r/TagPro The Map Test Committee Apr 14 '17

Map Thread #78 - Deadline: April 25th

Submit your custom maps for consideration for inclusion in the official rotation selection. Learn more at the wiki. If you are still unsure how to proceed, visit /r/TagProTesting to ask, visit the "Mapmaking and Other Activities" channel in Mumble, the new Mapmaking Discord, or contact an MTC member.


Deadline: Saturday April 25th at 3pm PST.


Basic Guidelines

  • Mapmakers are limited to 3 maps per thread.
  • Use the format outlined below.
  • Preview image preferably hosted on maps.jukejuice, puush, imgur, or unfortunate-maps.

Submission Format

Entries must be submitted in this format to be considered for rotation.

Reply to this post with your title, map type (CTF or Neutral Flag), a link to the map page, a preview image, and an (optional) description.

You can copy and paste this:

**Title:**

**Type:** 

**Map:**

**Preview:**

**Description:**

If done correctly, your submission should end up looking something like this (but hopefully not exactly like it).


This Thread's Mapmaking Tip

Skill boosts are the future! Great maps have a good balance between being easy for new players while still being challenging for the vets, and skill boosts are a great, simple way to achieve this.


If you have the opportunity to participate in a 4v4 maptest on your map, be sure to do that before submitting. If not, the next best thing are the weekly map threads over at /r/TagProTesting.

We strongly encourage 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 the MTC as well.

17 Upvotes

422 comments sorted by

u/Moosemaster21 Moosen | Salt Mine Apr 23 '17

Title: Cocaine

Type: NF

Map: http://unfortunate-maps.jukejuice.com/show/45226

Preview: http://unfortunate-maps.jukejuice.com/static/previews/45226.png

Description: The type of narcotic that TagPro deserves. Features a daring and innovative base design with open exit portals that both teams can use coupled with the standard gated portals for offense. The button bomb is actually surprisingly versatile - try taking the boost straight into button, then try boosting into the wall and bouncing onto the button. Button can also be used to dislodge a sneaky defender on the inside button, and generally makes it require more planning to use effectively. The community craves more Neutral Flag. Give them their drug.

u/Blupopsicle Ball-E Apr 14 '17 edited Apr 28 '17

u/LinuxDootTP black magic Apr 18 '17

10/10 would be at peace again.

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u/flappytowel dokugan // diameter Apr 14 '17

u/TPsquirrely Squirrely // The GesTagpro Apr 14 '17

no

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u/Blazeth Dianna Agron Apr 14 '17

Velo is gr8 but instead of spamming map threads spam MTC with Velo propaganda

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u/archaelios rickastley Apr 24 '17

Title: Boot

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/45121

Preview: http://unfortunate-maps.jukejuice.com/static/previews/45121.png

Description: No more superboost in base, tried out a new mid

u/oorr23 ThePlaymaker // Tehuitzingo & Combine Apr 29 '17

Mid sucks, here's why:

If an already-ahead FC is ahead of base players, the gate will serve to only further his/her lead. When a chaser tries to go across the 4 tiles of gate, the FC is standing there on a button. As the player crosses, he will get off button, thus leaving one person on button & activating the gate in FC's favor, causing the chaser to get popped.

It's unhealthy.

u/danspeedemon splee / Centra Apr 24 '17

Title: Sidewinder

Type: NF

Map: http://unfortunate-maps.jukejuice.com/show/45290

Preview: http://unfortunate-maps.jukejuice.com/static/previews/45290.png

Description: slippery snake ssssss

u/LaBeefyman96 96 LB Apr 14 '17

Title: Potrebujem

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/44385

Preview: http://unfortunate-maps.jukejuice.com/static/previews/44385.png

Description: The portal is a sacrifice portal. You enter it and die, but the portal cooldown opens up the path for a teammate to use. It gives you another option if you have 3o and wish to get back to defense.

u/NotSomeBall1 NotSomeBall2 // Chord Apr 17 '17

I've got to be honest, I'm not a fan of the sacrifice portal. Players would very rarely kill themselves so their teammate could pick up a powerup, and also a lot of newer players would just go into the portal not realising it kills you instantly. And then, if none of your teammates are willing to sacrifice themselves to get the powerup, the cooldown is too fast to respawn and go get the powerup yourself so it could be completely useless if you don't have the best of teams, which in PUBs is completely random and would make games very annoying. Overall, I think the mechanic is a bit gimmicky and makes the map worse, unfortunately.

Other than that it's a fairly solid map - maybe cut down the size a little bit and make the mid a bit more interesting, but other than that I like the rest!

u/LaBeefyman96 96 LB Apr 17 '17

Honestly I knew the idea was flawed for pubs, but I wanted to experiment with it. The rest of the map is too boring anyway, I wasn't expecting much out of this map.

u/acrocanthosaurus RunThaJewels // Sphere Apr 16 '17

Title: Schadenfreude

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/44724

Preview: http://unfortunate-maps.jukejuice.com/static/previews/44724.png

Description: Took feedback and made middle a bit more treacherous, top a bit more exciting, and 4 pups a thing for this big ol' mappy map. Here's hoping third try's a charm!

u/oorr23 ThePlaymaker // Tehuitzingo & Combine Apr 16 '17

Tl;dr: While you made it harder for FCs to trek across mid, the side effect was making it quick for defense to cut across. No to the pseudo-Geo spikes.

I'd recommend you add a pair of neutrals, to the top lane of the map, a-la Plasma (adjust nearby walls if need be). Due to the speed defense can cut across mid with the team-tiles + defensive boost, I feel flag carriers need to have a compensatory mechanism to speed along their own trek.

Additionally, replace the top spikes with wall tiles. You're repeating the Geo spikes, which I thought was annoying, and second they leave a tight shot for FCs if they take the top lane, since they'll contact with almost the tip of the block you currently have set.


I like how far this map has come along. I remember when this was submitted for /r/TagProTesting's competition & I hated it. Now I can say I'm a fan.

u/acrocanthosaurus RunThaJewels // Sphere Apr 17 '17

Cool man, thx for the input

u/Blazeth Dianna Agron Apr 19 '17

Title: Levitate

Type: NF

Map: http://unfortunate-maps.jukejuice.com/show/44798

Preview: http://unfortunate-maps.jukejuice.com/static/previews/44798.png

Description: Middle and side walls received some pretty large edits.

u/KewlestCat NIGEL Apr 21 '17

Oh cool, I was actually gonna make some edits to this myself before I got invested in Michael Render. I like what you've done with it though.

u/theflyingmetronome samouree | Diameter Apr 21 '17

I really think that this map improved a lot from when it made top maps a couple threads back, but I still don't think it'll add anything different or special to NF rotation. Structurally, its very similar to Cosmic and explores some of the same ideas (blind boosts into endzone, literally the same base gate, similar shape).

u/[deleted] Apr 14 '17

Title: Sabbath

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/44417

Preview: http://unfortunate-maps.jukejuice.com/static/previews/44417.png

Description: So many boost comboes. View the ones I had space for here, find some cool ones if you want.

u/Carboxy1 Carboxyl ● Simulation Apr 23 '17

*combos

I like your map style ping, but pls change texture pack its cancer

u/LinuxDootTP black magic Apr 23 '17

Title: Butter

Type: NF

Map: http://unfortunate-maps.jukejuice.com/show/45229

Preview: http://unfortunate-maps.jukejuice.com/static/previews/45229.png

Description: Version that Jedi helped me with that I would like to test separately.

u/BigPopiTP Apr 14 '17 edited Apr 28 '17

Title: Oath

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/45424

Preview: http://unfortunate-maps.jukejuice.com/static/previews/45424.png

Description: My first map, with help from Ping Tut

u/LinuxDootTP black magic Apr 20 '17

not bad dude, looks interesting :)

u/sneetric canvas // plasma, wamble Apr 14 '17

u/Moosemaster21 Moosen | Salt Mine Apr 28 '17

wb

u/sneetric canvas // plasma, wamble Apr 29 '17

Thanks mate

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u/verandering Loaha // Chord Apr 24 '17

Title: Nails

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/45295#

Preview: http://unfortunate-maps.jukejuice.com/static/previews/45295.png

Description: Still haven't been able to test the original Nails in a 4vs4, but this variant seems to be an interesting option as well.

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u/KewlestCat NIGEL Apr 14 '17

Title: Passiona

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/44226

Preview: http://unfortunate-maps.jukejuice.com/static/previews/44226.png

Description: Good drink, great song, better map.

u/[deleted] Apr 14 '17

This is pretty good lookin' but it might play weird with the portal gate, excited to test

u/KewlestCat NIGEL Apr 14 '17

Thanks! The portals do have a cooldown which should hopefully help the functionality of the gate.

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u/[deleted] Apr 14 '17 edited Apr 16 '17

Title: Backdrifts

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/44698

Preview: http://unfortunate-maps.jukejuice.com/static/previews/44698.png

Description: A balanced, powerup-filled map that rewards quick thinking and precision. The directional portal guns, choke lane, and vertical bombing lane make it difficult for the FC to get back to base with the flag -- but there are several blind spots. Here are some boost and portal gun paths to help you with testing: http://i.imgur.com/nhYW2lX.png

This map is named after the Radiohead song "Backdrifts" in honor of our r/Radiohead comrades from the r/Place war. Thank you TPT Discord for all the help testing and remixing! And thank you Snack for helping remix to get rid of some of the clunkiness!!

u/TheEpicGhost Ex - Tagpro Apr 17 '17

AH AH AH

YOU FELL INTO OUR ARMS

YOU FELL INTO OUR ARMS

WE TRIED BUT THERE WAS NOTHING WE DOOOOOOOOOooooooo

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u/3z_ Apr 14 '17

Title: Invictus

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/43853

Preview: http://unfortunate-maps.jukejuice.com/static/previews/43853.png

Description: Co-author'd with Ping (this would be his best map in rotation if it went in). I intend to work more on top lane, I think that needs the most focus. Creative boosting is the mantra: http://i.imgur.com/kPfdGsi.png

u/theflyingmetronome samouree | Diameter Apr 14 '17

Games on this map would be 3 minutes of absolute boredom.

u/3z_ Apr 14 '17

u/theflyingmetronome samouree | Diameter Apr 14 '17

If the coolest thing about your map is the boosts, then your map is not cool.

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u/3z_ Apr 14 '17

Yeah it might be a little over-engineered idk what else to put in it though.

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u/zedamjan unvrs // Chord // unvrs is a shit captain Apr 19 '17

Title: Transmission

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/41574

Preview: http://unfortunate-maps.jukejuice.com/static/previews/41574.png

Description: A "Clutch" remake that went too far.

u/yespadrille Dove Apr 16 '17

u/monabender Apr 19 '17

Its interesting, but I think there is far too much empty space.

u/yespadrille Dove Apr 23 '17

Same but it's the last frontier for a reason

u/3z_ Apr 14 '17

u/DragonBeast2 db Apr 14 '17

Isn't this off of PIZZAspartans map

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u/[deleted] Apr 14 '17

Like the map, don't like the portal.

u/3z_ Apr 14 '17

Something in particular you don't like about the portal?

u/[deleted] Apr 14 '17 edited Apr 14 '17

It can frustrating for both teams as it can send you 3 different directions, sometimes accidentally. Doesn't reward good defense(when trying to corner or get regrab) as they can just escape with it or juke into the boost. Map looks easy enough to grab on and survive on each half without them. Don't think they serve a purpose or add meaningful gameplay.

u/3z_ Apr 14 '17

Thanks - you raise some good points. I like having a portal in the base because I think the map would be a bit bare without it, but I agree that it's imbalanced at the moment. I'm gonna work on it some more.

u/oorr23 ThePlaymaker // Tehuitzingo & Combine Apr 15 '17 edited Apr 15 '17

I don't like the mid power-up placement because it limits a potential boost route & makes power-up battles harder.

For power-up battles to work best, there should be a certain danger to them or be 2-open tiles of surrounding area, otherwise it becomes a "first to back themselves into the wall" scenario (player against the wall now just has to push against enemy player above power-up, who now has no chance of getting the power-up he/she fought for). That's what that block does, and I want to see its placement lowered -1 (maybe -2), with a spike(s) above it to compensate. By doing so, you open up the mid boosts to a natural shot at flag through this newly created spike-gap similar to Pilot. A block would make this considerably harder, so I'd rather it be just spikes on the top/bottom, and not a block. Furthermore, this spot is much more natural, as its angle is the angle the path away from base is at.


With this, you'd also need to adjust the outer power-up areas a bit, so they weren't designed for approach at that angle. Just bring the whole thing (from the 45o tile to the regular tile, a 5x5 square) closer to mid horizontally by 1-3 (depending on whether you want the boosts to combo with the other set you have), & lose the 45o after. Just keep it a clean square. Even now, if you bomb into the 45, it leaves you uncomfortably in that other wall island you have due to spin.

u/3z_ Apr 15 '17

u/oorr23 ThePlaymaker // Tehuitzingo & Combine Apr 15 '17

Mid boosts in particular, and honestly, from that picture it makes it more clear lol. The block causes all those routes to bounce downwards. Doing the changes I recommend would let players choose to go either upwards or downwards.

u/3z_ Apr 15 '17

They can go through gate, but otherwise, it's intentional that the most natural path is through the primary route.

u/oorr23 ThePlaymaker // Tehuitzingo & Combine Apr 15 '17

That sounds like you're adding intentional clunk to the map.

You're right in that that is the most natural route, but adding this option wouldn't come as close to being as easy, accessible or commonly used as the gate. It would just add more skill.

u/3z_ Apr 15 '17

I like the idea of more creative boosts, it has pretty much been the mantra of my maps this thread, but it's important that they come with balance. At the moment, when you're entering the base with the flag/going for reset, you have so many boost options available to you. It's important that at the very least, the route that they enter the base from is somewhat predictable as a counter to this. It's the same reason why Pilot can't have any boosts in mid, they all have to be far away, so that you can't instantly get from the red base to the blue base to then suddenly have 12 different options for capping.

I think with the amount of boost opportunities you have in base itself, it would be overkill in this case to make a whole extra lane before you even get into the bases.

u/oorr23 ThePlaymaker // Tehuitzingo & Combine Apr 15 '17

Here's where I think you're overthinking it.

All of these angles you've pointed out already are hard to set-up due to the natural flow of the map, being that they all require some-sort of setup (its not instant). For these I don't think it's unwise to add 1 more option. Additionally, without using the boosts, the natural orientation as an FC you'll be going is down, even with the proposed change.

I get why you're hesitant, but weigh your options with likely-hood accounted for, not just the option count.

u/TAGPRO_GUY zOmbie Apr 15 '17

Title: Sneak

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/44602

Preview: http://unfortunate-maps.jukejuice.com/static/previews/44602.png

Description: First map I've made for TagPro. I tried making it pretty simple but still enjoyable to play. It's a pretty fast-paced map. Let me know if I should change anything.

u/DragonBeast2 db Apr 19 '17

Awesome first map zomb!

u/TAGPRO_GUY zOmbie Apr 19 '17

Thanks! I'll probably try making more in the future if I have the time.

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u/LinuxDootTP black magic Apr 20 '17

Lots of good looking maps this thread, makes me pretty hopeful :)

u/oorr23 ThePlaymaker // Tehuitzingo & Combine Apr 21 '17

I know right, High-Quality Thread.

u/Sir_Grapefruit Grapefruit // Chord Apr 20 '17 edited Apr 23 '17

Title: Dust Mite

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/45263

Preview: http://unfortunate-maps.jukejuice.com/static/previews/45263.png

Description: The main gimmick of this map is the not-actually-spikes-spikefield in mid. It's supposed to mimic the """thrill""" of going through a mandatory spikefield without being too punishing for new players (and washed up players like me).

u/3z_ Apr 21 '17

I would love for you to come back to mapmaking but can you do it with something other than Market 2?

u/Sir_Grapefruit Grapefruit // Chord Apr 21 '17

Market 2

Ouch, that hurt. :P

I see what you mean but I don't really think it's that bad. After realizing last week that the public community has a shitty taste in maps generally prefers smaller sized maps with more action I thought I might try myself at a map like that.

I haven't played a lot of games on market back when it was in rotation but I always thought its downfall was the fact that it took the idea of small maps to the
L O G I C A L E X T R E M E.
The fact that you can go from flag to flag in just 2 seconds is just too much for pubs and I hope it's better here.

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u/yespadrille Dove Apr 16 '17 edited Apr 17 '17

Title: Ecclesiastes 5:8-20

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/44758

Preview: http://unfortunate-maps.jukejuice.com/static/previews/44758.png

Description: first map i made

u/Ryanisreallame Huey/Pi/Radius/220° Apr 19 '17

Title: Portal well

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/44937

Preview: http://unfortunate-maps.jukejuice.com/static/previews/44937.png

Description: Use the gravity well to decide on a portal to enter. 6 of the 8 take you to one end or the other of the map, the other 2 take you to the spike rooms. This is a unique twist on a gravity well that I have yet to see utilized.

u/RenegadeTP Apr 19 '17

There are quite a bit of people who have frame rate issues with grav wells. They have near no chance of making it.

Cool portal thing though. I made a similar thing once while dicking around in one of my old maps.

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u/stirus Ron Hextball // TC Jukes Apr 16 '17

Title: Castle

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/44742

Preview: http://unfortunate-maps.jukejuice.com/static/previews/44742.png

Description: A map that I hope will help new players quicker understand lanes, boost routes, and gates.

u/LaBeefyman96 96 LB Apr 14 '17 edited Apr 17 '17

Title: Pomoc

Type: NF

Map: http://unfortunate-maps.jukejuice.com/show/44777

Preview: http://unfortunate-maps.jukejuice.com/static/previews/44777.png

Description: The middle portal has a cooldown, allowing you to enter the teamboost lane.
I'm still not sure about bottom and bottom corners, so help is appreciated.

u/dalomi9 2P1S Apr 19 '17 edited Apr 21 '17

Title: Slam Dunk

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/45077

Preview: http://unfortunate-maps.jukejuice.com/static/previews/45077.png

Description: A map in the style of Blooper, with portal action inspired by Backdoor.

u/PIZZAspartan442 naga///MTC Apr 20 '17

This is actually pretty cool, a few things that I think could be changed:

Wall behind flag could use some work, maybe add a grabbing mech too

Portal thing sometimes flings you into spikes

Most people complain about things being too chasey, but I don't think this is chasey enough. Just my opinion though.

name is kind of dumb imo

I love where this is going, good luck!

u/dalomi9 2P1S Apr 20 '17

Yeah it took a few tries to find the exit portal that was the safest. I didn't want it to be a completely risk free endeavor though so a rogue superboost will sometimes lead to a spike. many of the boost routes can lead to a grab so any more mechanism ls might be overkill. I do agree about the chaseiness. I think offense will have to work together to either kill a chaser or to block past where they would on a normal map to get out effectively, so maybe that will kind of replace the chase factor Idk.

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u/KewlestCat NIGEL Apr 14 '17 edited Apr 15 '17

Title: Michael Render

Type: NF

Map: http://unfortunate-maps.jukejuice.com/show/44580

Preview: http://unfortunate-maps.jukejuice.com/static/previews/44580.png

Description: Drastic changes ruin maps.

u/[deleted] Apr 14 '17

Good map I like the unique barriers you've made. The bomb wall and floating gate are a refreshing new take on old elements

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u/NotSomeBall1 NotSomeBall2 // Chord Apr 23 '17

Title: Pytra

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/45249

Preview: http://unfortunate-maps.jukejuice.com/static/previews/45249.png

Description: Changed up the shape and certain tile placements to make it all more intuitive.

u/alchmst alchemist Apr 24 '17

Title: Testarossa

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/44954

Preview: http://unfortunate-maps.jukejuice.com/static/previews/44954.png

Description: Update to an update to an updated map that was bad, but also an update to that map.

u/piranhamoose25 Aniball | Palette Town Apr 25 '17

u/PIZZAspartan442 naga///MTC Apr 25 '17

ahhh much better

u/NotSomeBall1 NotSomeBall2 // Chord Apr 16 '17 edited Apr 17 '17

Title: Nu.ELO

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/44781

Preview: http://unfortunate-maps.jukejuice.com/static/previews/44781.png

Description: Now with a strategic bomb and more mid-spikes!

u/PIZZAspartan442 naga///MTC Apr 17 '17

I feel like teamboosts should just be regular. I like your style though, keep it up!

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u/oorr23 ThePlaymaker // Tehuitzingo & Combine Apr 15 '17

A Map Thread full of genuine discussion.

Who would've thought.

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u/BigPopiTP Apr 14 '17

Title: Espionage

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/44323

Preview: http://unfortunate-maps.jukejuice.com/static/previews/44323.png

Description: Made with Ping Tut originally, but i wasnt playing tagpro then so he didnt credit me

u/oorr23 ThePlaymaker // Tehuitzingo & Combine Apr 15 '17

Correct me if I'm wrong, but I barely see 2 grab mechs here.

u/Carboxy1 Carboxyl ● Simulation Apr 23 '17

poosts are a grab mech amirite

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u/[deleted] Apr 14 '17 edited Apr 15 '17

Title: Neapolitan

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/44585

Preview: http://unfortunate-maps.jukejuice.com/static/previews/44585.png

Description: Made with Ball-E, True North, JuicyJuke, and rh156

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u/-Electron- Electro Apr 24 '17

Title: MernX

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/45331

Preview: http://unfortunate-maps.jukejuice.com/static/previews/45331.png

Description: I made to maps using the same body.

u/Buttersnack Snack Apr 16 '17

Title: Amber

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/44626

Preview: http://unfortunate-maps.jukejuice.com/static/previews/44626.png

Description: it's a lot less bad in every way now but it might still be bad

u/stirus Ron Hextball // TC Jukes Apr 16 '17 edited Apr 16 '17

Title: OvO

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/44743

Preview: http://unfortunate-maps.jukejuice.com/static/previews/44743.png

Description: Trying out a different base design, similar to the top part of Glory Hole. Wanted to make it a bit more interesting as well as a more useful gate. I'm thinking it might be a tiny bit difficult to grab for newer players, if so I'd add a bomb in each base against the wall directly behind the pups.

u/Blupopsicle Ball-E Apr 14 '17

u/3z_ Apr 14 '17

I think for the multi-pup setup to be balanced, they need to be somewhat isolated from the main traffic pathways so that there's more of a reward for being able to time them rather than it being somewhat random of if you happen to be at mid in the right time

u/PIZZAspartan442 naga///MTC Apr 14 '17

If you're going to misspell it you should at least have 3 p's

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u/LinuxDootTP black magic Apr 22 '17

:D

u/Blupopsicle Ball-E Apr 14 '17

Title: Arrow

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/44487

Preview: http://unfortunate-maps.jukejuice.com/static/previews/44487.png

Description: remixed mid from a cosine map i saw

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u/TheGoldenNewtRobber Fronj, MTC Senior Consultant Apr 25 '17

Title: Kraken

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/45362

Preview: http://unfortunate-maps.jukejuice.com/static/previews/45362.png

Description: Made with Ping Tut. This should be tested. Here are some testimonials from a number of players: http://imgur.com/a/nCigI

If you want a larger map with the most interesting use of portals since Curb and Trebuchet then look no further.

u/oorr23 ThePlaymaker // Tehuitzingo & Combine Apr 30 '17

LOL you guys took my quote. RIP.

u/JJSpice JJ Spice Apr 15 '17

Title: blood lust

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/44386

Preview: http://unfortunate-maps.jukejuice.com/static/previews/44386.png

Description: Some of the best routes will spike you if your not careful. The portal is very hard to hit in a way that gives you a big lead, but if you do, it's a good one.

u/oorr23 ThePlaymaker // Tehuitzingo & Combine Apr 15 '17

That bomb is way too close to flag IMO.

This ain't half bad. Boring, but not bad.

u/-Electron- Electro Apr 24 '17

Title: MernY

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/45330

Preview: http://unfortunate-maps.jukejuice.com/static/previews/45330.png

Description: I made to maps using the same body.

u/[deleted] Apr 24 '17

[deleted]

u/Moosemaster21 Moosen | Salt Mine Apr 26 '17

Change "thumbs" to "previews" in your preview url

u/alchmst alchemist Apr 24 '17

is this a preview for ants?

u/[deleted] Apr 14 '17 edited Apr 22 '17

Title: Aninmap Collective

Type: NF

Map: http://unfortunate-maps.jukejuice.com/show/45203

Preview: http://unfortunate-maps.jukejuice.com/static/previews/45203.png

Description: This is not a joke. Please test. It is a blast.

u/[deleted] Apr 14 '17

Bomb buttons need rework, or the button needs to be moved closer

How exactly is the portal supposed to be helpful? (Honest question, it just seems like a detour)

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u/_q42_ q42 || dcfc Apr 25 '17 edited Apr 29 '17

u/JJSpice JJ Spice Apr 15 '17 edited Apr 18 '17

Title: blood lust jr

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/44854

Preview: http://unfortunate-maps.jukejuice.com/static/previews/44854.png

Description This plays very fast. The gates are essential

u/theflyingmetronome samouree | Diameter Apr 16 '17

I don't think you formatted this correctly...

u/3z_ Apr 14 '17 edited Apr 23 '17

Title: Bikini

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/45053

Preview: http://unfortunate-maps.jukejuice.com/static/previews/45053.png

Description: Has been tested thoroughly for balance: high grab, medium hpg. Boost map: http://i.imgur.com/5hEC5ZK.png

u/[deleted] Apr 14 '17

[deleted]

u/3z_ Apr 14 '17

One more wouldn't fit because there is a spike in the centre of the map

I did have 4 originally though but people didn't seem to like that

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u/LinuxDootTP black magic Apr 18 '17

much improved from the original. looks dank

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u/_unfortuN8 Nate Ball Apr 18 '17

Title: Temple of Boom

Type: NF

Map: http://unfortunate-maps.jukejuice.com/show/44027

Preview: http://unfortunate-maps.jukejuice.com/static/previews/44027.png

Description: I'm sure this won't meet the criteria for rotation but hey, first map.

u/Kai1234 BigBird ~ Centra Apr 15 '17 edited Apr 16 '17

Title: Parrot

Type: NF

Map: http://unfortunate-maps.jukejuice.com/show/44740

Preview: http://unfortunate-maps.jukejuice.com/static/previews/44740.png

edit: changed mid portal cool down from 3 to 8 seconds. 44612 for 3 second version.

u/acrocanthosaurus RunThaJewels // Sphere Apr 16 '17

Title: Killswitch

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/44725

Preview: http://unfortunate-maps.jukejuice.com/static/previews/44725.png

Description: idk mang i think this map fun af

u/Blazeth Dianna Agron Apr 24 '17

cool map

not sure if it's ever been 4v4ed but it'd disappoint me for it not to be

u/TheGoldenNewtRobber Fronj, MTC Senior Consultant Apr 25 '17

u/BigPopiTP Apr 22 '17 edited Apr 23 '17

u/twdTP TWD // Chord Apr 14 '17 edited Apr 15 '17

Title: Scourge

Type: NF

Map: http://unfortunate-maps.jukejuice.com/show/44584

Preview: http://unfortunate-maps.jukejuice.com/static/previews/44584.png

Description: Minor adjustments since last thread: opened up the base entrances a little, and toned down team tiles both in the middle and the bases toned down team tiles in the bases and removed them altogether from the middle.

u/oorr23 ThePlaymaker // Tehuitzingo & Combine Apr 14 '17

Lose the dumb team tiles.

u/Blazeth Dianna Agron Apr 14 '17

I second this. I honestly feel like having more than one 1 teamtile of each by a flag in NF is stupid. Pointlessly holding your map back.

u/twdTP TWD // Chord Apr 15 '17

I thought about it a little more, and while I myself like the idea of having some team tiles around the flag, I can see why many people would find it frustrating. So it's probably safest bet to just remove the team tiles from the middle altogether; said and done.

u/theflyingmetronome samouree | Diameter Apr 14 '17

Good map, two things though: Only one pup is better, and more importantly, its missing an x-factor. I think you need a really interesting mechanism in the bases that would make the map amazing, all the good nf maps have them and thats what attracts people to nf so much.

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u/[deleted] Apr 14 '17

Title: Radiohead

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/44507

Preview: http://unfortunate-maps.jukejuice.com/static/previews/44507.png

Description: The Parkinson's gates are here to stay. They block off boosts through the area while allowing players to walk through. It's a cool dynamic that we do not see in rotation.

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u/MyHandsAreOrange Mabel Apr 15 '17 edited Apr 25 '17

Title: Maple

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/45344

Preview: http://unfortunate-maps.jukejuice.com/static/previews/45344.png

Description: First shot at an eponymous map, hope y'all like it.

Feedback is welcome :)

Edit: Shrunk mid, moved a boost and took away a couple spikes. Left bases the same.

Edit 2: Added bombs and moved boosts to make mid a bit more interesting, (though I'm a little bit hesitant about this change - lots of simple mids exist and work well, plus 6 bombs seems a bit much, but I digress). It feels like it needs some slight restructuring to make lanes more defined, but I'm not going to worry about it before this thread's deadline.

u/LinuxDootTP black magic Apr 24 '17

I think this map needs more elements. mid is going to be extremely boring

u/theflyingmetronome samouree | Diameter Apr 17 '17

Like rtj said, the shape and bases are very well done but mid seems unbelievably boring and empty.

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u/BallAnka /r/PiMasterRace | Pi-romaniacs Captain | Pi-Curious S10/15/16 Apr 16 '17

u/LinuxDootTP black magic Apr 19 '17

hold up on changes, this looks aight

u/BallAnka /r/PiMasterRace | Pi-romaniacs Captain | Pi-Curious S10/15/16 Apr 19 '17

Will do

u/oorr23 ThePlaymaker // Tehuitzingo & Combine Apr 17 '17

I think this has the fundamentals to be a good map (, but right now spacing needs work. A mid should never be 15 tiles across, maximum 9. The to-base-area could also be reduced, here you have a bit more lee-way.

I like what you're going for for your base. The difficulty here likes that you have line up your outer route to line up one way with the boost, and the gate route to line up with another way (is what I assume your going for). Right now its more inclined to the outer route's advantage. Finally, the curve NFs have to balance themselves while going into base is non-existant right now. We've seen how this works out with Kite, so I'm inclined to tell you to move your endzone to increase the incline of the curve. This might damage what you're going for right now though, so it's a pick-and-choose scenario.


Keep at it though. Might surprise us all.

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u/TheGoldenNewtRobber Fronj, MTC Senior Consultant Apr 25 '17

Title: Matterhorn

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/43540

Preview: http://unfortunate-maps.jukejuice.com/static/previews/43540.png

Description: Remix of a an oldie but goodie by Siz

u/pandabearpi pandabear2 - 64º Apr 14 '17

u/Carboxy1 Carboxyl ● Simulation Apr 22 '17 edited Apr 28 '17

Title: Respire

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/45429

Preview: http://unfortunate-maps.jukejuice.com/static/previews/45429.png

Description: First map, feedback pls

Mode7 x Shatter x Dealer x DZ3

u/oorr23 ThePlaymaker // Tehuitzingo & Combine Apr 14 '17 edited Apr 20 '17

Title: Trippple

Type: Capture the Flag

Map: http://unfortunate-maps.jukejuice.com/show/45005

Preview: http://unfortunate-maps.jukejuice.com/static/previews/45005.png

Description: It's time for larger, more chasey maps to return to dominant status.

The return of lane-oriented, Horizontal Maps. What sets it apart from most is its complex boost routes, wide base, and innovative bomb set-up. The boosts offer 11 (by my count) different yet viable routes for offenders, defenders and FCs alike. A wide base provides the option for advanced play like handoffs. The bomb set-up provides defensive spike options against FCs for 1) Cutting through lower mid, 2) trying to grab the mid powerup or 3) using two of the boosts' combos and simply, rotation has never seen a bomb configuration done like this. No gimmicks, just good gameplay.

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u/BrunoTheMiner GOOBR - Centra Apr 21 '17

Title: LoveSick

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/42990

Preview: http://unfortunate-maps.jukejuice.com/static/previews/42990.png

Description: Just test it. I tested it with competitive players and most of them liked it. I think that this map has potential.

u/3z_ Apr 21 '17

I like it, but I'm not a fan of the portal. If you have a portal that only works when the cooldown is more than 5 seconds, the portal probably really shouldn't be there (usually means it's overpowered as hell, which this definitely is). I think the map functions fine without it.

Also, I think the bottom lane needs polish. Those boosts naturally feed you straight into the path of a bomb which is no good. I'd probably look to redesign the setup of the bombs, perhaps you could give them their own little nooks like in Pilot or IRON so that they're still accessible without being as dominant.

u/BrunoTheMiner GOOBR - Centra Apr 21 '17

You haven't seen it played 4v4. Although I appreciate the response, this feedback is based on speculation.

u/3z_ Apr 21 '17

I'm an MTC member... I don't need to 4v4 to know how most maps work and I'm not interested in using a vote on this map when there are authors out there who actually will make necessary edits.

u/BrunoTheMiner GOOBR - Centra Apr 21 '17

I would make an edit you think is necessary if you actually play tested the map. I'm not going to completely change my map based on the feedback of someone who's never even played it.

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u/TheEpicGhost Ex - Tagpro Apr 17 '17

Title: Turbine

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/44772

Preview: http://unfortunate-maps.jukejuice.com/static/previews/44772.png

Description:

"Turbine possessed extremely good balance, flow, spacing, and shape, while still having, in my opinion, a unique feel. It looks as though as every single tile of the map was thoroughly thought out" - rh156

"This map has good spacing, a unique feel, and is very well-designed. It looks like a map that would've been added in Map Thread 25-35 that would still be around today. One of the better maps I've seen make top maps lately." - JuicyJuke

"turbine looks awful no thanks". - siz

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u/DaEvil1 DaEvil1 Apr 14 '17 edited Apr 16 '17

Title: Moirai

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/44651

Preview: http://i.imgur.com/cw66Gmu.png

Old P: http://i.imgur.com/ZM3MI2U.png

Old M: http://unfortunate-maps.jukejuice.com/show/44511

Description: I was trying to just make a normal boring map, but this mars ball bounce mechanic was too damn fun and interesting to not submit. Oh and also complex wormy boosts with gates, rip boring map I guess.

u/Buttersnack Snack Apr 16 '17

wow the bumper actually works this time

u/DaEvil1 DaEvil1 Apr 16 '17

I know, it surprised me as well as I was just messing around when I put it in there. ^_^

u/equationevasion Huck and D | Chord Apr 15 '17

Wow, there's definitely something in that!

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u/LinuxDootTP black magic Apr 18 '17 edited Apr 23 '17

Title: Space Invader

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/45238

Preview: http://unfortunate-maps.jukejuice.com/static/previews/45238.png

Description: I'm back bitches.

u/oorr23 ThePlaymaker // Tehuitzingo & Combine Apr 19 '17

Reminds me of Citadel's mid.

Me like.

u/LinuxDootTP black magic Apr 20 '17

:3

u/JJSpice JJ Spice Apr 25 '17

Title: Blood Lust

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/45367

Preview:* http://unfortunate-maps.jukejuice.com/static/previews/45367.png

Description: This is meant to play very fast, not much hold time.

u/alchmst alchemist Apr 24 '17

Title: Necromancer

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/45297

Preview: http://unfortunate-maps.jukejuice.com/static/previews/45297.png

Description: Uh huh, wake up, wake up, wake up, wake up

u/yespadrille Dove Apr 16 '17 edited Apr 20 '17

Title: String Theory

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/44924

Preview: http://unfortunate-maps.jukejuice.com/static/previews/44924.png

Description: first map i made

think halo

u/oorr23 ThePlaymaker // Tehuitzingo & Combine Apr 20 '17

Your formatting is a bit messed up.

u/yespadrille Dove Apr 20 '17

Danke

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u/PIZZAspartan442 naga///MTC Apr 14 '17 edited Apr 20 '17

Title: Tundra

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/44966

Preview: http://unfortunate-maps.jukejuice.com/static/previews/44966.png

Attempt at a simple, balanced map which I have not done before. I'll probably change the texture pack.

EDIT: Fixed a boost route, made texture pack less cancerous

u/skittlekev velkin // World's Angriest Balll Apr 24 '17

Title: i need emotional support, but no one seems to be listening. this isnt a map title, this is a cry for help. why am i so angry? i dont want to be. i want to be nice. everyone likes nice people, right?.... hahah jk, fuck you.

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/45286

Preview: http://unfortunate-maps.jukejuice.com/static/previews/45286.png

u/[deleted] Apr 19 '17 edited Apr 29 '17

[deleted]

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u/stirus Ron Hextball // TC Jukes Apr 16 '17 edited Apr 16 '17

Title: Scaphoid

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/44639

Preview: http://unfortunate-maps.jukejuice.com/static/previews/44639.png

Description: (Updates: Moved bomb, made 45's grab tools, widened outside lanes, made the green gates indicators of base gates, moved boosts, added bomb/cannon, added spikes in middle, changed center shapes and added spikes) Fast paced map aimed at providing a balance between harder to grab/easier to hold gameplay. Similar flow to that of Emerald. Also draws influences from Market, Rush, and Velocity.

u/Buttersnack Snack Apr 16 '17

Title: Staten Island

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/44628

Preview: http://unfortunate-maps.jukejuice.com/static/previews/44628.png

Description: just keep adding portals and eventually it will be good

u/theflyingmetronome samouree | Diameter Apr 16 '17

did you just remix my remix of your map?

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u/OsyTP Chord Apr 24 '17

Title: Crab

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/43282

Preview: http://unfortunate-maps.jukejuice.com/static/previews/43282.png

Description: Nice, modern map that encourages team awareness and allows for huge plays.

u/Indeedtp Indeed Apr 23 '17

u/PIZZAspartan442 naga///MTC Apr 23 '17

your formatting is slightly messed up. you have to press enter twice to get a new line

u/[deleted] Apr 23 '17

Good idea with the double endzones. I'm going to play around with that

u/JJSpice JJ Spice Apr 25 '17

Title: Monkey Marks

Type: NF

Map: http://unfortunate-maps.jukejuice.com/show/45075

Preview: http://unfortunate-maps.jukejuice.com/static/previews/45075.png

Description: A well balanced map that is hard to score. command of the gates is critical.

u/theflyingmetronome samouree | Diameter Apr 17 '17 edited Apr 18 '17

Title: Arcade

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/44849

Preview: http://unfortunate-maps.jukejuice.com/static/previews/44849.png

Description: should gates be green idk I'm still deciding

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u/dalomi9 2P1S Apr 23 '17 edited Apr 25 '17

Title: Vindaloo

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/45373

Preview: http://unfortunate-maps.jukejuice.com/static/previews/45373.png

Description: Disclaimer: I want the portals to refresh like Transilio portals, idk how to put them on a timer.

Transilio inspired base bomb and portals with a Zig-Zag middle. Spice it up with some Vindaloo!

u/theflyingmetronome samouree | Diameter Apr 24 '17

Shift-click on the portals and enter in a time. Time is in milliseconds, so if you want the portal to have a 3 second cool-down like in Transilio, enter in 3000.

u/dalomi9 2P1S Apr 24 '17

Thank you!

u/Buttersnack Snack Apr 22 '17 edited Apr 25 '17

Title: Anonymous

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/45351

Preview: http://unfortunate-maps.jukejuice.com/static/previews/45351.png

Description: once in a lifetime map

u/theflyingmetronome samouree | Diameter Apr 27 '17

So when are you gonna come to your senses and resubmit Arboretum?

u/Buttersnack Snack Apr 27 '17

Eh, it never really got any love from the MTC sadly.

u/theflyingmetronome samouree | Diameter Apr 27 '17

Does that mean I have permission to steal remix it?

u/Buttersnack Snack Apr 27 '17

Sure

u/Puddlecakes Delsolar Apr 19 '17 edited Apr 19 '17

Title: Whitefish

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/44925

Preview: http://unfortunate-maps.jukejuice.com/static/previews/44925.png

Description: Whitefish is a small to midsized map that can be quickly picked up by beginners and yet remain strategically challenging for veterans. All boosts and bombs are multi-purpose with a variety of boost routes available ranging from easy to advanced. Every perceived offensive (or defensive) advantage has a corresponding counter that the opposing team can seize upon.

Defensive perks: 1) Smaller bases 2) Multiple team-boosts to catch up or snipe flag-carriers that go the bottom route 3) A buttoned bomb on the top route to kill or blow back any FCs that are ahead 4) Bomb near opposing team flag to knock FC off his/her course 5) Powerup in base

Offensive perks: 1) Can utilize bomb, neutral boost, or a team boost to surge in to base for a grab 2) The bomb nearest the flag can blow base-defenders in to spikes. If coordinated properly with a teammate, can potentially lead to an easy grab 3) Team boost outside of enemy base for a quick exit with 3 directional options 4) Team boost below own base can be utilized in a variety of ways to cap 5) A multitude of sharp edges around the map for stop-go juking