Author Topic: jump_sven  (Read 902 times)

svenyourfren

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jump_sven
« on: June 18, 2017, 10:39:46 AM »
Hello everyone,

I recently finished my first map, jump_sven.
It's a soldier map that consists of 25 stages and 2 bonuses. Difficulty is probably t4, but it starts off easy.
I tried making the map look very clear, so it's easy to see where you have to go. Some stages have an extra teleporter which you can use to preview a part of the stage that you normally wouldn't be able to see from the start. All white walls should have a nogrenade trigger on them. There are no nogrenade triggers on ceilings and stage 25, this is intentional. Most stages have more than one way to beat them, and there are usually some extra areas between stages, which can lead to some interesting routes.
The first version is b1. I haven't had many people test it yet, so feedback is appreciated. If there's anything that needs changing, I'll update the map.

Here's a video:


Download:
https://drive.google.com/open?id=0B-ylIFj4M7W0VENfandiQ1lyams - jump_sven_b1.bsp
https://drive.google.com/open?id=0B-ylIFj4M7W0dkNGZ04tR1dwcGc - jump_sven_b1_level_sounds.txt

тoss

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Re: jump_sven
« Reply #1 on: June 18, 2017, 03:54:07 PM »
very nice my friend very very nice
I suggest you to pack ur _level_sounds.txt into the bsp using pakrat or something so people dont have to download a bunch of stuff for the map to work like you wanted it to

Dr. Heinz

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Re: jump_sven
« Reply #2 on: June 18, 2017, 05:38:02 PM »
Spacings and some jumps just don't feel good or are bad designed imo.

The map looks good though.

svenyourfren

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Re: jump_sven
« Reply #3 on: June 19, 2017, 10:41:41 AM »
Spacings and some jumps just don't feel good or are bad designed imo.

Any jumps in particular in which the spacing felt bad? I might be able to change some if it doesn't require me to move too much around.

svenyourfren

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Re: jump_sven
« Reply #4 on: June 19, 2017, 10:48:20 AM »
I suggest you to pack ur _level_sounds.txt into the bsp using pakrat or something

I didn't know you could pack that into the bsp, but I'll make sure to do that when I update the map. Thanks for the feedback

pants

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Re: jump_sven
« Reply #5 on: June 19, 2017, 06:58:52 PM »
There's a link to Tophatwaffles tutorial on this site which shows you how to use VIDE for packing bsps if you want.

False_

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Re: jump_sven
« Reply #6 on: July 05, 2017, 09:33:01 PM »
Real nice for a first map, I see lots of areas for advanced speedrun strats which is neat, and a lot of levels tie together nicely. The observatory portals are a nice touch too, I can see quite a bit of effort went into the map. There are some awkward spacing issues however.

  • Level 9, the first jurf bit seems awkward and getting speed on it is completely unnecessary for completing the level. I would just make the ramp shootable
  • Level 16, the sync ramp is really steep, I'd recommend either lessening the angle or putting a mirrored ramp on the left side so you are caught in-between, so you don't slide down
  • Level 18, it was sort of confusing where to go at first, or what the ideal path is. I don't really see a point to the upper right corridor thing, seems much faster and easier to go around but maybe I'm missing something
  • Level 19, I really didn't like this one. It was too difficult to gain enough horizontal speed to slide up the second ramp,
     and even then it was unnecessary cause you can just jump at the end of that ramp to the other side
  • Level 21, the end wallshot area should be taller so you can double wallshot off it naturally, I found I couldn't get enough speed to make it with just 1
  • Level 23, would be nice if there's a curve above the three blue ramps to push you against the back wall
  • Level 24, that shit's hard.

Oh and I really like 17.


svenyourfren

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Re: jump_sven
« Reply #7 on: July 08, 2017, 09:08:37 AM »
  • Level 9, the first jurf bit seems awkward and getting speed on it is completely unnecessary for completing the level. I would just make the ramp shootable
  • Level 16, the sync ramp is really steep, I'd recommend either lessening the angle or putting a mirrored ramp on the left side so you are caught in-between, so you don't slide down
  • Level 18, it was sort of confusing where to go at first, or what the ideal path is. I don't really see a point to the upper right corridor thing, seems much faster and easier to go around but maybe I'm missing something
  • Level 19, I really didn't like this one. It was too difficult to gain enough horizontal speed to slide up the second ramp,
     and even then it was unnecessary cause you can just jump at the end of that ramp to the other side
  • Level 21, the end wallshot area should be taller so you can double wallshot off it naturally, I found I couldn't get enough speed to make it with just 1
  • Level 23, would be nice if there's a curve above the three blue ramps to push you against the back wall
  • Level 24, that shit's hard.

Thanks for the detailed feedback.
There are some stages that I based on jumps that I tried on other maps. 9, 16, 18 and 19 are some of those stages, and I can see that I should have changed those some more instead of trying to keep them closer to the original jumps. I based 18 on a freestyle map, so I tried to make it a bit more open. The upper right corridor is simply there so other paths are possible.
On 21, it's possible to lose speed because the angled ramps are a little weird. I noticed that being right in the middle of the two ramps sometimes bounce you around, perhaps this is why it's hard to get enough speed?
As for 24, it's definitely the hardest stage on the map. But I decided to keep it because you can afford to miss one sync if you go fast enough, making it a little easier.

pants

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Re: jump_sven
« Reply #8 on: July 08, 2017, 06:35:10 PM »
Also this looks really nice gj  8)