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jump_cyskic

Finn91 · 11 · 1239

Finn91

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Hi everyone !

I'm here to share my new map, jump_cyskic. It's a map based around catapults and push, including awful sync for your pleasure.
There is 2 courses (originally 3 but course 1 was meh, start with B course), C1 is less sync based and easier than C2 but I hope you'll enjoy both anyways.

Map is almost done, spacing should be fine but feel free to tell me if you find something wrong ! (spacing or anything else btw)
Also C1 is kinda ordered but since I reworked some jumps, difficulty curve could be akward, and C2 is not ordered at all, share your jump difficulty order if you can please !

The map will be updated, I already plan to do some QoL adjustements, a new spawning room, add CP for last course, jump numbers when they will be ordered, etc.
I'm thinking about adding something to help with timing of very last sync (the sync on the glass pannel), if you've some ideas let me know


DL - Current version - https://drive.google.com/file/d/1JmTaPvgAmxVtg4vA5sf0aVIePHkq5Oak/view?usp=sharing
« Last Edit: November 01, 2020, 11:37:29 AM by Finn91 »


Zyphon

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Epic map so far, such cool and original jumps ^^

I dont know if you plan on changing the textures but  there's a lot of texture misalignment especially around the end tele door areas.

-The first jump of B doesnt have regen and also the wallpogo jump later on doesnt have regen
-For jump 1 it would be nice if you could still shoot a little higher after the indication to switch walls because by the time you see it you can't switch and there's just nonade so you fail..
-For C The jumps seemed to work well and felt good to hit and i appreciated the none satanic endings for some of them lol.
-Took me a while to figure out the prefire edgebug skip, so could be cool to have a sign saying prefire at that point so you know to prefire it then wallshot.
-I couldn't really figure out the last part of prelast but that's just me being bad.
-last doesnt really need help to time, the text that was in the jump actually helped with that a lot.

excited to see how this turns out it was a lot of fun once I figured out how to do the jumps !



Finn91

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Hey Zyphon, glad you enjoyed it and thanks for the quick feedback

I assume you're talking about C2 prelast ?
Intended way is to prefire x2, double pogo catch into wallshot, prefire and sync the wall, hit the catapult at top, catch up the x2 prefire and prefire x2 again and catch it. You can adjust your positionning on the 2nd push tho so it's not rng (or not too much) and prefire x3 if you're lucky (but the end is spaced for a good x4 prefire)

Maybe I should add an arrow towards the catapult ? I've always an hard time to make the jump clear for other people, it's much easier when you created it lmao


I'll also fix the other things you told me, thanks. Also what about the difficulty curve ?


Zyphon

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So after trying it again the B difficulty curve seems pretty good, only thing im not a fan of are the strafe walls on last, they are kinda awkward imo, maybe push the last two out a little bit if you want this course to be more fun rather than technical if not it's fine.

For C though the difficulty is rollercoaster lol.

pre last and last are a lot easier than some of the jumps earlier.
The ramp quint should probably be last imo It's pretty hard especially with stock and the end is really high. (RIP stock)

i couldn't really think of a good order, but i think this is a bit better than it is now (It's really subjective though, everybody will think different stuff is easier/hard especially because this style of map)
1,3,2,7,4,9,5,6,10,8


Bob Dynamit

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Hey Finn,

I thoroughly enjoyed course B! It was very fun ;D I think the jumps in B are spaced nicely. On most of them i couldnt find anything to complain about. However, C was a bit too crazy for my T4 solly jumping skills, which is why I cant give you much feedback there.

  • Regen missing on B1 and B8
  • (B1) and (C1): I think a simple tele for a way to go back to spawn would be nice for offline jumping
  • (B5): the 2x sync wall is angled a bit. It made the sync feel weird for me. Making it orthogonal to the bounce pad might be better. 
  • (B7): (this is very minor) after doing the 3x bundle you get teleported to a platform. As soon as you land you have to flick up a bit to see your rockets. I would prefer if I already looked to where my rockets are coming from. This would mean looking upwards slightly.
  • (B8): If i walk off i dont get close enough to the yellow part for the 2x (jumping off also felt awkward). I ended up having to sync on the bounce pad (and not on the yellow part) which was unintuitive.
  • (B8): I also disliked how you have to go for so much height on the wallshots. I ended up having to squeeze many wallshots on such a small wall, which felt awkward. Maybe this is just me though.
  • (C2): Very unintuitive that i had to land on a black surface. The "window" is where I thought I had to land. It took me a couple tries to figure out it had an invisible wall ( I think invis walls are always a bad idea)

Overall i think the difficulty progression in B is good as is.
« Last Edit: October 01, 2020, 10:12:57 AM by Bob Dynamit »


False_

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Played through the map, some feedback:

- B7 was really disorientating to play. I would have the fail trigger reset your view orientation, instead of having a trigger which you walk into to do so. Also, I just don't really like this jump idea in general, going through many teleports and launching yourself without knowing where to go, when to walking into the catapult, etc

- B9 there should probably be some glass to indicate the ceiling

I'm going to preface my course C feedback by saying I don't really like jumps with many different prefires, large syncs, or teleporting to other places. I tried most of them, but some just seem like a chore to learn.

- C1 the setup works surprisingly well, although some visible aiming markers on the glass at the top where you sync would help greatly

- C2 as mentioned before, the area where you land should be indicative of a texture where you should land. But also, wallpogo into timing it with a prefire is pretty lame to me, and I would imagine people would much rather just bhop/jump bug it

- C3 the hardest part for me were the initial wallshots; I had to use 2 rockets on the last wall to make it. The rest is just a quint at the end of a jump

- C4 I'm not really sure how you're supposed to use the blue catapults. This jump pretty much just revolves around knowing how to setup the prefire triple, the previous parts of the jump don't really interact or change in any way how you do the later part, and it feels pretty easy, so it can feel like a time waste to have to jump across just to try the prefire once

- C6 I didn't know the x4 platform was a catapult initially, otherwise seemed alright

- C7 is cool, but getting a good sync on the 2x ramp is somewhat awkward

There are some cool ideas going on, although I found course B much more interesting. IMO jumps with so many teleports and quint setups and prefires sort of just become the same type of jump, where you just have to learn the specific timings of the level rather. I feel like you could expand on catapult wallshots/wallsyncs, like in B3, 4, and 6.

Also if you're gonna be using tiles for everything, at least have them lined up!
« Last Edit: October 01, 2020, 11:42:10 AM by False_ »


Finn91

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Updated download link with rc2

I fixed the regen, added many faster reset if you fail the huge syncs, and fix most of misalignements (far from perfect but it's better)
Also did some changes to jump according to your feedback !

Quote
- B9 there should probably be some glass to indicate the ceiling

I'm not sure to understand what you mean here, there's a darker yellow texture to indicate that you're approaching the ceiling

Quote
- C2 as mentioned before, the area where you land should be indicative of a texture where you should land. But also, wallpogo into timing it with a prefire is pretty lame to me, and I would imagine people would much rather just bhop/jump bug it
It should be clearer now ! Also you shouldn't be able to bhop/jumpbug because it is phase floor. Just do quick wallpogo with corners :)

I think course B jump order will stay like that, I'm still waiting for more feedback concerning C course

Thanks for the feedback anyways False_ even if it's not your type of map (well at least Course C), it's appreciated


Finn91

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Updated to rc3, I don't think there will be another version unless I find a major issue
Just reordered course B, added cp, jump numbers etc
I'll post showcase soon


tev

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Fun map, could use some indicators for when to shoot (especially on c2 9, it feels pretty annoying to just guess)


Finn91

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Hey tev, thanks for feedback !

I could indeed add an indicator for C2-9, thing is you never have the same height depending of how you managed first part so I don't really know if I can do something convenient. Well I guess just texture vaguely an area could help anyways.

Glad you enjoyed it


Finn91

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