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Jump Academy 2

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Tom

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Alternate dl link? The main one won't work



BQE

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IT'S HERE

I've been hyped for this since TOTH.  Can't wait to play it after work. :)


Klowwd

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Epic map, although I do miss the ctap practice on the old map.
9/10


John

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seras/roberto

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Dukezilent

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If this is not a Christmas miracle, I don't know what is. Such a great Christmas surprise! (although I kinda expected this)
Overall, an outstanding map that fixed virtually all the issues the previous jump academy map had. (dont get me wrong, it was good, but I can't wholeheartedly say it was a great map for beginners)
I was also pleasantly surprised by how the mappers considered offline jumpers as well.
However, there are few things I would like to point out. (if there won't be any updates to this map, rip this reply)

First off, due to the nature of how the official jump academy servers prevent players from noclipping or teleporting to a desired level of the map, I feel as if it's almost necessary to have an area near spawn where you can teleport to any part of the map, similar to jump_kin (I understand that this map is basically a joke) or the last part of jump_sketchy. I firmly believe that the staff members of JA had their own reasons to disable convenient commands such as noclip, but being able to go to any part of the map to practice and enhance a certain set of skills or simply to get more consistent at a certain jump is crucial to get better at jumping. There are other problems that are the very result of this issue. Take the 5th and the 7th jumps of the hard mixed course for example. Although I respect the decision to add these jumps (since a so-called quintessential jump map should at least have a couple of gimmick jumps that involve bounces), I am not interested in the slightest to do them and I am sure I am not the only one who feels this way. As a player, having the option to skip such jumps would be incredible. Now, I also understand that players like me can just play offline and the limitation to mapping might not allow this to work. This is just a suggestion.

Secondly, the hard pogo course could be improved. Please don't take this the wrong way, I think Syro is a great mapper, but I can't say I am a fan of this course. Every wall that you have to perform a downward/descent pogo on should show the rocket explosion decals to help the players learning the technique with their aims. It is possible though that my graphics config was just not showing them in which case please let me know. It also seems like the 7th jump has some issues because I got wallbug pretty often when I tried to do two wall downpogo. (so I just ended up doing one wall downpogo)

This is a bit minor, but I got the ramp slide bug particularly often on the last jump of the medium speedshot course. The bug wasn't that big of a problem for the rest of the map, however. I was wondering if it is possible to make it happen less often but in all honesty, I should just be using ramp slide bug prevention plugin.

Anyhow, great job everyone for all the hard work!
I haven't had this much fun running a map in a long while.
« Last Edit: December 27, 2018, 10:46:56 AM by Dukezilent »


Syro

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Secondly, the hard pogo course could be improved. Please don't take this the wrong way, I think Syro is a great mapper, but I can't say I am a fan of this course. Every wall that you have to perform a downward/descent pogo on should show the rocket explosion decals to help the players learning the technique with their aims. It is possible though that my graphics config was just not showing them in which case please let me know. It also seems like the 7th jump has some issues because I got wallbug pretty often when I tried to do two wall downpogo. (so I just ended up doing one wall downpogo)

The issue with explosion decals is the result of something that's unfixable. It's caused by a lot of the hard pogo course being propped. All of the lighting issues are due to this as well, since much of the map is propped in order to fit it into tf2's max map size.

You can use r_drawmodeldecals 0 to disable the decals.

Thank you for the compliment!


Dukezilent

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The issue with explosion decals is the result of something that's unfixable. It's caused by a lot of the hard pogo course being propped. All of the lighting issues are due to this as well, since much of the map is propped in order to fit it into tf2's max map size.

You can use r_drawmodeldecals 0 to disable the decals.

Thank you for the compliment!

That's really unfortunate :( But I suppose compromises need to be made when creating such an enormous map. I didn't know lighting was one of many issues the mappers were confronted with since you guys did so well with it. Anyways, thank you for taking your time to clear things up!
« Last Edit: December 27, 2018, 10:35:44 PM by Dukezilent »


AI

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We are actually hitting the edicts limit pretty closely as it is, so we cannot actually add all the 173 teleport triggers needed for doors in a level selector room and not have the server crash when it fills up with players.

Granted we could Stripper them away before anyone joins, but this would mean anybody running a server that wants to use this map would also have to realize this and do manually the same, which is not very reasonable.


Dukezilent

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Granted we could Stripper them away before anyone joins

My brain capacity is too small to understand what you mean by this, but it seems like my idea was only good on paper. I kinda expected this, but I still wanted to put it out there. I hope you can understand. Anyways, thank you for taking your time to explain everything.
« Last Edit: December 28, 2018, 10:28:14 PM by Dukezilent »


AI

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Stripper is an extension that can add/remove/change things on a map depending on a config file before it is loaded onto the server.


Klowwd

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I know that people have been finding minor problems with the map, so is this the final version? If not, could we get back the ctap training from ja1?


fishy

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it is not the final version, it is just our first releasable version. updates to come

as for the ctap thing, maybe. scotch will be redoing the spawn area at some point