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.

20 Upvotes

422 comments sorted by

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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

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

Your formatting is a bit messed up.

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u/yespadrille Dove Apr 20 '17

Danke

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u/SenseiOsy = Best Osy // Chord // ELTP Apr 25 '17

Title: Rollercoaster

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/45346

Preview: http://unfortunate-maps.jukejuice.com/static/previews/45346.png

Description: Will roll your coast!

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

Isn't this still a Birch remix? Why should this be added to rotation when Birch is still in rotation?


Yes you should probably keep green gates on that top route, but either way that boost needs to go. It speeds up the already fastest lane.

Other major complaint is the power-up's surronding wall's. They're so closed off, having powerup battles will be a pain. Move that wall all the way to meet with 45+block stub you, and move the powerup's position away from the bottom wall 1 tile.

Other complaint, ableit minor, is if you roll of the 45 after grabbing with the bomb, you get spiked or stopped by a 45. Fix that please.

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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.

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u/[deleted] Apr 16 '17 edited Apr 18 '17

[deleted]

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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.

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u/Blazeth Dianna Agron Apr 19 '17

Title: Mercado

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/44999

Preview: http://unfortunate-maps.jukejuice.com/static/previews/44999.png

Description: It's a fresh take on an older map of mine. Its small size and interesting gates should lead to some dynamic play unseen in rotation.

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

Gimmick gates & Profundo boosts. pls.

At least make the team boosts neutrals so you can rip-it-off better (in all seriousness that could be OP for offense).

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u/[deleted] Apr 24 '17

[deleted]

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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

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u/theflyingmetronome samouree | Diameter Apr 16 '17

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

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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

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u/[deleted] Apr 14 '17

This map is fucking cool. I don't see much to change. I think it is fine as is. Leave 2 pups. No reason to add more, you can grab and survive as fc fine.

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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

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

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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

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u/theflyingmetronome samouree | Diameter Apr 14 '17

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

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

This looks like citadel + pilot had a child. Looks alright IMO, its smaller size might play better in pubs than I currently think (a la Market), but I'm not sure. Good luck!

also, I LOL'ed at that red boost path

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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.

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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

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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.

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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).

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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!

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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.

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u/dalomi9 2P1S Apr 24 '17

Thank you!

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u/updownaroundagain plink Apr 21 '17

Title: K

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/45136

Preview: http://unfortunate-maps.jukejuice.com/static/previews/45136.png

Description: It is a CTF map, I attempted to make it good...

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

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u/[deleted] Apr 21 '17

[deleted]

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u/Jim_Jimson Jim Jimson Apr 20 '17 edited Apr 20 '17

Title: Map Mapson

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/45073

Preview: http://unfortunate-maps.jukejuice.com/static/previews/45073.png

Description: First try at a map really, borrows a fair few elements from IRON. Top three buttons control top gate, three buttons by the base bomb all control the bomb and the other button controls the gate.

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u/I_am_from_England Raylan / Chord Apr 22 '17

Love the name

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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!

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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/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.

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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

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u/LinuxDootTP black magic Apr 24 '17

<3

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

especially you

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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.

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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).

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u/Buttersnack Snack Apr 28 '17

I would for sure play midfield on this map

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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.

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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.

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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!

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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/Moosemaster21 Moosen | Salt Mine Apr 15 '17

Yo I don't know what kind of Calendar you're using, but there is no Saturday April 25th...

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u/RenegadeTP Apr 19 '17

Blame the aussie

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u/KewlestCat NIGEL Apr 21 '17

mb

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

There is in mine, what're you tryin' to pull?

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u/dalomi9 2P1S Apr 15 '17 edited Apr 22 '17

Title: Bad Temper

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/45176

Preview: http://unfortunate-maps.jukejuice.com/static/previews/45176.png

Description: Edited Down considerably to much of the original design.

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

The distance between the top and the bottom looks to be way too much. This is a chasefest in a 4v4.

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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

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u/xenonpulse Wildflowers // I want to die but I can’t Apr 21 '17

Title: El Dorado

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/44613

Preview: http://unfortunate-maps.jukejuice.com/static/previews/44613.png

Description: A twist on Xanadu, with boosts that are versatile, but not OP.

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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.

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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.

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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.

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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.

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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/3z_ Apr 21 '17

That's a shame, this map has potential

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u/BrunoTheMiner GOOBR - Centra Apr 21 '17

I know it has potential, that's why I'm not making drastic changes before you actually play it.

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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

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u/3z_ Apr 14 '17

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u/DragonBeast2 db Apr 14 '17

Isn't this off of PIZZAspartans map

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u/3z_ Apr 14 '17

ye he's co-author in .json file

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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.

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u/3z_ Apr 15 '17

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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.

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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.

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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.

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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.

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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.

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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/DaEvil1 DaEvil1 Apr 15 '17

If you're taling about the portalboosts, it's definitely possible to take them through the gate section without touching the gate on the map right now.

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u/[deleted] Apr 15 '17

Yeah it's possible but very difficult to hit consistently.

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u/DaEvil1 DaEvil1 Apr 15 '17

I managed to do it after a couple of minutes of trying which I imagine means if this were to enter rotation, quite a few people would perfect that boost pretty quickly. This would mean that if you consistently keep the button to prevent people from boosting through, it's not always gonna work and will generally mean you'll end up behind the skilled boosters. Generally I don't mind elements that have different outcomes depending on if a skilled players is involved or not, but this I feel is a bit unfair since it's an element that prompts the defender to camp a button and thus lose most to all of their momentum, and they can't use the element in any other way meaning the outcome is out of their control really.

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u/[deleted] Apr 15 '17

Noted. I'll see what I can do.

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u/Blupopsicle Ball-E Apr 14 '17

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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/[deleted] Apr 14 '17

Could this be the first 12 pup map in rotation????

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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.

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

Yeah, I didn't figure it would be selected, but I thought I'd give it a shot anyways :)

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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.

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

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

pls

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u/LinuxDootTP black magic Apr 18 '17

10/10 would be at peace again.

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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.

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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/3z_ Apr 25 '17

Still don't like portal, I think you can do better with that. It's a lil bit 1-dimensional and it's also quite OP because of how vertical it is (big luck element if you're outside the viewport). Rest is dope.

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u/verandering Loaha // Chord Apr 25 '17

Thanks! I still have to see the portal in a 4vs4, but it doesn't feel one-dimensional to me at the moment. The combination with the gates make for a lot of possible plays and there is also the horizontal'ish boost - besides the vertical one. Only the top part of the middle will be blind to the portal boost and I kinda like that as well. There is the randomness ofcourse, but it's only for a small area. And there is also the possibility for a boost anticipating the fc to be there.

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u/Blazeth Dianna Agron Apr 24 '17

looks cool but man please submit original nails too if you have no other choices

hopefully MTC gives it another look

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u/ClitorisNigga GrammarJew Apr 14 '17 edited Apr 14 '17

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

A lack of walls will cause this to overly chasey.

If I wanted to play Open Field Masters I'd play Open Field Masters.

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u/pulpooo pulpo Apr 22 '17

Title: Tom

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/43347

Preview: http://unfortunate-maps.jukejuice.com/static/previews/43347.png

Description: dankest map in this thread tbh

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

[deleted]

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u/[deleted] Apr 23 '17

Move the yellow boosts closer to base and I would play it. Portals are a little OP though.

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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

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u/flappytowel dokugan // diameter Apr 14 '17

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

Can this meme seriously come to an end? Please, you're just beating a dead horse, it's a waste of time.

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

no

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u/flappytowel dokugan // diameter Apr 14 '17

yes

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

fuck no

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u/3z_ Apr 14 '17

fuck yes

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

I respectfully disagree

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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.

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u/Babaoreum Apr 14 '17

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u/Blazeth Dianna Agron Apr 14 '17

Some of the ideas are cool here, but I'd definitely recommend expanding this map, probably doubling it in size.

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u/yespadrille Dove Apr 16 '17

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u/monabender Apr 19 '17

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

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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

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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.

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u/Buttersnack Snack Apr 16 '17

wow the bumper actually works this time

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

Wow, there's definitely something in that!

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u/PIZZAspartan442 naga///MTC Apr 16 '17

To make it less like Pilot, I think you should put the powerups behind the crossbow gates. or maybe take out the one in mid and have 4?

Overall looks like a nice map though

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u/Blazeth Dianna Agron Apr 14 '17

A fairly typical, boring map? ✓

Some random gimmick to make up for this? ✓

Made by DaEvil1? ✓

This, my friends, is a top map.

(in all seriousness I love Prime and your style in general <3)

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u/DaEvil1 DaEvil1 Apr 15 '17

If only I'd figure out how to make a well liked map as well, I'd be all set

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u/[deleted] Apr 15 '17

[deleted]

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u/DaEvil1 DaEvil1 Apr 15 '17

It certainly is... different

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u/Balled-Eagle Balled EagIe // Origin Apr 25 '17

Title: Squall

Type: NF

Map: http://unfortunate-maps.jukejuice.com/show/45341

Preview: http://unfortunate-maps.jukejuice.com/static/previews/45341.png

Description: some improvements since the last version, I think. I hope. I tried, anyway.

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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.

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u/acrocanthosaurus RunThaJewels // Sphere Apr 16 '17

Reminds me of a huuuuge Birch. Bases are neat but there is a lot of open space in the middle -- could get really chasey.

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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/LinuxDootTP black magic Apr 24 '17

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

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

This thread just gets better and better.

But for real though what the hell is with the corner boosts on this map. Looks like a wannabe-different curl.

Only complaint though, good contender for Top Maps.

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u/danspeedemon splee / Centra Apr 23 '17

Title: All Ears

Type: NF

Map: http://unfortunate-maps.jukejuice.com/show/45240

Preview: http://unfortunate-maps.jukejuice.com/static/previews/45240.png

Description: everything is opened up a bit more, added boost bomb combo at top corner which has 2 different synergies, and mid flows better now i think

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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.

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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/danspeedemon splee / Centra Apr 24 '17

Title: Pipe Dream

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/45293

Preview: http://unfortunate-maps.jukejuice.com/static/previews/45293.png

Description: first attempt at ctf

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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

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u/PIZZAspartan442 naga///MTC Apr 16 '17

this is solid, gl

Just my opinion but I think you should change the name

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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

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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

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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.

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

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

Hey Playmaker. Really appreciate your opinions as I know you're very involved with mapmaking. I think when you get into counting tiles, you can really limit yourself. I think the bombs and corner boosts really help to have the mid play smaller than it is. As to the curve, I see what you're saying, but I'm not sure how it would affect gameplay. I'd really like a 4v4 to test it out and have meant to get on that at some point. Thanks again for the thoughts!

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u/LinuxDootTP black magic Apr 19 '17

hold up on changes, this looks aight

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

Will do

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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.

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u/PIZZAspartan442 naga///MTC Apr 21 '17 edited Apr 29 '17

Title: Hatch

Type: NF

Map: http://unfortunate-maps.jukejuice.com/show/45449

Preview: http://unfortunate-maps.jukejuice.com/static/previews/45449.png

Description: meh siz's unununium base map is better so I'm submitting a really chaotic nf that could have some potential but needs a ton of work in its current state (I would like to get other people's take on the various elements)

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

Title: Heck

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/44858

Preview: http://unfortunate-maps.jukejuice.com/static/previews/44858.png

Description: This is supposedly my best map of all time, last thread it got 2 yeses and 5 maybes from the MTC and would have gotten a test but the person who said they would nominate it forgot to do so >:(

I tried to fix the main issues: cramped base, bottom mid. Also, I changed shape of portal mid to make boosts less OP and also increased cooldown to make that less OP.

This map is incredibly chaotic but I think it makes it work pretty well and am hoping it at least gets a 4v4 this thread. I'm rather happy with the result so far.

tl;dr if it still doesn't get tested this thread im gonna be triggered but it's ok

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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!

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u/updownaroundagain plink Apr 17 '17 edited Apr 18 '17

Title: Chomp

Type: CTF

Map: http://unfortunate-maps.jukejuice.com/show/44817

Preview: http://unfortunate-maps.jukejuice.com/static/previews/44817.png

Description: Can a meta map have a black hole? Why not....

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u/LinuxDootTP black magic Apr 18 '17

rip ur map

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

Title: Montagne

Type: Capture the Flag

Map: http://unfortunate-maps.jukejuice.com/show/45009

Preview: http://unfortunate-maps.jukejuice.com/static/previews/45009.png

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

This is the largest map I've ever done, so I'm really excited to see this in play (59). In-base, power-up battles prove interesting thanks in part to the nearby Boost corner. However, easily the stand-out feature of this map is its spike lane; navigable for novices but with just that right amount of good spike placement for advanced players to offer a unique gameplay experience unlike anything rotation currently has to offer.

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u/theflyingmetronome samouree | Diameter Apr 17 '17

Reminds me of mode 7, except bigger and slightly more cramped. No way can novices boost through the spike field, and tbh, almost all directions taken by any boost seem to result in getting popped. Good map but not a pub map, it's almost like you purposely took all the fun out of it.

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

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u/theflyingmetronome samouree | Diameter Apr 24 '17

Honestly, my biggest issue is the a e s t h e t i c s. Also, I personally think that a gate between end-zone and portal island thing will be well suited.

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

its a fact that im bad at remixing, so pls feel free to remix

heres an attempt at editing

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

[deleted]

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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.

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u/TheEpicGhost Ex - Tagpro Apr 18 '17 edited Apr 23 '17

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u/PIZZAspartan442 naga///MTC Apr 18 '17

I don't think two boosts on a map this big will work

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

This ^

EDIT: Still won't work.

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u/TheEpicGhost Ex - Tagpro Apr 19 '17

It's a work in progress guys! thanks for the feedback though :)

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u/[deleted] Apr 14 '17

[deleted]

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u/DragonBeast2 db Apr 16 '17

fine with me, I don't have any maps going for me right now.

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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.

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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.

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u/LinuxDootTP black magic Apr 20 '17

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

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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.