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1
New Maps / Re: jump_kestrel
« Last post by AerEE on November 14, 2024, 02:04:07 PM »
quite a fun map!

a few things i have comments on:

stage 5 intended I think adding a curved wall at the end will make the stage play better, even if it will never be used for speedruns.

the jump 8 speedshot feels fine to me  :)

on 9 i think adding a visual texture of some kind in the part before the wall 3x will make it feel a bit less space-y, prefire stages can easily feel a bit wonky if it is all done whilst in just skybox, even if this effect is greatly reduced with tools like speedo.

on 10 i think using the far end platform is fine, going all the way into the hole was not too difficult in my opinion, but it is more so a matter of how difficult you want it to be. I also tested speedrunning the map in parts and on this stage extending the right wall in front of the little metal ramp before the phase pogo slightly might make that feel a bit better.

stage 14 / last is probably my biggest peeve regarding the map. Similar to finn's comment I find the stage to feel a bit off, where the speedy start of the stage gets slowed down quite a bit with the wallsync section. The stage works, but potentially changing the stage after the ramp section to continue going forward in a very speedy manner (this could still be wallshots just much more speed focused) would make the end of the map feel much more grand and fit the overall feel of the map better with its many fast ramp stages/strats.

hope some of the feedback is useful, looking forward to seeing the final product :^)
2
Jump Videos / Rocket Jumping Montage
« Last post by Kozen on November 11, 2024, 04:07:18 AM »
I made a compilation of jumps.

3
New Maps / Re: jump_sandstream
« Last post by Gourmet_Salad on November 09, 2024, 03:34:41 AM »
super cool map, too hard for me but i can say the jumps i beat were p fun. i played this offline without speedo which makes everything a bit harder but i was already gonna be bad lol. also not nearly good enough to beat anything past jump 4 so take advice from there onwards with a grain of salt

the detailing is awesome, it looks like garbage. i mean jump_garbage, uh, basically i meant to say the detailing looks sick and cool but not jump_sick and not jump_cool_b2. i'm glad to see hard maps that aren't just hard with dev/vanilla detailing but also pretty. sorry

1: i thought this was notably harder than 2 but if i had speedo the speedpogo would probably be a lot easier. the tricky part is asking the question "can i squeeze in another pogo on this platform?" and either thinking i can and i just overshoot it, or thinking i can't and not making it to the next plat. Now this wouldn't be a problem if you're constantly looking ahead, but i'md umb and not doing that. if you feel it's appropriate, mby having a bit of detailing to the sides or a marking on the pogo plat could be nice to indicate "hey the plat is gonna end soon"
2: cool, i don't see why garf did't like. it's a bit easier if you try to go low (shoot kinda off to the side) as you're leaving a ramp and going to the next, so you have less gravity to fight against.
3 (couldn't beat it but defo could have, farthest i got was like 6 platforms away from end): you're probably aware but you can salvage at any point in the 2nd half of the jump (and probably 1st half too). probably for the best? this might be annoying if you make the plats rise any more than they do. also the turn pattern at the end is pretty complex and doing it blind is really hard, and esp since it takes a while to get to that part of the jump. !svid or noclipping to see it probably helps but idk. the red arrows are good for indicating where to go but maybe if the pattern was something easier to memorize (e.g. by being rotationally symmetric) that'd help for getting used to it
4 (beat it after like half an hour): super cool and memorable jump, my favorite prolly. if you showed me a video of this i'd imagine this jump is annoying but in practice it felt super fun weaving around and controlling height. bonking the detailing on the side killed a few of my attempts but it's hard to tell if these attempts were even gonna make it (after more attempts i'm pretty sure the detailing in the 2nd half, as i was trying to gain more speed, killed at least 3 attempts that were gonna make it). if you wanna be Kind to Poor Gamer you can playerclip the sides. also i did not think this was wrist damage cus net mouse turn is 0, you're not doing 180s and stuff so wrist kinda stays the same. i'm high sens gamer though so idk
5: didn't try this longer than 1 minute sadly, because it spells death for my wrists. agree with garf the 180s are huge wrist damage. wonder if there's something more wrist-friendly that can go in place of it?

(from this point onwards i'm hopeless about beating entire jumps, i'm testing segments with TAS)
6: the start with the catches is really sick. the part with the L's is wristdestroyer 3000 as garf said and also just seems really really hard. i think it's so sick how the end platform is acc right next to the hole you fall out of and then have to round back, but 1. maybe add something to signal where to go? had no idea the end was back there until i noclipped and saw it 2. you need to build some speed ofc to get back up through the staircase, but the bottom step being donut shape just makes it artificially harder to uturn and build the speed for it 3. the end is basically torii skips which is always a game of "will you go too high or too low?". Overall seems like a massive difficulty spike for having 3 "ideas" while most previous jumps only had one/two ideas, but i'm bad and using TAS. I would be v glad to see this get split into two jumps (maybe the catch part + something else as one jump, then the L's and donuts on a separate jump? EDIT: nvm given how hard 7 and 8 are this is probably roughly appropriate leading up to them but i still think the L's are impossibly hard) but if need be you could maybe just replace the L's with something a bit easier and less of a threat to wrists worldwide
7: looks t10000 lol. don't have much to say, this is the sort of super precise strafing and speed control i'm really bad at so i can't speak for anything
8: i never stood a chance. ngl the first part and the last part both look kind of fun, and the last part is fairly easy compared to the other things going on in the map but that's probably for the best. the weird strafe stairs thing looks v v hard.
4
Jump Mapping / Re: Tickregen/class prefab
« Last post by Psychotic Duck on November 08, 2024, 09:07:08 PM »
I found an issue with this prefab with switching class (soldier -> demoman or demoman -> soldier) where it sometimes doesn't update the tick regen to match the class you switched to (I believe this happens when you switch classes when never leaving the trigger). You can solve this by making the player go through another pair of triggers after they spawn so that the class update can occur while still giving you the tickregen immediately as you spawn

idk if people care that much (especially for soldier maps) because it isn't an issue on tempus or with SM plugins offline, but I'd consider updating the prefab to include 2 triggers for each class and directions for putting trigger 2 right after the spawn point or using a quick teleport
5
New Maps / Re: jump_sandstream
« Last post by Seere on November 08, 2024, 02:41:03 PM »
Updated to version a3, refer to the changelog above.

Thanks Garf for the feedback and testing  :)
6
New Maps / Re: jump_sandstream
« Last post by garf on November 08, 2024, 09:33:37 AM »
i did not shoot the start platforms since i didn't know if i was supposed to
jump 1: meh
jump 2: shoot for the highest point of the ramp simulator, meh
jump 3: i bonked every wall atleast thrice, too long for me but ok spacing
jump 4: t3 wrist damage into nerfed sinister l8 but wrist damage, again i'm stupid and bonked everything, nothing to say
jump 5: fucking why, the 180 turns at the start are so bad, not sure how would even you space them properlly i am always without fail too slow or too fast so i either die or s tap which makes me unable to strafe for a bit and also die, bonked everything in every way, the last part is just try not to choke after getting you wrist cut off, dislike it a lot
jump 6: idk if i was supposed to catch on each of the start platforms but i found it really fun, the rest feels like the jump was too short so it's just there to fuck you up and break your wrist, it's not spaced badly again, just not fun for me
connector from 6 to 7: best connector of all time wtf
jump 7: try to not be too fast for first part simulator + even more wrist damage, for the last strafe while going up i just stopped instead of going all the way, i speedpogoed all of it idk i was supposed to stop because it's possible to do all the strafes from just 1 platform, once again i have no idea how would you space it better
jump 8: its sooo fucking loooooooong, i bonked everything again, i was always too fast and had to slow down for each "catch", i couldn't do the first 3 pogos of the stairish part in tas for 5min , so i just did a catch on the 3rd plat, stopped and kept going, end is kinda cool, you can stop on the prelast platform, then climb up it and gather speed to make the last one just a very simple catch, the catches felt annoying, the stairs just plain shit, i'd replace them with something else, and the last part is just try not to die after doing the hard shit, no idea how would you change the spacing of anything for it to be better, i just don't like the idea

the map is a little bright but overall looks very good, the jumps feel like waiting for your doom, wayy too long to be enjoyable for me, none of the single parts are that bad, but tied together they're annoying, tbh just for the length it would rate it as mid t7
7
General Discussion / Re: Exile's Cartography Clash
« Last post by kjr :d on November 07, 2024, 10:48:50 PM »
Wow!
8
New Maps / jump_sandstream
« Last post by Seere on November 07, 2024, 04:19:44 AM »
Jump Sandstream

T6 solly
T3 demo

8 levels (so far)
0 bonuses (so far)

*NONADE NOT ADDED YET* assume only checkered platforms are shootable
Otherwise fully detailed

T6 floor pogo map, no walls. Trying to find a balance between skill and consistency via repetition, a fine line exists between a good jump and an annoyingly repetitive one.
Any feedback is much appreciated, as always.

TIPS:
- relax the grip on your mouse
- release all the tension in your body

Download Links
a2 https://www.dropbox.com/scl/fi/qgy3iye1dn2yknddmm8ed/jump_sandstream_a2.bsp?rlkey=ib6365jb6p0q57ob7224y2ryc&st=ldzhfnyf&dl=0
a3 https://www.dropbox.com/scl/fi/aaj9z5s2yrydvar4ar1qe/jump_sandstream_a3.bsp?rlkey=xe8jsq560a0c1mnncson2a2rw&st=4rqu22jp&dl=0

Golf Rules PAR Rockets Per Level Estimation (Starting Rocket not Included)
lvl 1 = 15
lvl 2 = 18
lvl 3 = 25
lvl 4 = 23
lvl 5 = 30
lvl 6 = 50
lvl 7 = 40
lvl 8 = 50

Changelog:
a3
- figure eight pattern no longer forced on lvl 5, oval pattern now possible (easier on the wrist)
- decreased global skylight brightness from 600 to 500
9
Jump Mapping / Re: jump_abcdefghijklmnopqrstuvwxyz collab
« Last post by Syphilis on November 03, 2024, 03:56:11 PM »
I knew procrastinating would pay off
10
New Maps / Re: jump_biolab
« Last post by porkie on November 02, 2024, 01:56:15 PM »
New stuff looks amazing!

Only problem I've had is a couple of times I've gotten stuck going through the final tele near the bottom
Spoiler (click to show/hide)

I am testing on mmod though so it could be something to do with that.