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jump_skull_v2

BoTo | XARANKO

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Hey! I just finished my first jump map. It's an easy soldier jump map, divided in 3 courses ( Noob, Walljumps, Pogos) an 1 bonus. In total there are 47 stages plus the bonus one. If you find some bugs or some things you don't like, tell me, i'll do my best to fix them.

The [v1] download link is  http://www.mediafire.com/download/hd13s5gckkecvr4/jump_skull_v1.rar

Edit
v2 is out!
The [v2] download link is http://www.mediafire.com/download/ens56hc53eviioc/jump_skull_v2.rar
- added label on courses
- added light textures and relocated others to prevent dark zones
- fixed some triggers being too close to the end platform
- relocated some exits to be more visible
- bonus door no longer opens before finding all the secrets
- main door now open on proximity and button, remain closed after returning from courses (need to shoot button to open permanently)
- changed some jump difficulty and visibility.
- added teleport back on bonus course.

Thanks to Triga, Victor, pants, Dr. Heinz for feedback, it really helped!

« Last Edit: May 23, 2016, 04:52:03 AM by BoTo | XARANKO »


Victor

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-really confusing on how to get to the actual jumps from the spawn area
-should label the courses
-the little room with the course entrances has a door that doesn't do anything? (I'm assuming that's the door for the bonus, which is why you should label the doors)
-why do some jumps have "viewer platforms," seems useless (unless they're for the secrets?)
-why are there special labels on the first course (under the jump #'s) but none on the 2nd and 3rd courses? imo they're confusing to understand, so I would just remove them
-1-7 not clear on exit to next jump
-1-11 has invisible door to previous jump
-2-3 door to next jump shouldn't be the same color as the wall...
-2-13 doesn't really fit in with the level curve for the course
-all the doors to previous jumps on the 3rd course don't have the "exit" label, should be consistent with the other courses
-3-2 too dark to see the door to next jump
-3-3 is difficult to understand, make the button more visible at the start?
-3-4 needs better lighting
-3-8 might be just me, but the height of the ground is confusing to work with (again door shouldn't be same as the wall)
-3-11 tele triggers are very awkward
-3-12 is confusing, I assume it's a speedpogo?
-3-13 maybe raise the ceiling a little
-3-16 should be clearer on where the tele triggers end at the end of the jump (use a different texture?)
-door to spawn from the 3rd cp should be more obvious
-bonus: everything after the jurf section looks really confusing, is it supposed to be in multiple stages?
-bonus: should patch up the holes/ledges at the start so it doesn't look like you can go up there

Good map otherwise. ;D


BoTo | XARANKO

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-really confusing on how to get to the actual jumps from the spawn area
-should label the courses
-the little room with the course entrances has a door that doesn't do anything? (I'm assuming that's the door for the bonus, which is why you should label the doors)
-why do some jumps have "viewer platforms," seems useless (unless they're for the secrets?)
-why are there special labels on the first course (under the jump #'s) but none on the 2nd and 3rd courses? imo they're confusing to understand, so I would just remove them
-1-7 not clear on exit to next jump
-1-11 has invisible door to previous jump
-2-3 door to next jump shouldn't be the same color as the wall...
-2-13 doesn't really fit in with the level curve for the course
-all the doors to previous jumps on the 3rd course don't have the "exit" label, should be consistent with the other courses
-3-2 too dark to see the door to next jump
-3-3 is difficult to understand, make the button more visible at the start?
-3-4 needs better lighting
-3-8 might be just me, but the height of the ground is confusing to work with (again door shouldn't be same as the wall)
-3-11 tele triggers are very awkward
-3-12 is confusing, I assume it's a speedpogo?
-3-13 maybe raise the ceiling a little
-3-16 should be clearer on where the tele triggers end at the end of the jump (use a different texture?)
-door to spawn from the 3rd cp should be more obvious
-bonus: everything after the jurf section looks really confusing, is it supposed to be in multiple stages?
-bonus: should patch up the holes/ledges at the start so it doesn't look like you can go up there

Good map otherwise. ;D
thanks for the tips, i'm working to fix them as much as possible :-) the viewer platforms are in because i think that teachers can help lower skill soldiers without interfering with other people. The bonus door is on top of the dome, it should open only when all the secret are found... The other door in the room is for a possible timer trigger (not in yet). The bonus is in 3 stages (start, grey platform before surf, grey platform before bounce) and the hole is made for expert demoman so they can go directly on 3rd stage (Air pogo).
« Last Edit: April 27, 2016, 10:35:40 AM by BoTo | XARANKO »


BoTo | XARANKO

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just wanna have the first post. (lemme play and review)
Sorry to tell you but I'm the first one who posted here ! MUAHAHAHAHAHAHA (i love to destroy people dreams) ;)


pants

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I agree with Victor with most of those points. In general a few of the teleports on c3 are awkward i.e. you hit the end platform but you still can get teleported if you slightly touch the edge... Bonus is also confusing.

Biggest problem however is that its far too dark in like 75% of the map. Often can't see the exit doors or where you have to go without just guessing. I'd go back and add a heap more lights/light-textures.

- For example in some jumps you have plenty of lights/texts but they are shining away from where you need light, so think about where the light is going to hit.
« Last Edit: April 27, 2016, 07:19:27 PM by pants »


Dr. Heinz

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The bonus door is on top of the dome, it should open only when all the secret are found...
Opens up without finding any secret...
As well as the main door, you can also just touch the doors and the open up...

Might want to make a teleport back from the bonus.