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I need some testers for my map

xlxvs · 6 · 1120

xlxvs

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Hello, so for the past couple of months, I've been working on a soldier jump map called Apparition. I'm wrapping the map up now, all I need to do is do some more optimization, fix a few things and I need some testers to play test the map to find bugs and cheats. If your worried about what I stated about adding more optimizations, my computer is pretty old and not a powerful computer by any means, so you should be fine and have no problems running the map. If not, then I'm sorry. The map is made for soldiers and is a T6. There are two courses. The map is compiled in HDR and is using RAD lighting, so I need your input on gameplay, how smooth it is and if you are getting any lag. There are some jumps which I know that a lot of people will not like, such as a one wall downpogo and a couple of other relatively hard height control based jumps. The first course of the map holds a good amount of speedrunning strats, the second course doesn't and I would like to keep it that way. The second course is not meant for speedrunning. I don't currently have a video showcase of my map so sorry. Lastly, I want to be able to have my map uploaded to tempus, so if Scotch is the correct person, tell me what I have to do to have apparition uploaded to tempus.

Things I need help with testing:
-Seeing if the last jump on the map can be easily cheated with a ctap (Intended is a triple sync in a double ramp sync).
-Gameplay, any FPS drops, laggy or basically if the map is hard to run on your computer.
-The jumps and what I should change/modify on the jumps.
-Any cheats and wallbugs.
-Any map bugs.
-Visual bugs such as water etc.
-Playing the map and telling me what your thoughts and opinions are and what I can do differently, fix, change, and modify.

If you have any questions, concerns, please let me know in this thread or add me on steam.

Thanks - xlxvs

Map Download:
https://dl.dropboxusercontent.com/s/gbg3z368o2lfdq0/jump_apparition.bsp
https://dl.dropboxusercontent.com/s/gbg3z368o2lfdq0/jump_apparition.bsp
https://dl.dropboxusercontent.com/s/gbg3z368o2lfdq0/jump_apparition.bsp
https://drive.google.com/uc?id=14BXEPhHNyuI4oLTIi4BrQWsLzWWu8y3j
« Last Edit: October 07, 2018, 02:08:07 PM by xlxvs »


LJ

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Hey,

I didn't have any fps drops or lags. I don't think the map is T6, imo the first course is T3 and the second course T5.
Visually the maps looks pretty good.

Below are my thoughts on the individual jumps:

Spoiler (click to show/hide)


Virus

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Here's some things that I found:
Spoiler (click to show/hide)


xlxvs

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Alright, thanks LJ for letting me know about all of the things you stated. And I didn't know that it isn't possible to do a ctap in water, my bad lol.

So I fixed and modified everything you told me about except for,
Quote
1 5: looks like intended is with a sync, but you can make it without one (don't even need ctap)
Quote
2 2: bit of an awkward ss because you have to get a lot of height from it, so you could loosen the spacing a little bit, but it does work the way it is rn
Quote
2 4: can be cheated with tele sync, also you could change the position of the wall a bit, since rn you only really use the top left part of it and the rest of it is kind of useless

So for 1 5, I made that jump so that there is no intended way to do that jump, I wanted there to be multiple ways to do that jump.

For 2 2, I think that it's fine the way it is, but if I get more telling me something I should do with that jump, then I'll modify it.
I kind of like it the way it is now.

For 2 4, I couldn't understand what you were saying about the position of the wall, how you only use the top left part of the wall and the rest is useless. I understood what you said about how you can cheat the jump by doing a tele sync. If you could, please tell me what you meant about the walls position and also about which wall you only use the top left for and the rest of it is useless.

CHANGES

Everything else I modified. For 2 11, I extended the ramps height and made it directly above the water using the vertex tool if that's you meant here
Quote
You could solve both of those things at once by just extending the diagonal bit further.


For the last connector, I made it so you can surf on the ramps, I just need to see if I adjusted it to the correct angle.


For 2 10, I had the right side glass wall's lightmap scale set to 2048, I think that was causing the visual bug. I'll test that In a minute

On jump 2 8, I brought the last syncs wall down 512 HU making the walls height 6112 HU.


On jump 2 6, I changed the texture of the wall that you can shoot, I also removed the 3rd pogo platform.


On jump 2 5, I extended the blue pogo platform 256 HU.


For jump 2 3, I removed the arrow and made a texture trail that you follow using the clipping tool.


On jump 1 10, I moved the glass back a bit so you don't end up on the wrong side.


On jump 1 8, I retextured the walls with nogrenades to a light dev texture shade.







xlxvs

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Thanks for the help Virus! I fixed all of those things you took a screenshot of except for the picture with the corners that are lit up. I think that that's fine the way it is. Also, the reason why the white lighting textures you said were slippery is because the surface property of that texture is set to glass, if you walk on them, you'll hear the glass walking sound. Thanks again for helping me out! Much appreciated!


xlxvs

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I've just updated the map with all the fixes LJ and Virus told me about. If you find anything else let me know.