Every TagPro Map Element, Explained

The reference for every tile: flags, boosts, spikes, gates, buttons, bombs, portals and wells.

TagPro maps are built from about ten repeating pieces: some speed you up, some pop you, and a few do both depending on which team you're on.

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Clip GIF-02 — coming soon
A defender parked directly on the flag is bumped off. The attacker grabs during the quarter-second of immunity and escapes untouched.

Flags

Your flag does nothing when you touch it. The enemy flag is what you're here for — touch it and you're carrying it.

  • You can only capture if your own flag is home. Carrying their flag into your base with yours stolen does nothing.
  • You get 0.25 seconds of immunity the moment you grab. Long enough to bump a defender sitting on the flag and get out.
  • A faded flag marks the spot while it's being carried, so you always know where to stand.
Clip GIF-01 — coming soon
A carrier reaches its own base while its own flag is missing and nothing happens. The flag returns, and the same ball captures.

Neutral flag

Some maps have one yellow flag in the middle instead of two team flags.

  • Either team can grab it. Carry it to your endzone to score.
  • Pop the enemy carrier and the flag transfers to you instantly. No return trip needed.
  • If the carrier hits a spike, dies to a gate, or disconnects, the flag resets to the middle.
  • The full neutral flag guide →

What do speed pads do?

Speed pads (boosts) launch you to roughly 3× normal speed.

  • They fire you in the direction you were already travelling — not the direction the pad faces. Line up your approach first.
  • Team-coloured pads only work for that team.
  • They recharge 10 seconds after use.
  • On defense, deliberately waste any boost that points at your flag before the other team uses it.
Clip GIF-03 — coming soon
The same speed pad hit from two different angles sends the ball two completely different ways — it fires you along the direction you were already travelling.

Spikes

Touch one and you pop. Three-second respawn.

  • Popping right next to another ball shoves them ("poosting"). You can pop yourself on purpose to knock an enemy off a button or out of a gate.
Clip GIF-04 — coming soon
A ball pops on a spike and the poost shoves a nearby enemy off the button it was holding.

What do the gate colours mean?

Four colours, and the difference matters a lot.

GateWhat happens
GreyAnyone passes safely
GreenPops anyone who touches it
RedRed passes, blue pops
BlueBlue passes, red pops
Clip GIF-05 — coming soon
One ball meets a grey gate, a green gate and a team-coloured gate in sequence: passes, pops, passes.

Buttons

Buttons control a nearby gate — or detonate a nearby bomb.

  • Stand on it and the gate turns your team's colour. Step off and it reverts.
  • Stand just in front of the button, not on top of it. If you're on top and get bumped, you slide off and your teammate dies inside the gate.
  • A gate can have more than one button. Red on one and blue on another cancels out — the gate reverts.
Clip GIF-06 — coming soon
Left: a ball sitting on the button is bumped off and its teammate pops inside the gate. Right: the ball holds position in front of the button, absorbs the bump, and the teammate passes.

Bombs

Bombs blast every ball in range away from the centre. Triggered by touch or by a button.

  • They don't pop you — but they'll happily throw you into a spike or an enemy.
  • Blast radius is about 7 tiles. Closer means a much bigger push.
  • After detonating they turn to ash and respawn 30 seconds later.
  • Never hit one near your own flag carrier.
Clip GIF-07 — coming soon
A bomb detonates, scatters two balls away from its centre, and fades to ash.

Team tiles

Coloured floor panels that give your team more acceleration and double max speed.

  • They do nothing while you're carrying the flag. Plan your escape route knowing you won't get the boost.
  • Yellow team tiles work for both teams.
  • Standing on the enemy's colour doesn't hurt you — you just get nothing.
Clip GIF-08 — coming soon
Two balls race across team tiles side by side. The one carrying the flag gets no bonus and falls behind.

Portals

Portals teleport you to a linked portal elsewhere on the map.

  • Both ends usually go on cooldown afterward (20 seconds by default — map makers can change it).
  • Arriving through a portal releases a burst that shoves nearby players away.
  • Some portals only receive. They won't send you anywhere.
  • Team portals only teleport their own colour. The other team can touch them safely but won't go anywhere.
  • Camping a portal exit is an easy way to return enemy carriers who use it.
Clip GIF-09 — coming soon
A ball arrives through a portal and the arrival burst knocks a waiting enemy backwards.

Endzones

The tile you carry a flag onto to score. Only your own colour works.

Clip GIF-10 — coming soon
A full capture: grab the enemy flag, run it home, touch your own flag, and the score ticks over.

Gravity wells

Found on some maps. They pull you in, harder the closer you get.

  • Escape by circling around it, not by driving straight out.
  • The outer edge is safe to skim.
  • Bumping someone who's already caught can push them into the centre and pop them.
Clip GIF-11 — coming soon
One ball drives straight at a gravity well and is pulled into the centre. Another arcs around the edge and escapes.

Frequently asked questions