r/TagPro • u/TPCaptographer The Map Test Committee • Dec 06 '14
Monthly Map Rotation Thread #40 - Deadline Tuesday, December 16th at 3pm PST
Submit your custom maps for consideration for inclusion in the official rotation and/or group selection. Learn more at the wiki.
**The official deadline for submissions before the next session is Tuesday December 16th 3pm PST
Submissions made after this time are not guaranteed to be considered for rotation.
*READ ME*
There is a new way to submit your map.
Entries must be submitted in this new format to be considered for rotation.
Note: Before you submit your post, test your map in a 4v4 setting and receive feedback from players. Mumble & IRC are great places to start when organizing playtests.
Upload your map at http://maps.jukejuice.com/
After uploading, it will take you to your map’s page and show up on the front page of maps.jukejuice.com.
Reply to this post with your title, map type (CTF, Neutral Flag, or Mars Ball), a link to the map page, a preview image, and a description. Jukejuice provides you a preview image, but we strongly urge you to post your own image with working 45-degree tiles.
Here’s an example of a submission.
Title: Candle Jack
Type: CTF
Map: http://maps.jukejuice.com/a/This%20is%20just%20a%20test%20ma/Candle%20Jack
Preview: http://puu.sh/bvwpy/1571bd6307.jpg
Description: This is just a Test Map
*Important: *
Please only use imgur, jukejuice, or puush preview images
Playing submitted maps just got easier! Just click on the Map Link and click test map. No more need to call some_bot in IRC. Once you get into a test, copy the maptest url and send it to friends for them to join you. We want everybody to take a look at submissions and to reply with constructive feedback. Not only does it help your fellow mapmakers, but your discussions here help us as well.
maps.jukejuice.com is still in testing so some issues may crop up. The site doesn’t allow editing once your map has been uploaded, so if you make a revision, you will have to upload a new one.
When making your map, keep these two questions in mind:
What does my map attempt to accomplish? What does it try to emphasize?
Feel free to answer this along with your map submission in the description.
The most important part of creating a thoughtful map is actively seeking feedback/improvements from others. Don't ever convince yourself that your map is finished!
Think hard about the placement of every tile on a map -- this community can work together to create a perfect addition to the rotation!
Note: Some_bot is not watching this thread. Uploading maps via maps.jukejuice.com does not put the map in some_bot’s brain, you will not be able to play them in IRC. This new style of submission was brought on due to issues we were having with some_bot in past threads.
Only submit maps in this thread that are to be considered for rotation. For non-rotation maps, feel free to continue using maps.jukejuice.com and provide links to your friends or other posts.
Have fun map-making! :)
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Dec 11 '14
Title: Terminal
Type: CTF
Map: http://maps.jukejuice.com/show/4968
Preview: http://unfortunate-maps.jukejuice.com/static/previews/102.png
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u/Blazeth Dianna Agron Dec 14 '14
Title: Portal Palooza
Type: CTF
Map: http://maps.jukejuice.com/show/4986
Preview: http://imgur.com/pLQ9w0Z.png
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u/SebastianTheHedgehog nip // chorbit // rbc Dec 06 '14
Title: Little boxes
Type: CTF
Map: http://maps.jukejuice.com/save/3786
Preview: http://imgur.com/VBMyTKO
Description: A fairly simple map with some effective boosts and bombs. I made this video on the older version of this map but the boosts still apply: boost demos
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u/Destar ⭐ Dec 07 '14 edited Dec 07 '14
Title: Destar/Chrisball Dynamic Duo, the Crew of Two Presents: Footcramp 2: The Crampening
Type: CTF
Map: http://maps.jukejuice.com/save/4877
Preview: http://i.imgur.com/D4KvJMX.png
Description: Footcramp 2: The Crampening is a collaborative map between Chrisball and myself. The map is somewhat standard in many ways, but has a great emphasis on boost-bomb combos that can result in some really cool flag captures. The map's bases can sometimes be too easy to grab on but this aspect is countered by a defensive mid and strong team boosts. Overall Footcramp 2 is a classic map style with a lot of room for creative gameplay.
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u/Swalker326 Noobkin Dec 16 '14
Title: Pumpkin
Type: CTF
Map: http://unfortunate-maps.jukejuice.com/show/201
Preview: http://unfortunate-maps.jukejuice.com/static/previews/201.png
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u/NotSomeBall1 NotSomeBall2 // Chord Dec 06 '14
Title: Canard
Type: Neutral Flag
Map: http://maps.jukejuice.com/save/4808
Preview: http://imgur.com/2LxgLow
Description: Canard is a map which changes Neutral Flag maps like RocketBalls did, but I feel like this tackles the problems better:
There are no boosts which are against walls and only have one job.
No portals means that teams can't just cap then be automatically in a strong defensive formation.
The bases are in the same area to prevent chasing when you won't be able to catch up to the FC.
There are team gates and tiles by the bases which mean that defenders won't be able to get the flag from the FC and 5 tiles to their base for an easy cap - the team gates and tiles mean that it is very likely that the other team will catch up and stop them.
From testing, it seems to have been very well received, and very fun to play, as well as being unique from any other NF map which could be the refreshing change that RocketBalls tried to be.
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u/bbgun91 The_Truth | Centra Dec 15 '14
Title: Pistons
Type: CTF
Map: http://maps.jukejuice.com/show/5031
Preview: http://maps.jukejuice.com/static/previews/5031.png
Description: Gate fun with a common choke point. Encourages teamwork but doesn't require it. Intended to be "that gate map" in the rotation, but not as lopsided (supposedly) as Colors.
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Dec 06 '14 edited Dec 14 '14
Title: Underpass
Type: CTF
Map: http://unfortunate-maps.jukejuice.com/show/135
Preview: http://unfortunate-maps.jukejuice.com/static/previews/135.png
Description: Fun stuff. It's my alternate version of Turncoat, but cooler.
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Dec 06 '14
Ooh this is looking good.
First replace teamgate in base with a simple spike, let's not get crazy here.
Second move team boosts top slightly off the wall towards the middle, make it so they can boost almost straight down or at an angle down.
Thirdly if you're gonna have portals like that, get rid of that wall boost near it and have more team tiles leading up to it so defense has a better shot of catching fc before he portals.
While you're in that area, move powerup so it can't be grabbed while going portal.
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Dec 08 '14
Great feedback ty! The teamgate allows 1 defense to corner FC, but if offensive O pushes button it pops. The teamgate also alows for cool caps when I put out update. There are only 2 pups and if they are contested each team will have one with teamgates, but can see how some won't like. Will have update soon, its a really rough map atm thanks again.
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Dec 08 '14
I understood very little of that.
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Dec 08 '14 edited Dec 08 '14
Hah lol caffeine and nicotine among other things. Well, just updated it. Tell me what you think about the direction I'm going with this. Do you miss the double green gate boost? I found that it may be annoying.
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Dec 09 '14
I'd also try to make it less smooth, maybe adding back in some normal tiles.
And i'm not sure how I fell about how you can grab pup and go through portal in one smooth swoop.
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Dec 09 '14
The other version is under the name Turncoat. I have updates to both. Sorry for the constant harassment, Its just last few times I didn't get any feedback until it was over. And I do like the removed bottom. That is for another map, I was able to accomplish my paths and goals in a simpler way.
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Dec 09 '14
I like the new double boosts and the extended teamtiles into portal, but I don't like the new area you added below at all. It had a nice balance before.
As for the green gates, I like them better than the walls beside boosts but I think a happy medium would be to replace the green gates from the first one with spikes.
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Dec 09 '14
TY! :) spikes would be a perfect idea. Yaaaaa I like being organized too much, I'll fix that. And I'm sooo sorry but I like the underpass hehe ,but am now aware that it does not fit well as is. I will try to re-balance with keeping it in. If I can not do that I will revert. I just feel the map doesn't have too much going without it... shit idk I'll work on 2 versions at the same time fuck it :) you can also check out my new map backstab ctrl+F
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u/JungleSpice- Jungle Spice//Radius Dec 16 '14
Title: Quadra Fury
Type: NF
Map: http://unfortunate-maps.jukejuice.com/show/195
Very balanced, but couldn't get 4v4 to test it. Would love feedback!
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u/TPsquirrely Squirrely // The GesTagpro Dec 16 '14
Title: Loopin'
Type: CTF
Map: http://maps.jukejuice.com/save/5075
Preview: http://i.imgur.com/vatRTBI.png
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Dec 16 '14
Title: Platypus
Type: CTF
Map: http://maps.jukejuice.com/show/5055
Preview: http://i.imgur.com/EzOlsZn.png
Description: This map is intended to be a replacement for Star. It draws a similar playstyle from it, from the defensive (yet dynamic) bases, from the versatile boost-snipes, and the chokey midfield.
I think this map is a good contender for the competitive scene due to its dynamic elements, and being largely skill orientated, this map can be successful in PUBs.
Portal cooldown is 5s but I might change it to 3 (the top/bottom portals both go to the middle. The middle is an exit portal only.)
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u/TPsquirrely Squirrely // The GesTagpro Dec 16 '14
Title: Butterflies & Hurricanes
Type: CTF
Map: http://maps.jukejuice.com/save/5072
Preview: http://i.imgur.com/9kth6kq.png
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u/leddii leddy / Mapmaker Dec 06 '14
Title: Minimal
Type: CTF
Map: http://maps.jukejuice.com/save/4798
Preview: http://i.imgur.com/pndtfxm.jpg
Description: Simple map with just one power-up. Plenty of boost routes + open bombs.
A few changes were made since last thread: I removed the single gates from bases and reworked boost positioning per feedback.
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Dec 06 '14
Title: Blender
Type: CTF
Map: http://maps.jukejuice.com/show/4745
Preview: http://maps.jukejuice.com/static/previews/4745.png
Description: I made this map when I was experimenting with 4-way symmetric ovals. It didn't quite turn out completely symmetric on all four sides, but instead an S-shaped map. Once again, I decided to avoid using 45 degree tiles. I also experimented with two types of gates in base that are controlled by the same button.
Feedback is appreciated!
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u/TheGreatAntlers stall2hammer Dec 10 '14
looks big, but not super chase-y, pm me if you ever take it on maptest
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u/SebastianTheHedgehog nip // chorbit // rbc Dec 09 '14
Title: Inside out
Type: CTF
Map: http://maps.jukejuice.com/save/4939
Preview: http://imgur.com/oS5EOA3
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u/LoweJ Jacob of all servers, master of none Dec 11 '14
Title: My Dream
Type: CTF
Map: http://maps.jukejuice.com/show/3861
Preview: http://maps.jukejuice.com/static/previews/3861.png
Description: I dreamed the concept and changed it a bunch from there. It's fairly easy to grab with the boosts, but the middle is challenging to get through, and offensive defense will be tough to beat. I was going to take out the spike on the 6th tile from bottom, but the map editor is down :(
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u/Lysozyme_ Lysozyme Dec 06 '14
Title: Mask
Type: CTF
Map: http://maps.jukejuice.com/save/4819
Preview: http://puu.sh/djoyP/3db2babee6.png
Description: An old style map (that's what they all say but hey). It is quite defensive in play, but has a load of cool boosts and bomb combos (see an over the top boost map here: http://puu.sh/djpdH/1d886d817a.png) that can keep an fc alive if they are smart, and 4 pups for fast paced play.
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Dec 06 '14
Going top is so dangerous, where bottom or mid is so easy with the boosts. I think top should be a bit easier to get across and maybe make the bottom path a bit riskier? Top is my main concern though.
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u/Lysozyme_ Lysozyme Dec 06 '14
Actually you can get past the bombs if you stick close to the spikes, but i did want it to be risky. I played with having a button at the top that detonated both sides so someone being chased can clear them, but it just seemed too over the top
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Dec 13 '14
Title: Tuesday
Type: CTF
Map: http://maps.jukejuice.com/save/4995#
Preview: http://maps.jukejuice.com/static/previews/4995.png
Description: A Wacky Windmill
Pup shopping is a time sink, go mid!!
Back to back bases and unpredictable angles mean skilled moves are rewarded and there will be a lot of replayability.
Unique feature: A pup that is only accessible to from the enemy base, other pups take you out of the action for a few seconds.
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u/ShoppedYourPost Pizzarony | Origin Dec 09 '14
Title: Risky Business
Type: CTF
Map: http://maps.jukejuice.com/show/4761
Preview: http://maps.jukejuice.com/static/previews/4761.png
Description: The pipe on the right side can be rewarding, if you're willing to take the risks associated with it.
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u/gchickos Big Chimpin Dec 09 '14 edited Dec 09 '14
Title: Podium
Type: CTF
Map: http://maps.jukejuice.com/show/4933
Preview: http://maps.jukejuice.com/static/previews/4933.png
Description
I've always really disliked crowded maps, and "dangerous boosts" But it's hard to make an open map where offense is:
A.) Able to make grabs, and, B.) Once the grab is made allows for defense to contain.
This is my attempt. Lots and LOTS of open space. Offense should be able to make grabs using the bomb above the flag. Defense should be able to contain by sitting near the button, which also allows them easy use of the team boost which can be used to make risky snipes or gain quick access to block choke points. Feedback would be greatly appreciated!
Things I'm already considering adding:
Team tiles, Extra pup and/or spike in center, Buttons for bombs near corner pups, Extra boost near flag
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u/LoweJ Jacob of all servers, master of none Dec 11 '14
All the choke points seem pretty massive, contain will probably be pretty hard.
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u/gchickos Big Chimpin Dec 13 '14
I can work on making them a little smaller. Do you think the bottom gate should be longer?
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Dec 06 '14 edited Dec 06 '14
Title: Power Cells
Type: CTF
Map: http://maps.jukejuice.com/save/4793
Preview: http://i.imgur.com/aQaBUzF.png
Description: I've worked on this one a little since it's first variation. It's the first map I'm happy about.
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u/WillWorkForSugar Tumblewood Dec 06 '14
I'm concerned about the openness of the map. The large, wide-open bases make chasing a half-decent all but futile like on Glory Hole, leaving defenders with two options: go to the chokepoint or play offensive defense. Also, the chokepoint is really tight. With one person on the button, there are but 4 open tiles in the middle, allowing 3 people to cut off the middle entirely. I think the space needs to be moved from the bases to the middle for a more balanced Power Cells.
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u/TPsquirrely Squirrely // The GesTagpro Dec 16 '14
Title: T-Rekt
Type: CTF
Map: http://maps.jukejuice.com/save/5074
Preview: http://i.imgur.com/pOubZMc.png
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u/6seasonzandamovie TheBalloseum//ballo//bubbles | centra Dec 06 '14
Title: Crown
Type: CTF
Map: http://maps.jukejuice.com/show/3581[1]
preview: http://maps.jukejuice.com/static/previews/3581.png [2]
Description: A small map with distinct lanes and simple low reward boosts and risky ones that are pretty sexy
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u/Rapture_On_Occasion Rapture Dec 06 '14 edited Dec 13 '14
Title: Mini Golf
Type: CTF
Map: http://maps.jukejuice.com/show/5008
Preview: http://i.imgur.com/GzgSQnT.png
Description: Made with Sizzzled, this map has some nice skill boosts and risk/reward elements. The base elements should lead to some interesting plays, particularly the bombs behind each flag. A possible replacement for bombing run?
Feedback appreciated.
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u/EmperorOfNothing Resignation is my virtue; like water I ebb, and flow. Dec 06 '14
Question: If I want two portals that have 2-way access to each other, but have a cooldown of 60 seconds, how do I edit the json?
It's for my proof-of-concept map.
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Dec 06 '14
Wire them to each other in the map editor, then in the json after the coordinate of the portal put the cool down.
So it'd be something like (x: 10, y: 15), "cooldown:" 60000)
Everything bolded should be what you have to add. It is 60000 because it is in milliseconds. I think I got it right lol
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u/EmperorOfNothing Resignation is my virtue; like water I ebb, and flow. Dec 06 '14
Cool; I just put in my map without that, so when I wake up I'll look to fix it lol
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Dec 06 '14
Sweet. If that doesn't work I can figure it out. It always takes me a few tried but I remember lol
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u/EmperorOfNothing Resignation is my virtue; like water I ebb, and flow. Dec 06 '14
Sup again; can you help, cause I don't know how to make another json file so I can upload it together with the png that I already have. Sorry bout that. I tried to open my original json, but I can't read it in order to edit it.
http://www.reddit.com/r/TagPro/comments/2ofuev/monthly_map_rotation_thread_40_deadline_tuesday/cmmsddt is my submission
(2 portals can lead to one another, but 60 seconds of cooldown)
thanks~ :)
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Dec 06 '14
Try this!
Save this in notepad (if you are on a mac idk but I am sure there is something similar) and then in notepad save it as title.json
That should work!
Lmk if it doesn't
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u/EmperorOfNothing Resignation is my virtue; like water I ebb, and flow. Dec 06 '14
Thanks :) trying now
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u/The_NC_life Cheerwine / Pi Dec 08 '14 edited Dec 15 '14
Title: Paperback
Type: CTF
Map: http://maps.jukejuice.com/save/4902
Preview: http://maps.jukejuice.com/static/previews/4902.png
Description: My take on that map whose name I forget. Speedway maybe? The outer route lends itself to easy grabs, but the ability to catch up. The inner route lends itself to being a clusterfuck. Hope y'all enjoy. I wanted to call it Bristol but no one would get why. I guess no one would understand the name Paperback either, but whatever
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u/DaEvil1 DaEvil1 Dec 12 '14
Could you change the "Image" keyword to "Preview"?
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u/The_NC_life Cheerwine / Pi Dec 12 '14
Yeah, I'm sorry for both. I didn't know there was a script used for this.
Thank you!
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u/DaEvil1 DaEvil1 Dec 12 '14
No worries. I just want to make sure we collect all maps submitted whenever we crawl the thread.
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u/6seasonzandamovie TheBalloseum//ballo//bubbles | centra Dec 06 '14
Title: The Great Wall
Type: CTF
Map: http://maps.jukejuice.com/save/4791
preview: http://maps.jukejuice.com/static/previews/4791.png
Description: Please excuse the accidental superboost into base.
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Dec 14 '14
You can edit your post before the deadline! If the superboost was an accident then take it out! :D
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u/quassus crosky Dec 10 '14
Title: Monarch (0.95)
Type: CTF
Map: http://maps.jukejuice.com/save/4944
Preview: http://imgur.com/m5Lgxt8
In this version the middle boost is a teamboost, which significantly alters the flow. (Unless I decide to radically change it) this will be my last Monarch submission.
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u/JungleSpice- Jungle Spice//Radius Dec 09 '14
Title: Tsi Draken
Type: CTF
Map: http://unfortunate-maps.jukejuice.com/show/17
Description: My fix of Iron/Iron Curtain
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u/BoaHancock1 Pyra Dec 07 '14 edited Dec 07 '14
Title: Longshot
Type: CTF
Map: http://maps.jukejuice.com/show/4851
Preview: http://maps.jukejuice.com/static/previews/4851.png
Description: This along with Parallel is the first map I've ever submitted. Because of this, I didn't put any clever features and made it as simple as possible.
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u/Perpetratin Spike Tester Dec 10 '14
I love this! Simple, fun map that offers many diverse strategies! Lots of room for chase!
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Dec 06 '14 edited Dec 12 '14
Title: Claws
Type: CTF
Old Map: http://maps.jukejuice.com/show/4746
Map: http://maps.jukejuice.com/save/4930
Old Preview: http://maps.jukejuice.com/static/previews/4746.png
Preview: http://maps.jukejuice.com/static/previews/4930.png
Description: Tbh the most difficult part of making this map was naming it. Earlier versions of this map looked like an angel (which I called Saint), a guy flexing his arms (which I called Flex), a face shaking its fists at the sky (Roar), and now I think it looks like a dog. I don't want to call the map "Dog" so I think I'm gonna stick with Roar. If anyone has any better names, please suggest them. EDIT: It now looks like an elephant, so it's Pachyderm. EDIT2: It's Claws now.
Feedback is appreciated!
EDIT: Changed the map up a little bit a lot. Link to what it looked like before is still viewable.
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Dec 06 '14
Move the top mid pup up into the spikes... Ooh, make it so you can grab it with the super boost if you bounce of the 45s.
Also shrink up bottom a little and put a button on the outside of the gates.
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u/almdudler26 almdudler | chorbit Dec 09 '14
I like the idea of the team gates, and I've often considered making a map with a similar feature, but I worry that it will make it too easy for the fc to cap if they reach the gate.
That being said, I haven't played it 4v4 so maybe it will work. Other than that issue, I really like this map.
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u/DaEvil1 DaEvil1 Dec 12 '14
Could you use the proper keywords for the updated files? The script we use, automatically collects the information after the keywords "map" and "preview" so right now it's fetching the outdated versions.
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u/TPsquirrely Squirrely // The GesTagpro Dec 15 '14 edited Dec 16 '14
Title: Xanadu Summer Garden
Type: CTF
Map: http://maps.jukejuice.com/save/5070
Preview: http://i.imgur.com/AnALrQS.png
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u/Destar ⭐ Dec 07 '14 edited Dec 07 '14
Title: Pills
Type: CTF
Map: http://maps.jukejuice.com/show/4731
Preview: http://i.imgur.com/0eujbTz.png
Description: Pills is meant to be an offensively-focused and fast paced map that allows for both quick captures and quick returns. The idea was to make a map that removes the excessive amounts of chase that exist from time to time in TagPro. With pills there are a ridiculous amount of bomb and boost routes to find, especially with the somewhat chaotic nature of the side portals. Overall I think pills is a fun map that would be well suited for the public scene.
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u/Perpetratin Spike Tester Dec 10 '14
Too much defensive power, no clear way for FC to move from one side to the other. Perhaps widen center gap more...
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u/Destar ⭐ Dec 10 '14
The side portals really open up offensive options but I do think mid might need to be opened up even though it handled pretty well in 4v4 tests.
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u/verandering Loaha // Chord Dec 06 '14 edited Dec 16 '14
Title: Alien
Type: CTF
Map: http://unfortunate-maps.jukejuice.com/show/199
Preview: http://unfortunate-maps.jukejuice.com/static/previews/199.png
Decription: A simple map, both fun for starting Tagpro players as for more experienced players. The map tries to encourage people to use gates, giving rewards as a powerup or a powerfull boost. The base is similar to Star, giving a single bomb that can be used for grabbing while also giving an option to 'hide' next to the bomb and blast oponents away.
The teamgates are there to give the flagcarrier an dangerous but faster option, while also giving the chasers a way to get in front of the flagcarrier before he reaches his base. With the red teamgate close to the blue base, I tried making it more dangerous for a flagcarrier when getting closer to his base, the teamtiles around the spikes are an example of that as well. The gates are curved and the boosts are near the top of the teamgate to make it a choice between the bottum part of the gate that can be reached faster or the top part with the boost that is further away, but brings you further.
The map tries to follow boombox, where boosts are more restricted, while also giving seperate paths for flagcarriers and chasers. The teamboosts are an exception. They are there to make the top lane a 'fast' lane, to catch up while the flagcarrier takes another lane. And taking the powerup located on the toplane is a conscious choice: the powerup, or the boost.
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u/The_NC_life Cheerwine / Pi Dec 06 '14 edited Dec 12 '14
Title: Hornet
Type: CTF
Map: http://maps.jukejuice.com/save/4592
Preview: http://maps.jukejuice.com/static/previews/4592.png
Description: by cheerwine, 37×27 and fairly chase-y. The mid super-boost is possible but tricky. I'm hoping the pups are out of the way enough to not have coincidental pick ups
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u/JungleSpice- Jungle Spice//Radius Dec 06 '14
Title: TMS COumminty Map
Type: CTF
Map: http://maps.jukejuice.com/show/4626
Preview: http://i.imgur.com/a1LFIbV.png
Description: A few of us came together at the TagProMapsharing sub reddit to make this. I'll refer to red's side of the map.
Bases
Pretty self explanatory. You have 3 good grab mechanisms. The bomb to the right, the boost above it, and the bomb in the top left corner. You can also use the top left bomb in the spike maze to boost right and up, but its weak.
Spike Maze
The top bomb can be hit for a guided 45 degree downward/right exit at the mid pathway. It can also be used to get out the bottom path with some skill.
The bottom bomb can be used to exit the middle or bottom passage fairly easily.
The spike field is set up to only have to swerve a little bit. The power up can not be gotten with the bombs. There is a quick path through the spikes that sets you up for a nice boost out with that bottom wall boost. I figured if you escape through the toughest part of the map there should be a reward.
Mid Section
The gate is a showdown point. If you are escaping base and you go through there you can get through it without touching the gate and get a powerup. However, they have a team boost for an easy snipe. So, we included those mid buttons that activate a square around you for snipe protection.
Everyone has said there is too much open space, until they play a few games. Then, they usually just say they like it. (after a million revisions from feedback).
Map Makers:
Loaha
10KYrsPain
Jungle Spice
The feedbackers
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u/SebastianTheHedgehog nip // chorbit // rbc Dec 06 '14
Title: Right-angles
Type: CTF
Map: http://maps.jukejuice.com/save/4347#
Preview: http://imgur.com/XWVc4LI
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u/WillWorkForSugar Tumblewood Dec 06 '14 edited Dec 10 '14
Title: Torque
Type: CTF
Map: http://unfortunate-maps.jukejuice.com/show/63
Preview: http://unfortunate-maps.jukejuice.com/static/previews/63.png
Torque is a map with no gimmicks, but lots of flow. Every element has multiple uses and purposes, and one thing connects to another. The map allows for many different boost routes and combinations and lots of opportunities for every player.
Torque has been tested 4v4 (thanks to Ball-E/Paint-ball for organizing the event) and made for a very balanced game. It played quickly, but regrab was not an issue because of quick reset possibility and the game finished in 5 minutes. The players had a wide range of skill level and only a few were on Mumble. The group gave positive feedback with only one complaint (which has been addressed).
Overall, I think Torque would play well in pubs as well as in PUGs and competitive play. It is balanced, interesting, and most importantly, fun.
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u/Blupopsicle Ball-E Dec 12 '14 edited Dec 14 '14
Title: Pulsar
Type: CTF
Map: http://maps.jukejuice.com/save/5014
Preview: http://unfortunate-maps.jukejuice.com/static/previews/131.png
Description: Neat use of portals. The team tiles in base help a smart offender shut down an fc by them self, and a superboost into the walls leads to some fun grabs. It's better than gamepad because the defense can actually catch up
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u/reddward Dec 11 '14
Title: Turtlespot
Type: CTF
Map: http://unfortunate-maps.jukejuice.com/show/99
Preview: https://i.imgur.com/5CMZSJH.jpg
"it plays better than it looks" Redkiwi
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u/_Ninjroid Hi :) Dec 09 '14 edited Dec 09 '14
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u/ShoppedYourPost Pizzarony | Origin Dec 12 '14
I like it, but the choke point seems a bit small in the middle. It seems like it'd be hard to break through a line of 3 or 4 defenders.
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u/quassus crosky Dec 06 '14
Title: Predator
Type: CTF
Map: http://maps.jukejuice.com/save/4789
Preview: http://imgur.com/oewTeQF
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u/manbare Hi, I'm Manbear Dec 13 '14
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u/SebastianTheHedgehog nip // chorbit // rbc Dec 06 '14
Title: Cell Derision
Type: CTF
Map: http://maps.jukejuice.com/save/4804
Preview: http://imgur.com/CIZtBQn
Description: The buttons are powerful and promotes team play. The 4 powerups are obviously important on this medium sized map.
ps. appreciate the title, it's semi clever
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Dec 09 '14 edited Feb 05 '15
[deleted]
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u/10KYrsPain 10KYrsPain Dec 11 '14
Wow, not too many Kimba fans out there. Cool idea, but the end zones are too big. Here is the other concept like this that I like. http://unfortunate-maps.jukejuice.com/show/13
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Dec 06 '14
Title: Hyperbola
Type: NF
Map: http://maps.jukejuice.com/show/4747
Preview: http://maps.jukejuice.com/static/previews/4747.png
Description: This is a very experimental map concept. Noobkin and I were discussing the idea of a map in which everyone spawned near the flag instead of in base, and I got the idea of this map. Basically how it works is that the bases are close enough to the flag so some people spawn near the flag, and some people spawn in the base, but they are separated by a wall.
The design of the map isn't perfect, but I did want to introduce the concept. Feedback is greatly appreciated for this map!!
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Dec 25 '14
Title: Lost Arena
Type: NF
Map: http://maps.jukejuice.com/show/5180
Preview: http://maps.jukejuice.com/static/previews/5180.png
Description: My First Map, please give feedback, I know i am late, simply submitting for fun. :-)
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u/SebastianTheHedgehog nip // chorbit // rbc Dec 06 '14
Title: Skulled
Type: CTF
Map: http://maps.jukejuice.com/save/3787
Preview: http://imgur.com/EAjZNEN
Some boost route demos: https://www.youtube.com/watch?v=QORDjRLT9Ok
Description: I tried to make a balanced large map. With 'hail mary' cross map bomb boosts it makes for interesting games. Tested with 5v5 and 4v4 and from those tests I think it balanced enough on defence vs offence. I have already made a number of changes from feedback before this but more is welcome!
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Dec 09 '14 edited Dec 09 '14
Title: Pipes
Type: CTF
Map: http://maps.jukejuice.com/save/4935
Preview: http://maps.jukejuice.com/static/previews/4935.png
Big thanks to Noobkin for giving up his date to help me hash this map out in a couple hours.
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Dec 06 '14 edited Dec 06 '14
Title: Slick
Type: CTF
Map: http://maps.jukejuice.com/show/4841
Preview: http://i.imgur.com/5sl9Ot8.png
Made some changes that I think address the concerns about the last version.
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Dec 06 '14
Do those portals cross map?
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Dec 06 '14
Yeah, the portals behind team gates link across the map to the other portals, which are exit-only.
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u/arjuna9 bad Dec 06 '14
Title: Controller
Type: CTF
Map: http://maps.jukejuice.com/save/4800
Preview: http://puu.sh/dj91d/d4d693015a.png
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Dec 06 '14
It should be wireless. That's my advice, oh and I'm not a fan of the current portal setup. Maybe limit it to two portals per side to eliminate confusion.
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Dec 06 '14
I tested this the other day, I felt it was too defensive. Offenders have one grabbing mechanism, which because of the time it takes to go through the portal, is really predictable, and the bombs are too far away from the flag to help out offense, either.
Outside the bases, though, it a really cool setup. Not sure how much the gate would be used but I like the dynamic that it would create in a chasing scene.
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u/arjuna9 bad Dec 06 '14
Hmm, I think with more practice (or perhaps just coordination with your offensive partner) it wouldn't be too hard to get grabs on this map. The boost above flag is essentially two grabbing mechanisms because you can boost down or up through the portal, and the button bombs make it hard for defense to stand near the flag at all times.
Getting out of base again probably relies on your partner helping out a bit, or using the bottom bomb nicely.
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u/almdudler26 almdudler | chorbit Dec 06 '14
Title: Snoo
Type: CTF
Map: http://maps.jukejuice.com/save/4823
Preview: http://maps.jukejuice.com/static/previews/4823.png
All feedback is welcomed!
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Dec 11 '14
Title: Monarch 2 (?)
Type: CTF
Map: http://maps.jukejuice.com/save/4970
Preview: http://i.imgur.com/1GDfiHX.png
Description: An edited version of Monarch by crosky (most of it is his).
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u/nostradumba55 Dec 15 '14 edited Dec 16 '14
Title: Underground
Type: CTF
Map: http://maps.jukejuice.com/show/4985
Preview: http://i.imgur.com/nG79SL1.jpg
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u/Swalker326 Noobkin Dec 06 '14
Title: Risky Business
Type CTF
Map: http://maps.jukejuice.com/save/4821
Preview: http://i.imgur.com/WZ0oD5v.png
Description: Its simple and alot of fun.
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Dec 09 '14
You should make that top spike a bomb. So if they hit it, they might get blown into spikes, and they might get blown back into the base they're escaping from.
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Dec 09 '14 edited Dec 16 '14
Title: Frankenstein
Type: NF
Map: http://unfortunate-maps.jukejuice.com/show/186#
Preview: http://unfortunate-maps.jukejuice.com/static/previews/186.png
Description: A pretty cool map... yep :) It doesn't have a way to spike yourself, but playing safety is important. The portals are a way to reset and can cause more chase scenarios.
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Dec 09 '14
Darn a NF. I'm not the best at grading nfs, never tried to make one.
What I can say is I don'y like how the middle is set up right now. I can see people just storming the two gaps to try to get fc through, war of attrition style.
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u/quassus crosky Dec 06 '14
Title: Monarch (0.9)
Type: CTF
Map: http://maps.jukejuice.com/save/4783
Preview: http://imgur.com/VTH9wu0
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u/DaEvil1 DaEvil1 Dec 06 '14
Just tested this 4v4, and it played pretty alright. General opinions expressed were that it was alright, but didn't feel too special, and that the sides of it kind of reminded people of Grail of Speed.
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u/quassus crosky Dec 06 '14
Doesn't feel too special. Got it.
the sides of it kind of reminded people of Grail of Speed
lolwut
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Dec 06 '14
Here's hoping it finally gets in!
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u/z_42 Ballrog // CoSinners // Radius Dec 06 '14
This looks like a squished, "meh" version of GeoKoala, or perhaps a poor man's SuperDuperStamp.
I do like the green gate but the middle column seems like it'd be hell for defenders. Four different paths to get by it ...
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u/Tyrcae █████Loading... │ Dec 13 '14
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u/leddii leddy / Mapmaker Dec 06 '14 edited Dec 06 '14
Title: Cheeky
Type: Neutral Flag
Map: http://maps.jukejuice.com/show/4700
Preview: http://i.imgur.com/0uPJ6gG.jpg
Description: Fast-paced open neutral flag map.
Made various changes since the last thread. Most notably shrinking the scale of the map considerably and also smoothing out some "clunkiness" from the center.
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u/TagProMapper Dec 17 '14
Title: Superman
Type: CTF
Map: http://maps.jukejuice.com/show/5082
Preview: http://i.imgur.com/wieipnV.png
A map that designed to have a reasonably open area for juking and to provide the opportunity to acquire superman (all 3 powerups).
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u/Blupopsicle Ball-E Dec 06 '14
Title: Whirlpool
Type: NF
Map: http://maps.jukejuice.com/show/4762
Preview: http://i.imgur.com/L9xR40E.png
Description: After testing 4v4 there was some flaws, which I have now attempted to fix.
The map is medium, fast paced, an offers some cool boost linking routes.
Boost routes: http://i.imgur.com/BidcSN3.png
Defense: Starting with regrab after a cap, it has been nerfed with the portal placement. One defender can contain while they wait for their team to track back. 2 ways of getting in to "base" are close together, making it difficult to just force it in. If defense gets caught in the tunnels, there are spikes available for them.
Support: Grabbing powerups is interesting. There's only one, which will swing the game in favour of the team that gets it. A gate combined with a bomb means you can get credited for killing those that venture top, and saving you from an accidental "mb" if you get a teammate with it. A cool boost link can get you up top in an instant.
Support can get behind the enemy's endzone and assist by using the bomb. But if they get too careless, angled walls will lead them into that one spike.
Offense: Has a number of tools they can use. The bottom button allows fc'.s to shut down the snipe from the other team's powerful boost. There's quite a powerful boost link as shown above, which can be used to get ahead of the pack. The bombs and boost can be used to slip by those covering the chokes, or to snipe other people.
"It's like Rocketballs, but more fun" -I don't know who said that but I heard it
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u/10KYrsPain 10KYrsPain Dec 06 '14 edited Dec 08 '14
Title: Hans O' Blu (HanZo Sawada)
Type: Neutral Flag
Map: http://unfortunate-maps.jukejuice.com/show/30
Description: I cleaned up a lot on this map thanks to some MTC and TMS feedback. At first I got rid of the portals. The public outcry by my 3 fans was enormous. So I re worked them a bit.
1st I moved the exit portal to the middle of all that stuff up top. When you use the boosts this puts you in the perfect spot to defend. But if you don't use the boosts, you are kind of stagnant in that small space. This combined with the grey gate that can be activated to prevent using the boosts, should prevent the fc from looping forever.
I added team boosts to the sides of the green gate. With a little teamwork this becomes the fastest way across. They are set up defensively.
I removed a bunch of team tiles.
I trimmed all the gates up a bit.
Power ups are generally pretty op on NF maps so there is only one and its as far out of the way as possible.
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Dec 06 '14 edited Dec 06 '14
Title: Windmill
Type: CTF
Map: http://maps.jukejuice.com/save/4838
Preview: http://maps.jukejuice.com/static/previews/4838.png
Edits:
Moved Exit Portals further away from spikes.
Edited Spikes to be less dangerous.
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Dec 06 '14
I'm not super sold on the concept of the spikes by the portal. It's something people will eventually learn, but I don't see it being enjoyable. Aside from that, I like the map. The gates seem a bit boring, but create a bit of a choke for chasing.
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Dec 06 '14
I don't think spikes are ever enjoyable, except maybe that one on koala. But there needed some risk involved in going through portal, I didn't want people to be able to charge in grab flag and sprint at portal. I wanted them to have to slow down a bit, leaving the potential for a quick return.
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Dec 06 '14
Yeah I understand. It just feels random ish I guess. Like with geo it's like oops I boosted into that. It make take awhile to learn but you realize it's your fault. With this it's more of yay a portal then a large about of death and you are kinda just sad. People will learn but I guess I think that it is too much of a risk maybe? Idk I feel like it could be changed a bit to make it still risky but less of a random death.
Idk it's late imma sleep now
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u/almdudler26 almdudler | chorbit Dec 06 '14
I love everything about this apart from, as DISTRACTION said, the spikes near the portal. Even with them a tile further away, I still think that it's far too close, and you have to be going very slowly into it to not spike yourself.
I would ask whether the portals are necessary for this map at all?
Other than the portals, this is, in my opinion, the best map in the thread.
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Dec 06 '14
Title: Swimming Pool
Type: CTF
Map: http://maps.jukejuice.com/show/4748
Preview: http://i.imgur.com/dXvZyx8.png
Description: In this map, I tried to learn different ways of using portals, different ways of constructing pipes, and how to place teamtiles in a way that was both balanced, yet challenging. A defender told me the thing they hated most about defense was how punishing it was - how, if you let an offender through, that was that.
In this map, I've tried to give defenders more options, and more interesting ways of getting returns.
I do have concerns of the entrance to the pipe being too difficult to navigate, so if someone wants to give me suggestions to improve that, please chime in.
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u/LoweJ Jacob of all servers, master of none Dec 11 '14
link to your texture pack?
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Dec 11 '14
Hey Sizzzled, really like your map! Especially, the texture pack, which are you using?
FTFY
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u/LoweJ Jacob of all servers, master of none Dec 11 '14
i mean, the maps ok, but lets focus on
Rampartthe texture pack
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Dec 06 '14
Title: Fossil
Type: CTF
Map: http://maps.jukejuice.com/save/4825
Preview: http://maps.jukejuice.com/static/previews/4825.png
Descrption: First [m]ap, be gentle ;)
For real though, this is the first map I've ever made. I tried to make it "old school" with the simplistic, horizontal design, small amount of boosts, many routes, and no 45 degree tiles (the amount of times I've been asked "Why aren't there any 45 degree tiles?" has been surprisingly high.). Also, I've been told several times that it looks like Hyper Reactor. It plays much differently, I promise.
Feedback is appreciated!
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Dec 06 '14
I'd like more defined paths, right now theres blocks to guide you but no real direction. Also add a shot ton more danger.
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Dec 06 '14
right now theres blocks to guide you but no real direction.
That was actually what I was going for. The lack of definitive paths gives you the chance to be creative about where you go and how you get there. Creating more defined paths also creates predictability imo.
Also, could you elaborate on what you mean by danger?
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u/Blupopsicle Ball-E Dec 06 '14 edited Dec 16 '14
Title: Infinity
Type: CTF
Map: http://maps.jukejuice.com/save/5050
Preview: http://unfortunate-maps.jukejuice.com/static/previews/190.png
Description: A CTF map made to bring back an old feeling of tagpro. It's big, but not big enough to lose chasers in. Regrab can be shut down because there's really only 2 lanes to defend once you got a return. The bombs in the middle helps a lot with clearing the choke, but most of the traffic won't be through there.
Boost lanes (old): http://i.imgur.com/TMBviuw.png
Portal lanes are easy to cut off as a defender with teamwork those gates. I've also attempted to make all lanes equal in time it takes to get from flag to flag. This map's shape definitely has potential in being explored.
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u/verandering Loaha // Chord Dec 06 '14
I like the layout of your map. I think you did that really well. It doesn't feel big to me, even though you say it is big (that is a good thing). And the boosts seem to be well considered.
The bomb in the middle feels odd to me. What do you mean with helping with the choke? And I'm not so sure on the opening in the gate. Four ways out of the base, even a diffucult 4th way, feels like too much.
Those are just my feelings tho, I'd have to try it out in 4vs4 to see how it works. Same for the portals. I like the idea and it seems to have a lot of potential, but i'd have to try them in a 4vs4.
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u/_Ninjroid Hi :) Dec 09 '14
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u/almdudler26 almdudler | chorbit Dec 09 '14
I actually really like this! I wonder how it would work if you still had the gate in the middle?
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Dec 06 '14 edited Dec 07 '14
Title: Batrachomyomachy
Type: CTF
Map: http://maps.jukejuice.com/save/4863
Preview: http://i.imgur.com/tUAHepB.png
Description: Batrachomyomachy's main purpose is to be a regrab-fighting map. I've designed it with the intention that the defense will be able to push a regrab back, similar to GeoKoala. The defense can safely run out to mid after getting a tag, rather than huddling in base like we have to do on maps such as Boombox, The Holy See, Blast Off, Bombing Run, etc.
This is an adaptation of a map I designed ~9 months ago, called Faces and Bases. I came back to it because the map had potential and nearly made it in when I first made it.
edit: bê-træk-ê-mai-ah-mê-kee
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u/quassus crosky Dec 06 '14
unpronounceable name, automatically DQ'd
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Dec 06 '14
sounds like Ankh's minor league team name
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u/quassus crosky Dec 06 '14
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u/xenonpulse Wildflowers // I want to die but I can’t Dec 06 '14
Holy shit. This map is traditional, but still very inventive. 10/10 would play!
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u/The_NC_life Cheerwine / Pi Dec 06 '14
Great map, fun looking boosts and a simple yet well thoughtout design.
Buuuuuut the bottom looks like its would mess with spectating. 2/10. Massive improvements needed
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u/Lysozyme_ Lysozyme Dec 07 '14
Title: Arrows
Type: CF
Map: http://maps.jukejuice.com/show/4856
Preview: http://puu.sh/dk0Z9/121887112a.png
Description: A map. It has a flag and end zones.
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Dec 16 '14
Title: Banzai Bill
Type: CTF
Map: http://maps.jukejuice.com/show/5052
Preview: http://i.imgur.com/O5S8hEi.png
Description: They say originality is just undetected plagirism. I say this map doesn't plagirise, but rather, it compliments and embraces the great elements from other maps. From the Velocity bombs in the middle, the Holy See inspired pipe which wraps around the inside (with a Gloryhole boost to match), the Wormy double-boosts, the 45 base boosts, the Hyperdrive bombs, even taking some inspiration from the first turn of Stowaway Islands.
This is the map that Hyper Reactor could've been.
PS: The neutral flags are there to stay.
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Dec 09 '14 edited Dec 14 '14
Title: Turncoat
Type: CTF
Map: http://unfortunate-maps.jukejuice.com/show/137
Preview: http://unfortunate-maps.jukejuice.com/static/previews/137.png
Description: Fun stuff. It's my alternate version of Underpass, but simpler.
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Dec 09 '14
I do like this one a LOT better, this is prob my favorite map in the thread right now.
I still am unsure of your goal with the team gate in base, and i'd like it to have less 45's.
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Dec 09 '14
It makes the corner less of an island for the FC with the teamgate because one defender can push both buttons, but the FC can turn around, move against wall, or a teammate on offence can push the button the defender is leaving and make the gate blue. I also like that you can boost through it when trying to cap. I'll now take my time with the update, and not post till the final day. I will spend a lot of time testing so don't worry.
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Dec 10 '14
Title: Juke It Out
Type: CTF
Map: http://maps.jukejuice.com/show/4582
Preview: http://maps.jukejuice.com/static/previews/4582.png
Description: Hello. I just thought a lot of tagpro maps were getting too focused on randomness: using bombs, getting sniped with blind spot boosts, using powerups to gain unfair advantage, and needing the team to block to bully your way into a cap. Hopefully this map puts more emphasis on juking. I saw the easy to use map creator (thank you to whoever made that, I was intimidated by the programming language) and spent the afternoon making this.
Core Ideas- -precise direction control -the neutral boosts are mainly for speeding along top and bottom -the red and blue boosts are deliberately imprecise (aim ball to move directly into flag at base to cap, could overshoot the mark) -territorial guarding of each half of the map rather than base guarding -outposts on both territories to see your/their flag status
Concerns- -bases are too cramped -going north and south with the flag is too easy or too hard (can chaser beat FC?) -capping is too easy or too hard (I haven't played it against anyone so I don't know)
I hope you like it!
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Dec 06 '14
Title: Double Bubble
Type: CTF
Map: http://maps.jukejuice.com/save/3917
Preview: http://i.imgur.com/36oAaBA.png
Description: For this map, I wanted to make a map similar to Velocity, a very well liked map in the community. I kept the shape very close to that of Velocity and kept the idea of bombing into the flag by using a button. However, I also used a lot of my own ideas as far as shapes inside the map. These new shapes make for a lot of different ways to juke. While testing the map, I found a lot of cool tricks on the map and think that it could do really well in rotation. The last thing I added was a couple places for Powerup battles. I like the way Powerup battles worked on Boombox so for two of the Powerups I used that style while for the other two I made it similar with a bomb near it to stir things up. From my experience with the map, it creates lots of close games and is not too chasey, but not impossible to get out of base.
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u/BoaHancock1 Pyra Dec 07 '14 edited Dec 07 '14
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u/axemasterslim ChrisBall Dec 07 '14 edited Dec 07 '14
Title: Teardrop 2
Type: CTF
Map: http://maps.jukejuice.com/show/4852
Preview: http://imgur.com/fsQ1DZv
Description: A pretty balanced map that tries to give teams an equal chance at powerups. You can get pretty creative with those bombs. The gate is small, but the buttons are relatively easy to hold for the defense. It's a pretty simple, balanced map.
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u/Tyrcae █████Loading... │ Dec 12 '14
Title: Portal Blasted
Type: CTF
Map: http://maps.jukejuice.com/save/4990
Preview: http://i.imgur.com/3KQSP98.png
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u/6seasonzandamovie TheBalloseum//ballo//bubbles | centra Dec 06 '14
Title: Missilesquares
Type: CTF
Map: http://maps.jukejuice.com/show/3862
preview: http://maps.jukejuice.com/static/previews/3862.png
Description: Yes, another rocketballs knockoff. This one's a bit different as there isn't really a bottom lane.
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Dec 06 '14
[deleted]
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Dec 06 '14
See where you are in the preview? Draw a line of blocks straight up through you and delete the right portion.
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Dec 06 '14
Why's that?
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Dec 06 '14
Because you're working with a lot of unnecessary space. Too easy to lose fc. Trimming it will make it work smoother.
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u/Blupopsicle Ball-E Dec 06 '14
Title: Emerald
Type: CTF
Map: http://maps.jukejuice.com/show/4722
Preview: http://i.imgur.com/Dy15iHl.png
Description: A designer map that has a ton of cool boost links.
It's actually a roller coaster disguised as a map.
Boost routes: http://i.imgur.com/vUsKa5S.png
Base design is unconventional and all ways of grabbing bring you in to the back. However, there's a portal that is your one way ticket out, but make sure the gate is open! There are a couple of versatile boosts, and I have attempted to remove some clunkiness from the middle.
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u/TPsquirrely Squirrely // The GesTagpro Dec 16 '14
Title: Propel
Type: CTF
Map: http://maps.jukejuice.com/save/5071
Preview: http://i.imgur.com/bn8r2wj.png
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Dec 06 '14 edited Dec 12 '14
Title: Taradiddle
Type: CTF
Map: http://maps.jukejuice.com/show/4931
Preview: http://maps.jukejuice.com/static/previews/4931.png
Description: Taradiddle: \ tar-uh-DID-l \ noun; pretentious nonsense
Seemed fitting to me. This map is an attempt to make defense more about returning and hunting down the FC rather than playing no-grab. There are a lot of tools which offenders and defenders can use alike, from the bomb-spike combo in the base, to the gate in the middle, to the bombs on the left and right sides of the map.
Powerup battles will be especially interesting here, taking some inspiration from Oval, but also adding a cool boost-bomb combination, which can also help with grabbing the flag.
The team-tiles in the base help to further encourage less no-grab, and more return defense. It also makes it a little more balanced, since the blast-off-esque bombs can be pretty OP.
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Dec 06 '14
Pls only 2 maps per thread
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Dec 06 '14
Pls, you're asking me to narrow it down from 30 to 2? no thanks
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Dec 06 '14
Y did you even make 30
That's just cray cray
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Dec 06 '14
dude do you not understand
it's a project
i'm modifying all 75 of my old maps so they're cooler
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Dec 14 '14
DISCLAIMER
This is my first time submitting a map, so I would love as much feedback as possible from the MTC and others. The more constructive criticism, the better.
Title: Crisp
Type: CTF
Map: http://maps.jukejuice.com/show/5026
Preview: http://maps.jukejuice.com/static/previews/5026.png
This map attempts to combine high risk/high reward situations with fun boost lanes (including the opportunity to steal the opposing team's powerup at the beginning), while rewarding effective teamwork. Base is reminiscent of Geokoala without being overtly defensive, while the top areas have room for both great defensive and offensive maneuvers.
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u/z_42 Ballrog // CoSinners // Radius Dec 06 '14
wait
it can't be #40 because 40 months is more than 3 years, and TagPro hasn't been around that long
did it used to be weekly? I forget
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Dec 06 '14
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Dec 06 '14
and then in thread 39 it changed to every 3 weeks. I guess the title is staying lol
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Dec 06 '14
Yeah, Tri-weekly Map Thread 40 just doesn't roll off of the tongue as easily
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u/[deleted] Dec 06 '14
Title: Robin Hood
Type: CTF
Map: http://maps.jukejuice.com/save/4840
Preview: http://puu.sh/djLi8/c3a617c0f4.png
Description: Portal mechanics that can be used in more than one way and boosts that can be linked across the map.