jump.tf Forums
Welcome B)

jump_pathos

seras/roberto

  • Novice
  • **
    • Posts: 94
    • Frags: +0/-0
  • hello
    • View Profile
    • Steam
https://www.dropbox.com/s/m8y0fnq0f2t16p1/jump_pathos.bsp?dl=0
demo map, t5ish
theme inspired by the game SOMA, set in an underwater facility
first time making a linear map and first time trying to make a map that doesn't look absolutely garbage
POW

for level 3 as soldier, roof uncrouch bounce
« Last Edit: March 13, 2017, 06:48:26 AM by RBT »


minty

  • Novice
  • **
    • Posts: 77
    • Frags: +0/-0
  • smell me
    • View Profile

Dr. Heinz

  • needs to stop posting
  • *
    • Posts: 1036
    • Frags: +0/-0
  • Relax.
    • View Profile
Demo map.

Decent.
Only saw some minor texture thing. Textures glitching through eachother or 1 side being seethrough and the other side not.
« Last Edit: March 13, 2017, 06:49:25 AM by Dr. Heinz »


Superchuck

  • Proficient
  • ****
    • Posts: 413
    • Frags: +0/-0
  • y-you too
    • View Profile
now we need ethos and logos :thinking:
The Rat Master


879m

  • Proficient
  • ****
    • Posts: 402
    • Frags: +2/-0
  • Techa mengu, go!
    • View Profile
-i cant understand the map at the start, where am i on it
-dark rectangle on the glass at the end of the first connector
-at the end of jump 4 where the pipes touch the walls its bugged
-on the 5-6 connector, where the laser's cable attaches is bugged
-no hidden room behind the safe door in the 5-6 connector
-i think you need to something with prop render distance, they were always rendered for me which made looking in some directions very laggy
-difficultycurve.jpg
Spoiler (click to show/hide)
-gap in the texture light at the start of jump 1
-a line to show the tele at the top of 10 would be nice, as would lines for all the high teles
-at the start of 11, there is a incorrect texture on the wall next to the connector
-the glass platform on 14 is teleable from all sides, that's not very nice
-zip the file

the red ones pretty much prevent this map from being put on tempus

most of this is pretty nitpicky but if you want to put effort into a map this is what you get. fix those props though


seras/roberto

  • Novice
  • **
    • Posts: 94
    • Frags: +0/-0
  • hello
    • View Profile
    • Steam
-i cant understand the map at the start, where am i on it
-dark rectangle on the glass at the end of the first connector
-at the end of jump 4 where the pipes touch the walls its bugged
-on the 5-6 connector, where the laser's cable attaches is bugged
-no hidden room behind the safe door in the 5-6 connector
-i think you need to something with prop render distance, they were always rendered for me which made looking in some directions very laggy
-difficultycurve.jpg
Spoiler (click to show/hide)
-gap in the texture light at the start of jump 1
-a line to show the tele at the top of 10 would be nice, as would lines for all the high teles
-at the start of 11, there is a incorrect texture on the wall next to the connector
-the glass platform on 14 is teleable from all sides, that's not very nice
-zip the file

the red ones pretty much prevent this map from being put on tempus

most of this is pretty nitpicky but if you want to put effort into a map this is what you get. fix those props though
Thanks for feedback
This map was mostly an experiment to try out a lot of things in hammer that I've never used before.
I'm not going to be fixing anything in the map unless a MAJOR bug is found, I finished this map kind of early as I planned to make the whole thing over 1 weekend so I could focus on uni stuff afterwards since irl is pretty busy atm. I will however be happy to take any tips and will take into consideration any of these "nitpicks" for a future map that I might seriously dedicate any time to.

- The props in the map were a huge experiment and I probably won't ever be using them again, at least as much as I did in this map
- The difficulty curve is a common complaint but thats the result of having pretty limited time to making the map. I wanted to use some new things in hammer I've never used and try to make it look semi-attractive at the same time, so the creativity and creation of the jumps wasn't a huge priority
- In the future I will use a texture on every level to show how high the tele is like how I did on the last level, I just didn't think of doing it until I saw how annoying it was to go up beside a slanted tele and I wanted to get the map finished ASAP, which is why I only did it on last.

Anyway thanks for feedback and thanks for answering some questions I had while mapping :)
Like I said, I won't be updating this map unless a huge bug is found as I have other commitments; this map was basically just a big experiment for me to learn new stuff so I could actually make some decent maps in the future instead of the ugly trash that is my two previous maps. That said, I'm pretty sure it should be tempus ready in its current state.

ty for feedback :-)


Dr. Heinz

  • needs to stop posting
  • *
    • Posts: 1036
    • Frags: +0/-0
  • Relax.
    • View Profile
Mke, 879m also missed:

- The computers on the end of jump 2 are seethrough from the back.
- Start jump 5 left side of the pipe is bugged.

So yeah, all texture stuff.


879m

  • Proficient
  • ****
    • Posts: 402
    • Frags: +2/-0
  • Techa mengu, go!
    • View Profile
Mke, 879m also missed:

- The computers on the end of jump 2 are seethrough from the back.
- Start jump 5 left side of the pipe is bugged.

So yeah, all texture stuff.

dammit. also i didn't realise you made this in 2 days, this would fit right in with other jump jam maps so you did a pretty good job considering.




Dr. Heinz

  • needs to stop posting
  • *
    • Posts: 1036
    • Frags: +0/-0
  • Relax.
    • View Profile