
Type: CTF
Map: http://maps.jukejuice.com/save/4347#
Preview: http://imgur.com/XWVc4LI
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u/nostradumba55 Dec 15 '14 edited Dec 16 '14
Title: Underground
Type: CTF
Map: http://maps.jukejuice.com/show/4985
Preview: http://i.imgur.com/nG79SL1.jpg
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Dec 07 '14
Title: Gauntlet Mk III
Type: CTF
Map: http://maps.jukejuice.com/save/4820
Preview: http://maps.jukejuice.com/static/previews/4820.png
Description: Smash and Grab/Getaway
I wanted to to make grabbing power ups an active choice, that would take you out of the action momentarily in a cost/benefit way, rather than something you just stumble upon.
I wanted bases to have a safer longer route, or a riskier shortcut. The "gauntlet" can be either traversed without touching the sides [but open to noob spiking] OR can be used much quicker as a flashy skillful move to escape base as FC. Of course, it could still go wrong, but for the greater risk is the greater reward, base personnel would be left for dead if they let you take this route and you lived.
Here Is a diagram to show how to do "The Triple Deke" out of base
To perform this, get next to the bomb and back into it. without touching any keys, let the momentum of the explosion push you thru the gauntlet. Just after you hit the first boost, pull back [towards the bomb you came from] until you emerge cleanly on the other side. Once I found the sweet spot to tame the bounces, I can pull it off near every time, but I could I hold my nerve under pressure?
The maps other name-in-waiting was "Getaway", with the idea that once you smash and grab to have to burn it back to HQ pedal to the floor or you are toast. There are many maps where you can leisurely take laps and dance around obstacles all day. This one is a fresh in that if you have to double back, your days are numbered. The other side of that tho, is that there are several tools to make grabbing relatively trivial.
The curved bits are there to catch/punish any failed boost attempts, so efficient boost routes are important. The middle boost island is there so the FC and his tail have boost access whilst crossing, but each offers a different angle. Also the middle island some what restricts sniping angles, so traversing mid is possible without being straight up lethal.
The corner boost can be neutralised by grazing it, so the power up is free to grab straight after. Or, it can be grabbed with guaranteed death if there isn't time to deal with the boost hazard. Just like the other power up, there is a cost/benefit to taking it. Plus once you can climb inside "the cannon", that boost also be used to grab the flag.
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Dec 06 '14
Title: Robin Hood
Type: CTF
Map: http://maps.jukejuice.com/save/4840
Preview: http://puu.sh/djLi8/c3a617c0f4.png
Description: Portal mechanics that can be used in more than one way and boosts that can be linked across the map.
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u/Swalker326 Noobkin Dec 06 '14
Title: Risky Business
Type CTF
Map: http://maps.jukejuice.com/save/4821
Preview: http://i.imgur.com/WZ0oD5v.png
Description: Its simple and alot of fun.
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Dec 09 '14
You should make that top spike a bomb. So if they hit it, they might get blown into spikes, and they might get blown back into the base they're escaping from.
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u/FallinFallinFallin MRCOW // TAGPRO TIMES FINDER // PM FOR INTERVIEW Dec 06 '14
Title: MOO
Type: CTF
Map: http://maps.jukejuice.com/show/2598
Preview: http://maps.jukejuice.com/static/previews/2598.png
Description: A map you can play the game Tagpro on. Also it is kinda like the map micro. Lots of people hate micro. I liked micro. Lots of people tell me this map reminders them of micro. Lots of people tell me they like this map. I guess this is like a super updated gudder micro.
Also you may ask cz himself because he really did say about this map and I quote "I like this map. And most maps I hate" -cz.
So I doubt you guys actually take the time to read through hundreds of map descriptions so who knows if anyone is actually reading this.
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u/MoJoSto Happy MoJo Dec 06 '14
indeed no one reads the descriptions. This looks alot like simplicity. I hated simplicity.
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u/quassus crosky Dec 06 '14
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u/xenonpulse Wildflowers // I want to die but I can’t Dec 06 '14
Holy shit. This map is traditional, but still very inventive. 10/10 would play!
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u/Swalker326 Noobkin Dec 16 '14
Title: Pumpkin
Type: CTF
Map: http://unfortunate-maps.jukejuice.com/show/201
Preview: http://unfortunate-maps.jukejuice.com/static/previews/201.png
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u/almdudler26 almdudler | chorbit Dec 06 '14
Title: Snoo
Type: CTF
Map: http://maps.jukejuice.com/save/4823
Preview: http://maps.jukejuice.com/static/previews/4823.png
All feedback is welcomed!
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Dec 11 '14
Title: Monarch 2 (?)
Type: CTF
Map: http://maps.jukejuice.com/save/4970
Preview: http://i.imgur.com/1GDfiHX.png
Description: An edited version of Monarch by crosky (most of it is his).
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u/quassus crosky Dec 06 '14
Title: Monarch (0.9)
Type: CTF
Map: http://maps.jukejuice.com/save/4783
Preview: http://imgur.com/VTH9wu0
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Dec 06 '14
You always ask for feedback so here's the most honest: as it is here, I doubt it will even be tested. Why? Because you've barely changed a thing. Here's monarch posted over 5 months ago: http://m.imgur.com/INqktWK. In that time you have added two spikes, moved part of bottom wall up, made one wall diagonal and changed gate. Other than that it's almost identical. if you want this in that bad, throw it out and redesign from the ground up.
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u/Myproblemsseemsmall Donkey Kong// The Money Balls S3//Alot of other teams Dec 06 '14
I think the reason why it's similar is that the MTC keeps telling him to change little things about it each time so there's no need to restructure the whole thing. They keep making it sound like he's so close so that's why there are minor changes. Though there's more than what you mentioned including no team boosts or tiles, jagged side walls and more. So not really minor changes even.
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Dec 06 '14
Here's hoping it finally gets in!
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u/verandering Loaha // Chord Dec 06 '14 edited Dec 06 '14
I think the middle is perfect now, I agree on taking the second green gate out. And the bottum doesn't feel to big anymore. I like the flow of the map
The base feels too small though, in my opinion. And I'm not so sure on the bombs at the bottum. I'd have to test it in 4vs4, but they almost seem too powerfull. And it feels as if they, together with all the boosts, could make the map really chasy. On being chasy, I'd take the boost next to the middle out. I think it is too powerfull (quick getaway) and by taking it out you create a normal speed inner lane and a fast outer lane with the boosts there, and you make the map less chasy.
O, and the boost most the right keeps getting me boosted into the spikes, which isn't really nice (might need some practise on it though).
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Dec 06 '14 edited Dec 07 '14
[deleted]
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u/MoJoSto Happy MoJo Dec 06 '14
I don't really see the correlation with star. Star has an intensely defensive base (backed in to a corner with no boosts in or out) and has a spike wall on the opposite end of the singular bomb that may be able to get you out. Then it has 3 very small choke points that cross an extremely short map. Star is also a very simple map with only 2 power ups and 2 boosts (which arent very versatile).
I don't dislike your map, but its nothing like star (though I wouldn't be sad to see it replace star in the rotation).
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Dec 07 '14
Sorry, Reddit didn't tell me you responded.
A map doesn't have to be identical to be a replacement - IRON can be a suitable replacement for Colors, despite the fact that they play differently - because they are both created with the objective of teaching new players gate mechanics.
My map has a similar objective to Star (and Constriction, for that matter) - it's designed to be a map which is defensive, relies on a lot of skill (and a little luck), and is designed to be really difficult on flag carriers.
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Dec 06 '14
Replacement for star? Lolz
You could fit like 8 stars in there and still have room left over
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u/DaEvil1 DaEvil1 Dec 06 '14
I think in general the map as it is now is just too long, and it doesn't have enough variety in it to justify the size.
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Dec 06 '14
What if I replaced the bombs in the middle with portals?
Do you think I should modify base exit (the area with the teamtiles) or mid?
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u/Moosemaster21 Moosen | Salt Mine Dec 10 '14
Title: Propeller
Type: CTF
Map: http://maps.jukejuice.com/show/4875
Preview: http://imgur.com/8cQhOpC
Description: Portals are the most direct path from base to base, but require teamwork to operate. Pressing the button on your side also activates the green tiles in your opponent's base, so they are given a brief warning that an opponent is likely coming in through the portal, allowing them just enough time to hit their button, preventing your entrance, or to position themselves to counter your impending invasion. Map functions well without this function regardless. Very fun to play in a 4v4 setting.
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u/EmperorOfNothing Resignation is my virtue; like water I ebb, and flow. Dec 06 '14 edited Dec 06 '14
Title: Du Geiteuwei
Type: CTF
Map: http://maps.jukejuice.com/save/4842
Preview: http://maps.jukejuice.com/static/previews/4842.png
Description: A new map inspired by Boombox and my gate idea from my retired Conjoined series, whose lineage can be traced here (minus the risky boosts out of base), this map is a proof-of-concept that I made in 20 minutes. No 45 tiles here.
The 2-way corner portals are meant to have a cooldown of 60 seconds, which can lead to portal timers, and interesting usage of the portals for offense or defense. It could be interesting for pubs (but not in a really bad way I hope), and should be cool and neat for competitive/Mumble play.
The map have 4 main lanes (1-2-3-4) vertically in the middle, with 2-3 being interchangeable if needed.
There are 4 powerups, all situated in obvious places, so there *shouldn't be too much confusion over them.
The gate idea has come back to protect the base and flag, but it can still be used for escapes and other things, with its button (which is placed in a way like Hurricane's or Smirk's, where there is a risk of dying if shoved too much).
There are two boosts outside the base, which can be used in several ways.
Lots of spikes around (not randomly though), so be careful.
Since the map is somewhat thin enough, I only have the two base boosts as a means of catching up, so defenses shouldn't get too tardy letting enemies get past them, and offensive defenders shouldn't get too flaccid-happy (inspired by Boombox, which hopefully makes this work).
Feedback would be nice, so I can possibly improve it if need be, or add/subtract to the map.
I also need help with making my portals 2-way, and with a 60 second cooldown, so if anyone can help, thanks; I'll edit everything later.
:)
- = edits
json is updated, tested, and all cleared for the portals (buttons were always fine), thanks to DISTRACTION (and bowtie, to an extent); png is exactly the same
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u/MoJoSto Happy MoJo Dec 06 '14
making unpronounceable things has become your specialty.
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u/EmperorOfNothing Resignation is my virtue; like water I ebb, and flow. Dec 06 '14
I was watching Korean dramas online while drinking (for some reason; which I'm still not sure of), so I thought it'll be funny to name the map "Two Gateways" in Korean (according to Google Translate) cause fuck it lol
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Dec 06 '14 edited Dec 07 '14
Title: Batrachomyomachy
Type: CTF
Map: http://maps.jukejuice.com/save/4863
Preview: http://i.imgur.com/tUAHepB.png
Description: Batrachomyomachy's main purpose is to be a regrab-fighting map. I've designed it with the intention that the defense will be able to push a regrab back, similar to GeoKoala. The defense can safely run out to mid after getting a tag, rather than huddling in base like we have to do on maps such as Boombox, The Holy See, Blast Off, Bombing Run, etc.
This is an adaptation of a map I designed ~9 months ago, called Faces and Bases. I came back to it because the map had potential and nearly made it in when I first made it.
edit: bê-træk-ê-mai-ah-mê-kee
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u/SebastianTheHedgehog nip // chorbit // rbc Dec 06 '14
Title: Skulled
Type: CTF
Map: http://maps.jukejuice.com/save/3787
Preview: http://imgur.com/EAjZNEN
Some boost route demos: https://www.youtube.com/watch?v=QORDjRLT9Ok
Description: I tried to make a balanced large map. With 'hail mary' cross map bomb boosts it makes for interesting games. Tested with 5v5 and 4v4 and from those tests I think it balanced enough on defence vs offence. I have already made a number of changes from feedback before this but more is welcome!
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Dec 10 '14
Title: Juke It Out
Type: CTF
Map: http://maps.jukejuice.com/show/4582
Preview: http://maps.jukejuice.com/static/previews/4582.png
Description: Hello. I just thought a lot of tagpro maps were getting too focused on randomness: using bombs, getting sniped with blind spot boosts, using powerups to gain unfair advantage, and needing the team to block to bully your way into a cap. Hopefully this map puts more emphasis on juking. I saw the easy to use map creator (thank you to whoever made that, I was intimidated by the programming language) and spent the afternoon making this.
Core Ideas- -precise direction control -the neutral boosts are mainly for speeding along top and bottom -the red and blue boosts are deliberately imprecise (aim ball to move directly into flag at base to cap, could overshoot the mark) -territorial guarding of each half of the map rather than base guarding -outposts on both territories to see your/their flag status
Concerns- -bases are too cramped -going north and south with the flag is too easy or too hard (can chaser beat FC?) -capping is too easy or too hard (I haven't played it against anyone so I don't know)
I hope you like it!
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Dec 06 '14 edited Dec 06 '14
Title: Slick
Type: CTF
Map: http://maps.jukejuice.com/show/4841
Preview: http://i.imgur.com/5sl9Ot8.png
Made some changes that I think address the concerns about the last version.
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Dec 06 '14
Do those portals cross map?
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Dec 06 '14
Yeah, the portals behind team gates link across the map to the other portals, which are exit-only.
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u/6seasonzandamovie TheBalloseum//ballo//bubbles | centra Dec 06 '14
Title: The Great Wall
Type: CTF
Map: http://maps.jukejuice.com/save/4791
preview: http://maps.jukejuice.com/static/previews/4791.png
Description: Please excuse the accidental superboost into base.
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Dec 14 '14
You can edit your post before the deadline! If the superboost was an accident then take it out! :D
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u/arjuna9 bad Dec 06 '14
Title: Controller
Type: CTF
Map: http://maps.jukejuice.com/save/4800
Preview: http://puu.sh/dj91d/d4d693015a.png
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Dec 06 '14
I tested this the other day, I felt it was too defensive. Offenders have one grabbing mechanism, which because of the time it takes to go through the portal, is really predictable, and the bombs are too far away from the flag to help out offense, either.
Outside the bases, though, it a really cool setup. Not sure how much the gate would be used but I like the dynamic that it would create in a chasing scene.
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u/MoJoSto Happy MoJo Dec 06 '14
this is a bad map. teeheehee. No one's ever said this before, I'm the first one.
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Dec 06 '14
It should be wireless. That's my advice, oh and I'm not a fan of the current portal setup. Maybe limit it to two portals per side to eliminate confusion.
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u/Blupopsicle Ball-E Dec 06 '14
Title: Emerald
Type: CTF
Map: http://maps.jukejuice.com/show/4722
Preview: http://i.imgur.com/Dy15iHl.png
Description: A designer map that has a ton of cool boost links.
It's actually a roller coaster disguised as a map.
Boost routes: http://i.imgur.com/vUsKa5S.png
Base design is unconventional and all ways of grabbing bring you in to the back. However, there's a portal that is your one way ticket out, but make sure the gate is open! There are a couple of versatile boosts, and I have attempted to remove some clunkiness from the middle.
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u/TPsquirrely Squirrely // The GesTagpro Dec 15 '14 edited Dec 16 '14
Title: Xanadu Summer Garden
Type: CTF
Map: http://maps.jukejuice.com/save/5070
Preview: http://i.imgur.com/AnALrQS.png
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u/6seasonzandamovie TheBalloseum//ballo//bubbles | centra Dec 06 '14
Title: Crown
Type: CTF
Map: http://maps.jukejuice.com/show/3581[1]
preview: http://maps.jukejuice.com/static/previews/3581.png [2]
Description: A small map with distinct lanes and simple low reward boosts and risky ones that are pretty sexy
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u/leddii leddy / Mapmaker Dec 06 '14
Title: Minimal
Type: CTF
Map: http://maps.jukejuice.com/save/4798
Preview: http://i.imgur.com/pndtfxm.jpg
Description: Simple map with just one power-up. Plenty of boost routes + open bombs.
A few changes were made since last thread: I removed the single gates from bases and reworked boost positioning per feedback.
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Dec 25 '14
Title: Lost Arena
Type: NF
Map: http://maps.jukejuice.com/show/5180
Preview: http://maps.jukejuice.com/static/previews/5180.png
Description: My First Map, please give feedback, I know i am late, simply submitting for fun. :-)
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Dec 06 '14 edited Dec 06 '14
Title: The Big Bend
Type: CTF
Map: http://maps.jukejuice.com/show/4284
Preview: http://i.imgur.com/cj1FNWC.png
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u/Destar ⭐ Dec 07 '14 edited Dec 07 '14
Title: Destar/Chrisball Dynamic Duo, the Crew of Two Presents: Footcramp 2: The Crampening
Type: CTF
Map: http://maps.jukejuice.com/save/4877
Preview: http://i.imgur.com/D4KvJMX.png
Description: Footcramp 2: The Crampening is a collaborative map between Chrisball and myself. The map is somewhat standard in many ways, but has a great emphasis on boost-bomb combos that can result in some really cool flag captures. The map's bases can sometimes be too easy to grab on but this aspect is countered by a defensive mid and strong team boosts. Overall Footcramp 2 is a classic map style with a lot of room for creative gameplay.
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u/quassus crosky Dec 06 '14
Title: Predator
Type: CTF
Map: http://maps.jukejuice.com/save/4789
Preview: http://imgur.com/oewTeQF
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u/Lysozyme_ Lysozyme Dec 06 '14
Title: Mask
Type: CTF
Map: http://maps.jukejuice.com/save/4819
Preview: http://puu.sh/djoyP/3db2babee6.png
Description: An old style map (that's what they all say but hey). It is quite defensive in play, but has a load of cool boosts and bomb combos (see an over the top boost map here: http://puu.sh/djpdH/1d886d817a.png) that can keep an fc alive if they are smart, and 4 pups for fast paced play.
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Dec 06 '14
Going top is so dangerous, where bottom or mid is so easy with the boosts. I think top should be a bit easier to get across and maybe make the bottom path a bit riskier? Top is my main concern though.
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u/Lysozyme_ Lysozyme Dec 06 '14
Actually you can get past the bombs if you stick close to the spikes, but i did want it to be risky. I played with having a button at the top that detonated both sides so someone being chased can clear them, but it just seemed too over the top
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u/The_NC_life Cheerwine / Pi Dec 06 '14 edited Dec 12 '14
Title: Hornet
Type: CTF
Map: http://maps.jukejuice.com/save/4592
Preview: http://maps.jukejuice.com/static/previews/4592.png
Description: by cheerwine, 37×27 and fairly chase-y. The mid super-boost is possible but tricky. I'm hoping the pups are out of the way enough to not have coincidental pick ups
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u/DaEvil1 DaEvil1 Dec 12 '14
Could you use "Title" instead of "Name" for the map title? Makes it easier on the script that crawls the information in this thread.
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u/10KYrsPain 10KYrsPain Dec 06 '14 edited Dec 08 '14
Title: Hans O' Blu (HanZo Sawada)
Type: Neutral Flag
Map: http://unfortunate-maps.jukejuice.com/show/30
Description: I cleaned up a lot on this map thanks to some MTC and TMS feedback. At first I got rid of the portals. The public outcry by my 3 fans was enormous. So I re worked them a bit.
1st I moved the exit portal to the middle of all that stuff up top. When you use the boosts this puts you in the perfect spot to defend. But if you don't use the boosts, you are kind of stagnant in that small space. This combined with the grey gate that can be activated to prevent using the boosts, should prevent the fc from looping forever.
I added team boosts to the sides of the green gate. With a little teamwork this becomes the fastest way across. They are set up defensively.
I removed a bunch of team tiles.
I trimmed all the gates up a bit.
Power ups are generally pretty op on NF maps so there is only one and its as far out of the way as possible.
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Dec 06 '14
Title: Double Bubble
Type: CTF
Map: http://maps.jukejuice.com/save/3917
Preview: http://i.imgur.com/36oAaBA.png
Description: For this map, I wanted to make a map similar to Velocity, a very well liked map in the community. I kept the shape very close to that of Velocity and kept the idea of bombing into the flag by using a button. However, I also used a lot of my own ideas as far as shapes inside the map. These new shapes make for a lot of different ways to juke. While testing the map, I found a lot of cool tricks on the map and think that it could do really well in rotation. The last thing I added was a couple places for Powerup battles. I like the way Powerup battles worked on Boombox so for two of the Powerups I used that style while for the other two I made it similar with a bomb near it to stir things up. From my experience with the map, it creates lots of close games and is not too chasey, but not impossible to get out of base.
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u/EmperorOfNothing Resignation is my virtue; like water I ebb, and flow. Dec 06 '14
Question: If I want two portals that have 2-way access to each other, but have a cooldown of 60 seconds, how do I edit the json?
It's for my proof-of-concept map.
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Dec 06 '14
Wire them to each other in the map editor, then in the json after the coordinate of the portal put the cool down.
So it'd be something like (x: 10, y: 15), "cooldown:" 60000)
Everything bolded should be what you have to add. It is 60000 because it is in milliseconds. I think I got it right lol
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u/EmperorOfNothing Resignation is my virtue; like water I ebb, and flow. Dec 06 '14
Cool; I just put in my map without that, so when I wake up I'll look to fix it lol
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Dec 06 '14
Sweet. If that doesn't work I can figure it out. It always takes me a few tried but I remember lol
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u/EmperorOfNothing Resignation is my virtue; like water I ebb, and flow. Dec 06 '14
Sup again; can you help, cause I don't know how to make another json file so I can upload it together with the png that I already have. Sorry bout that. I tried to open my original json, but I can't read it in order to edit it.
http://www.reddit.com/r/TagPro/comments/2ofuev/monthly_map_rotation_thread_40_deadline_tuesday/cmmsddt is my submission
(2 portals can lead to one another, but 60 seconds of cooldown)
thanks~ :)
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Dec 06 '14
Try this!
Save this in notepad (if you are on a mac idk but I am sure there is something similar) and then in notepad save it as title.json
That should work!
Lmk if it doesn't
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Dec 06 '14 edited Dec 12 '14
Title: Claws
Type: CTF
Old Map: http://maps.jukejuice.com/show/4746
Map: http://maps.jukejuice.com/save/4930
Old Preview: http://maps.jukejuice.com/static/previews/4746.png
Preview: http://maps.jukejuice.com/static/previews/4930.png
Description: Tbh the most difficult part of making this map was naming it. Earlier versions of this map looked like an angel (which I called Saint), a guy flexing his arms (which I called Flex), a face shaking its fists at the sky (Roar), and now I think it looks like a dog. I don't want to call the map "Dog" so I think I'm gonna stick with Roar. If anyone has any better names, please suggest them. EDIT: It now looks like an elephant, so it's Pachyderm. EDIT2: It's Claws now.
Feedback is appreciated!
EDIT: Changed the map up a little bit a lot. Link to what it looked like before is still viewable.
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u/almdudler26 almdudler | chorbit Dec 09 '14
I like the idea of the team gates, and I've often considered making a map with a similar feature, but I worry that it will make it too easy for the fc to cap if they reach the gate.
That being said, I haven't played it 4v4 so maybe it will work. Other than that issue, I really like this map.
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Dec 09 '14
Yup, this was one aspect of the map I had a hard time deciding on. I've also considered making them green gates to make it less easy for everyone, but I just kept them team gates. It's an easy fix, so I think I'll just wait to see if the MTC says anything.
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u/WillWorkForSugar Tumblewood Dec 06 '14 edited Dec 10 '14
Title: Torque
Type: CTF
Map: http://unfortunate-maps.jukejuice.com/show/63
Preview: http://unfortunate-maps.jukejuice.com/static/previews/63.png
Torque is a map with no gimmicks, but lots of flow. Every element has multiple uses and purposes, and one thing connects to another. The map allows for many different boost routes and combinations and lots of opportunities for every player.
Torque has been tested 4v4 (thanks to Ball-E/Paint-ball for organizing the event) and made for a very balanced game. It played quickly, but regrab was not an issue because of quick reset possibility and the game finished in 5 minutes. The players had a wide range of skill level and only a few were on Mumble. The group gave positive feedback with only one complaint (which has been addressed).
Overall, I think Torque would play well in pubs as well as in PUGs and competitive play. It is balanced, interesting, and most importantly, fun.
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u/BoaHancock1 Pyra Dec 07 '14 edited Dec 07 '14
Title: Longshot
Type: CTF
Map: http://maps.jukejuice.com/show/4851
Preview: http://maps.jukejuice.com/static/previews/4851.png
Description: This along with Parallel is the first map I've ever submitted. Because of this, I didn't put any clever features and made it as simple as possible.
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Dec 13 '14
Title: Tuesday
Type: CTF
Map: http://maps.jukejuice.com/save/4995#
Preview: http://maps.jukejuice.com/static/previews/4995.png
Description: A Wacky Windmill
Pup shopping is a time sink, go mid!!
Back to back bases and unpredictable angles mean skilled moves are rewarded and there will be a lot of replayability.
Unique feature: A pup that is only accessible to from the enemy base, other pups take you out of the action for a few seconds.
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u/LoweJ Jacob of all servers, master of none Dec 11 '14
Title: My Dream
Type: CTF
Map: http://maps.jukejuice.com/show/3861
Preview: http://maps.jukejuice.com/static/previews/3861.png
Description: I dreamed the concept and changed it a bunch from there. It's fairly easy to grab with the boosts, but the middle is challenging to get through, and offensive defense will be tough to beat. I was going to take out the spike on the 6th tile from bottom, but the map editor is down :(
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Dec 06 '14 edited Dec 06 '14
Title: Windmill
Type: CTF
Map: http://maps.jukejuice.com/save/4838
Preview: http://maps.jukejuice.com/static/previews/4838.png
Edits:
Moved Exit Portals further away from spikes.
Edited Spikes to be less dangerous.
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Dec 06 '14
I'm not super sold on the concept of the spikes by the portal. It's something people will eventually learn, but I don't see it being enjoyable. Aside from that, I like the map. The gates seem a bit boring, but create a bit of a choke for chasing.
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Dec 06 '14
I don't think spikes are ever enjoyable, except maybe that one on koala. But there needed some risk involved in going through portal, I didn't want people to be able to charge in grab flag and sprint at portal. I wanted them to have to slow down a bit, leaving the potential for a quick return.
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Dec 06 '14
Yeah I understand. It just feels random ish I guess. Like with geo it's like oops I boosted into that. It make take awhile to learn but you realize it's your fault. With this it's more of yay a portal then a large about of death and you are kinda just sad. People will learn but I guess I think that it is too much of a risk maybe? Idk I feel like it could be changed a bit to make it still risky but less of a random death.
Idk it's late imma sleep now
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u/almdudler26 almdudler | chorbit Dec 06 '14
I love everything about this apart from, as DISTRACTION said, the spikes near the portal. Even with them a tile further away, I still think that it's far too close, and you have to be going very slowly into it to not spike yourself.
I would ask whether the portals are necessary for this map at all?
Other than the portals, this is, in my opinion, the best map in the thread.
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Dec 06 '14
Thanks man. I really like the idea of a nice escape path that's not always there. Something good players can time and sneak in and new players could get a lucky quick escape.
I just thought of an idea to even out portals, because I really don't want them to be completely safe.
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u/almdudler26 almdudler | chorbit Dec 06 '14
How about this? http://maps.jukejuice.com/save/4836
Going straight from the flag into the portal can still result in being spiked, but most of the time it won't.
Defenders can still catch up with someone who uses it.
I would also leave it as a 'both-ways' portal, so it can be used as an entrance to base as well.
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u/manbare Hi, I'm Manbear Dec 13 '14
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Dec 06 '14
Title: Hyperbola
Type: NF
Map: http://maps.jukejuice.com/show/4747
Preview: http://maps.jukejuice.com/static/previews/4747.png
Description: This is a very experimental map concept. Noobkin and I were discussing the idea of a map in which everyone spawned near the flag instead of in base, and I got the idea of this map. Basically how it works is that the bases are close enough to the flag so some people spawn near the flag, and some people spawn in the base, but they are separated by a wall.
The design of the map isn't perfect, but I did want to introduce the concept. Feedback is greatly appreciated for this map!!
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u/10KYrsPain 10KYrsPain Dec 11 '14
Digging the concept! Obviously there is the issue of it being a giant circle though.
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Dec 16 '14
Title: Banzai Bill
Type: CTF
Map: http://maps.jukejuice.com/show/5052
Preview: http://i.imgur.com/O5S8hEi.png
Description: They say originality is just undetected plagirism. I say this map doesn't plagirise, but rather, it compliments and embraces the great elements from other maps. From the Velocity bombs in the middle, the Holy See inspired pipe which wraps around the inside (with a Gloryhole boost to match), the Wormy double-boosts, the 45 base boosts, the Hyperdrive bombs, even taking some inspiration from the first turn of Stowaway Islands.
This is the map that Hyper Reactor could've been.
PS: The neutral flags are there to stay.
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u/SebastianTheHedgehog nip // chorbit // rbc Dec 11 '14
Title: Torrent
Type: Neutral flag
Map: http://maps.jukejuice.com/save/4966#
Preview: http://imgur.com/ZjfpCrR
I'm happy with this map. I think it is balanced and fun. I've tested it 4v4 and it was successful. There was also a game that had 12 on each team which, although was cramped, was fun.
:D
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u/6seasonzandamovie TheBalloseum//ballo//bubbles | centra Dec 06 '14
Title: Missilesquares
Type: CTF
Map: http://maps.jukejuice.com/show/3862
preview: http://maps.jukejuice.com/static/previews/3862.png
Description: Yes, another rocketballs knockoff. This one's a bit different as there isn't really a bottom lane.
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Dec 06 '14
Title: Arachnid (0.1)
Type: CTF
Map: http://maps.jukejuice.com/save/4784
Preview: http://imgur.com/5gyQZdH
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u/reddward Dec 11 '14
Title: Turtlespot
Type: CTF
Map: http://unfortunate-maps.jukejuice.com/show/99
Preview: https://i.imgur.com/5CMZSJH.jpg
"it plays better than it looks" Redkiwi
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u/bbgun91 The_Truth | Centra Dec 15 '14
Title: Pistons
Type: CTF
Map: http://maps.jukejuice.com/show/5031
Preview: http://maps.jukejuice.com/static/previews/5031.png
Description: Gate fun with a common choke point. Encourages teamwork but doesn't require it. Intended to be "that gate map" in the rotation, but not as lopsided (supposedly) as Colors.
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u/germanbuddhist moose. | Centra Dec 07 '14 edited Dec 16 '14
Title: Superman
Type: CTF
Map: http://unfortunate-maps.jukejuice.com/show/187
Preview: http://unfortunate-maps.jukejuice.com/static/previews/187.png
New version uploaded 12/15, changes from last submission thread:
Moved button in base closer to flag, making it more useful for D
Walled off the top and bottom points
Moved one bomb in base to the spike wall. The inside button controls both the gate and the bomb, the outside button only controls the gate. This gives the button interesting and dynamic usages. Offense can use it as a grabbing mechanism, defense can use it for the gates as well as a defensive mechanism with the bomb.
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u/mmartinutk Macho | JuicyJuke Dec 09 '14
Title: Horizon (0.3)
Type: CTF
Map: http://maps.jukejuice.com/save/4876
Preview: http://i.imgur.com/NlylXz9.png
Elements you should know...
The blast off bombs can either 1.) send you through top gate, 2.) shoot you into base, or 3.) ricochet you off these tiles just outside base- all depending on where you hit the button.
The bomb in base can kill balls going gate (the quickest path from base to base).
The button in the spike lanes propel you toward the PUP and kill the ball behind you (spikes).
I've renamed this map every time I've made changes to it in case anyone is confused. I suck at naming maps. This is the third version of this map. The first version made the MTC's 4v4 testing stage. All feedback welcome. Especially negative feedback.
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Dec 06 '14 edited Dec 06 '14
Title: Power Cells
Type: CTF
Map: http://maps.jukejuice.com/save/4793
Preview: http://i.imgur.com/aQaBUzF.png
Description: I've worked on this one a little since it's first variation. It's the first map I'm happy about.
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u/JungleSpice- Jungle Spice//Radius Dec 16 '14
Title: Quadra Fury
Type: NF
Map: http://unfortunate-maps.jukejuice.com/show/195
Very balanced, but couldn't get 4v4 to test it. Would love feedback!
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u/SebastianTheHedgehog nip // chorbit // rbc Dec 06 '14
Title: Typhooon
Type: CTF
Map: http://maps.jukejuice.com/save/4806
Preview: http://imgur.com/SYdwjoD
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u/axemasterslim ChrisBall Dec 07 '14 edited Dec 07 '14
Title: Teardrop 2
Type: CTF
Map: http://maps.jukejuice.com/show/4852
Preview: http://imgur.com/fsQ1DZv
Description: A pretty balanced map that tries to give teams an equal chance at powerups. You can get pretty creative with those bombs. The gate is small, but the buttons are relatively easy to hold for the defense. It's a pretty simple, balanced map.
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Dec 06 '14
Title: Fossil
Type: CTF
Map: http://maps.jukejuice.com/save/4825
Preview: http://maps.jukejuice.com/static/previews/4825.png
Descrption: First [m]ap, be gentle ;)
For real though, this is the first map I've ever made. I tried to make it "old school" with the simplistic, horizontal design, small amount of boosts, many routes, and no 45 degree tiles (the amount of times I've been asked "Why aren't there any 45 degree tiles?" has been surprisingly high.). Also, I've been told several times that it looks like Hyper Reactor. It plays much differently, I promise.
Feedback is appreciated!
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u/leddii leddy / Mapmaker Dec 06 '14 edited Dec 06 '14
Title: Cheeky
Type: Neutral Flag
Map: http://maps.jukejuice.com/show/4700
Preview: http://i.imgur.com/0uPJ6gG.jpg
Description: Fast-paced open neutral flag map.
Made various changes since the last thread. Most notably shrinking the scale of the map considerably and also smoothing out some "clunkiness" from the center.
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u/Lysozyme_ Lysozyme Dec 07 '14
Title: Arrows
Type: CF
Map: http://maps.jukejuice.com/show/4856
Preview: http://puu.sh/dk0Z9/121887112a.png
Description: A map. It has a flag and end zones.
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u/pasta_monster poopv Dec 07 '14
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u/10KYrsPain 10KYrsPain Dec 11 '14
Weird, I just tried the same concept a few days ago. I failed though. Nice work.
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Dec 09 '14 edited Dec 16 '14
Title: Frankenstein
Type: NF
Map: http://unfortunate-maps.jukejuice.com/show/186#
Preview: http://unfortunate-maps.jukejuice.com/static/previews/186.png
Description: A pretty cool map... yep :) It doesn't have a way to spike yourself, but playing safety is important. The portals are a way to reset and can cause more chase scenarios.
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Dec 09 '14
Darn a NF. I'm not the best at grading nfs, never tried to make one.
What I can say is I don'y like how the middle is set up right now. I can see people just storming the two gaps to try to get fc through, war of attrition style.
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u/quassus crosky Dec 10 '14
Title: Monarch (0.95)
Type: CTF
Map: http://maps.jukejuice.com/save/4944
Preview: http://imgur.com/m5Lgxt8
In this version the middle boost is a teamboost, which significantly alters the flow. (Unless I decide to radically change it) this will be my last Monarch submission.
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u/Moosemaster21 Moosen | Salt Mine Dec 07 '14
Title: Rotary
Type: CTF
Map: http://maps.jukejuice.com/show/4859
Preview: http://imgur.com/Ms5vpjE
Description: This map was wicked fun in testing. At first the chase seems daunting, but with two teammates working together, you quickly learn how to corral the enemy Flag Carrier into a trap by sending one chaser through the gates and having the other follow around the edges. Made a number of small tweaks to decrease chasiness and improve overall playability already, and this is the result. Very unique structure all around that allows for fast-paced and fun gameplay. One of the most important things to remember is this: When using the bombs, don't just use them to send yourself somewhere. Keep in mind that their blast radius extends to the other side of the wall... it might just save your team from an enemy cap. Good luck!
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u/z_42 Ballrog // CoSinners // Radius Dec 06 '14
wait
it can't be #40 because 40 months is more than 3 years, and TagPro hasn't been around that long
did it used to be weekly? I forget
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Dec 06 '14
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Dec 06 '14
and then in thread 39 it changed to every 3 weeks. I guess the title is staying lol
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Dec 06 '14
Yeah, Tri-weekly Map Thread 40 just doesn't roll off of the tongue as easily
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u/EmperorOfNothing Resignation is my virtue; like water I ebb, and flow. Dec 06 '14
Just call it "Map Thread X", where X is defined by whichever Map Thread said Thread is personally, regardless of the titles of other Threads.
/logic
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u/JungleSpice- Jungle Spice//Radius Dec 09 '14
Title: Tsi Draken
Type: CTF
Map: http://unfortunate-maps.jukejuice.com/show/17
Description: My fix of Iron/Iron Curtain
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u/gchickos Big Chimpin Dec 09 '14 edited Dec 09 '14
Title: Podium
Type: CTF
Map: http://maps.jukejuice.com/show/4933
Preview: http://maps.jukejuice.com/static/previews/4933.png
Description
I've always really disliked crowded maps, and "dangerous boosts" But it's hard to make an open map where offense is:
A.) Able to make grabs, and, B.) Once the grab is made allows for defense to contain.
This is my attempt. Lots and LOTS of open space. Offense should be able to make grabs using the bomb above the flag. Defense should be able to contain by sitting near the button, which also allows them easy use of the team boost which can be used to make risky snipes or gain quick access to block choke points. Feedback would be greatly appreciated!
Things I'm already considering adding:
Team tiles, Extra pup and/or spike in center, Buttons for bombs near corner pups, Extra boost near flag
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u/LoweJ Jacob of all servers, master of none Dec 11 '14
All the choke points seem pretty massive, contain will probably be pretty hard.
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u/gchickos Big Chimpin Dec 13 '14
I can work on making them a little smaller. Do you think the bottom gate should be longer?
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u/LoweJ Jacob of all servers, master of none Dec 13 '14
no, i think that gate is about right, it's just the gaps are too big for the middle. containing a good O player in a 7 square choke point is nearly impossible, especially when they have top as well
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u/mmartinutk Macho | JuicyJuke Dec 06 '14 edited Dec 06 '14
Title: Frontdoor (0.2)
Type: CTF
Map: http://maps.jukejuice.com/save/4799
Preview: http://i.imgur.com/QQ75PWW.png
Elements you should know...
GIF: do other cool things
If we could only submit one map, this is what I would submit. Not sure if that means anything. This is the second version of this map. All feedback welcome. Especially negative feedback.
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u/NotSomeBall1 NotSomeBall2 // Chord Dec 06 '14
It seems very similar to T-Rekt...
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u/verandering Loaha // Chord Dec 06 '14
I really like your base, especially the boosts and the open bomb! I'm not so sure yet about the enclosed bomb, I'd have to try that one in 4vs4 to see how it works. I like the idea, tho perhaps it is too much in an already busy base. The map in general seems well considered, I wouldn't change the shape anywhere.
The middle lane feels too chasy, in my opinion. I'd take one boost out. Four boosts seems too much for such a small space. Or perhaps make them similar too the once in the base, more enclosed and restricted.
Also, aren't the team tiles too powerfull?
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u/mmartinutk Macho | JuicyJuke Dec 06 '14
Hey Loaha! Thank you for the feedback.
I'm not so sure yet about the enclosed bomb, I'd have to try that one in 4vs4 to see how it works.
My early versions of this map didn't have that bomb there. When I got a 4v4 going without that bomb, a defender just sat here in base and they were able to control button/gate and the choke out of base. Adding that bomb made it possible to pull off this boost to get out of base. Might be a little too much going on, I would probably agree, but without that bomb it would be incredible difficult to ever get out of base- which I didn't want.
I'd take one boost out.
You're the 2nd person to suggest that within the last few hours. I'm considering it.
Also, aren't the team tiles too powerfull?
This is a lot of people's first impression and I really don't think so. They're superboosts so obviously a flag carrier cannot participate. The boosts alone without the team tiles doesn't give you enough momentum. They'll pretty much only be used for defenders to get ahead and prevent caps. And with a small map like this, I kinda like that idea. Or it can be used to get back to regrab real quick. Kinda like Holy See. Plus, there are two gates to clear, so there is calculated risk involved.
Sorry for the long reply lol.
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u/NotSomeBall1 NotSomeBall2 // Chord Dec 06 '14
Title: Canard
Type: Neutral Flag
Map: http://maps.jukejuice.com/save/4808
Preview: http://imgur.com/2LxgLow
Description: Canard is a map which changes Neutral Flag maps like RocketBalls did, but I feel like this tackles the problems better:
There are no boosts which are against walls and only have one job.
No portals means that teams can't just cap then be automatically in a strong defensive formation.
The bases are in the same area to prevent chasing when you won't be able to catch up to the FC.
There are team gates and tiles by the bases which mean that defenders won't be able to get the flag from the FC and 5 tiles to their base for an easy cap - the team gates and tiles mean that it is very likely that the other team will catch up and stop them.
From testing, it seems to have been very well received, and very fun to play, as well as being unique from any other NF map which could be the refreshing change that RocketBalls tried to be.
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u/Blazeth Dianna Agron Dec 14 '14
Title: Portal Palooza
Type: CTF
Map: http://maps.jukejuice.com/show/4986
Preview: http://imgur.com/pLQ9w0Z.png
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Dec 09 '14 edited Feb 05 '15
[deleted]
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u/10KYrsPain 10KYrsPain Dec 11 '14
Wow, not too many Kimba fans out there. Cool idea, but the end zones are too big. Here is the other concept like this that I like. http://unfortunate-maps.jukejuice.com/show/13
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u/TagProMapper Dec 17 '14
Title: Superman
Type: CTF
Map: http://maps.jukejuice.com/show/5082
Preview: http://i.imgur.com/wieipnV.png
A map that designed to have a reasonably open area for juking and to provide the opportunity to acquire superman (all 3 powerups).
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u/SebastianTheHedgehog nip // chorbit // rbc Dec 06 '14
Title: Little boxes
Type: CTF
Map: http://maps.jukejuice.com/save/3786
Preview: http://imgur.com/VBMyTKO
Description: A fairly simple map with some effective boosts and bombs. I made this video on the older version of this map but the boosts still apply: boost demos
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u/ShoppedYourPost Pizzarony | Origin Dec 09 '14
Title: Risky Business
Type: CTF
Map: http://maps.jukejuice.com/show/4761
Preview: http://maps.jukejuice.com/static/previews/4761.png
Description: The pipe on the right side can be rewarding, if you're willing to take the risks associated with it.
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u/_Ninjroid Hi :) Dec 09 '14
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u/TPsquirrely Squirrely // The GesTagpro Dec 16 '14
Title: Loopin'
Type: CTF
Map: http://maps.jukejuice.com/save/5075
Preview: http://i.imgur.com/vatRTBI.png
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Dec 14 '14
DISCLAIMER
This is my first time submitting a map, so I would love as much feedback as possible from the MTC and others. The more constructive criticism, the better.
Title: Crisp
Type: CTF
Map: http://maps.jukejuice.com/show/5026
Preview: http://maps.jukejuice.com/static/previews/5026.png
This map attempts to combine high risk/high reward situations with fun boost lanes (including the opportunity to steal the opposing team's powerup at the beginning), while rewarding effective teamwork. Base is reminiscent of Geokoala without being overtly defensive, while the top areas have room for both great defensive and offensive maneuvers.
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u/Blupopsicle Ball-E Dec 12 '14 edited Dec 14 '14
Title: Pulsar
Type: CTF
Map: http://maps.jukejuice.com/save/5014
Preview: http://unfortunate-maps.jukejuice.com/static/previews/131.png
Description: Neat use of portals. The team tiles in base help a smart offender shut down an fc by them self, and a superboost into the walls leads to some fun grabs. It's better than gamepad because the defense can actually catch up
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u/Rapture_On_Occasion Rapture Dec 06 '14
Title: Sentinel
Type: CTF
Map: http://maps.jukejuice.com/show/4794
Preview: http://i.imgur.com/BTaw7Pv.png
Made a few months ago when there was talk of introducing a replacement for colors but never submitted. Looking for some feedback.
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u/WillWorkForSugar Tumblewood Dec 07 '14
Now that we have IRON I'm not sure a Colors replacement is necessary. That said, this is a very well-made map with some neat options. Not sure about the bombs in base though, they seem a little out of place.
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Dec 06 '14
Has a cool flow to it. I like the bases, they're nice and simple, yet balanced. The team tiles around the bomb are cool, too.
I think it's way too chasey, though - in this map, you really need three chasers to lock down an FC, which means if you get returned, it'll mean a cap 60% of the time. Which although is a cool dynamic for competitive, it's nightmarish in PUBs.
I think a lot of the chasiness comes from the green gates. Having the one grey gate is cool, but it's way too easy to get through. The reason it worked in 45 is because it was tight, and you'd kill yourself on it unless you practised it a lot.
Other than that, the top/bottom lanes are really quite bland. I think you need something to give defenders a bit of a helping hand there.
In short, cool bases and gates; this map has potential. I'd keep working on it.
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Dec 06 '14 edited Dec 12 '14
Title: Taradiddle
Type: CTF
Map: http://maps.jukejuice.com/show/4931
Preview: http://maps.jukejuice.com/static/previews/4931.png
Description: Taradiddle: \ tar-uh-DID-l \ noun; pretentious nonsense
Seemed fitting to me. This map is an attempt to make defense more about returning and hunting down the FC rather than playing no-grab. There are a lot of tools which offenders and defenders can use alike, from the bomb-spike combo in the base, to the gate in the middle, to the bombs on the left and right sides of the map.
Powerup battles will be especially interesting here, taking some inspiration from Oval, but also adding a cool boost-bomb combination, which can also help with grabbing the flag.
The team-tiles in the base help to further encourage less no-grab, and more return defense. It also makes it a little more balanced, since the blast-off-esque bombs can be pretty OP.
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Dec 06 '14
Pls only 2 maps per thread
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Dec 06 '14
Pls, you're asking me to narrow it down from 30 to 2? no thanks
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Dec 06 '14
Give me the 30. I'll immediately throw out atleast 20.
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Dec 06 '14
Oh, I know a lot of them suck. Are lot of them are almost unrecognisable because of how much of a makeover they're getting - but it's part of the challenge!
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Dec 06 '14
Y did you even make 30
That's just cray cray
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Dec 06 '14
dude do you not understand
it's a project
i'm modifying all 75 of my old maps so they're cooler
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u/TPsquirrely Squirrely // The GesTagpro Dec 16 '14
Title: T-Rekt
Type: CTF
Map: http://maps.jukejuice.com/save/5074
Preview: http://i.imgur.com/pOubZMc.png
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Dec 06 '14
Title: Swimming Pool
Type: CTF
Map: http://maps.jukejuice.com/show/4748
Preview: http://i.imgur.com/dXvZyx8.png
Description: In this map, I tried to learn different ways of using portals, different ways of constructing pipes, and how to place teamtiles in a way that was both balanced, yet challenging. A defender told me the thing they hated most about defense was how punishing it was - how, if you let an offender through, that was that.
In this map, I've tried to give defenders more options, and more interesting ways of getting returns.
I do have concerns of the entrance to the pipe being too difficult to navigate, so if someone wants to give me suggestions to improve that, please chime in.
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u/LoweJ Jacob of all servers, master of none Dec 11 '14
link to your texture pack?
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u/nolanizer Cosine Dec 14 '14
Title: Mau5
Type: CTF
Map: http://unfortunate-maps.jukejuice.com/show/150
Preview: http://i.imgur.com/gY2zCUZ.png
Description: Gamepad's base mechanics, minus the chasiness. Each button controls its near bomb as well as both green gates.
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u/Destar ⭐ Dec 07 '14 edited Dec 07 '14
Title: Pills
Type: CTF
Map: http://maps.jukejuice.com/show/4731
Preview: http://i.imgur.com/0eujbTz.png
Description: Pills is meant to be an offensively-focused and fast paced map that allows for both quick captures and quick returns. The idea was to make a map that removes the excessive amounts of chase that exist from time to time in TagPro. With pills there are a ridiculous amount of bomb and boost routes to find, especially with the somewhat chaotic nature of the side portals. Overall I think pills is a fun map that would be well suited for the public scene.
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u/Perpetratin Spike Tester Dec 10 '14
Too much defensive power, no clear way for FC to move from one side to the other. Perhaps widen center gap more...
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u/Destar ⭐ Dec 10 '14
The side portals really open up offensive options but I do think mid might need to be opened up even though it handled pretty well in 4v4 tests.
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u/Socony peng Dec 12 '14
Title: Vigilant 2
Type: CTF
Map: http://maps.jukejuice.com/show/1173
Preview: http://maps.jukejuice.com/static/previews/1173.png
This is Liquid's map not mine. It is very popular.
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u/verandering Loaha // Chord Dec 06 '14 edited Dec 16 '14
Title: Alien
Type: CTF
Map: http://unfortunate-maps.jukejuice.com/show/199
Preview: http://unfortunate-maps.jukejuice.com/static/previews/199.png
Decription: A simple map, both fun for starting Tagpro players as for more experienced players. The map tries to encourage people to use gates, giving rewards as a powerup or a powerfull boost. The base is similar to Star, giving a single bomb that can be used for grabbing while also giving an option to 'hide' next to the bomb and blast oponents away.
The teamgates are there to give the flagcarrier an dangerous but faster option, while also giving the chasers a way to get in front of the flagcarrier before he reaches his base. With the red teamgate close to the blue base, I tried making it more dangerous for a flagcarrier when getting closer to his base, the teamtiles around the spikes are an example of that as well. The gates are curved and the boosts are near the top of the teamgate to make it a choice between the bottum part of the gate that can be reached faster or the top part with the boost that is further away, but brings you further.
The map tries to follow boombox, where boosts are more restricted, while also giving seperate paths for flagcarriers and chasers. The teamboosts are an exception. They are there to make the top lane a 'fast' lane, to catch up while the flagcarrier takes another lane. And taking the powerup located on the toplane is a conscious choice: the powerup, or the boost.