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jump_ruelee

RueLee · 10 · 1168

RueLee

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jump_ruelee
By: RueLee

Hello Everyone! I would like to let you know that this forum message was originally released last year. Sorry about this, but I didn't have time to compress everything. Please take some time to review and give your feedback. Enjoy!

a1:
Changelog:
-Added Start and Finish Timer
-Extended jumps for Bonus 1
-Rearranged few jump courses
-QoL Improvements
-Fixed missing player clips from the connector 10 to 11

a2:
Changelog:
-Rearranged Jump 5, 8, 10, 12, 13
-Added optimization
-Demo now ignores tele triggers in Jump 12 to give them a chance to shoot the buttons
-QoL Improvement

a3:
Changelog:
-Remodeled resupply cabinet
-Added a Soldier Memorial Statue  ;D
-Rearranged Jump 12
-Added regen to some connectors
-QoL Improvement
-Fixed few letters

a4:
Changelog:
-Added few left jumps
-Changed few textures
-Removed few cubemap surfaces
-Modified Jump 13

a5:
Changelog:
-Changed few textures
-Rearranged jump 3, 5, 6, 10, 14
-Added another easter egg...
-Optimization improvement
-QoL Improvement
-Removed flicking light in Jump 5

a6 (Final):
Changelog:
-Retextured few surfaces
-QoL Improvement

a6_fix_v1:
Changelog:
I decided to make changes to my map due to my personal concerns about the jump itself and the difficulties. Hopefully, this makes it much easier now compared to the previous version.

Note: Tempus will not update to a new version unless otherwise noted.

-Jump 2: Supports both left and right teleport location
-Connector between 3 & 4: Moved the sloped ceiling further back for speedrun consistency.
-Jump 4: Covered everything with regen.
-Connector between 7 & 8: Removed the wall on the doorway for more speedrun consistency.
-Jump 10: Added whitelight corner speedshot and moved the second wallshot a little further back, both left and right.
-Jump 11: Extended two wallshots together and elevated the first wall.
-Cleaned up VPhysics error appearing in the console once the map finished loading.


Linear Map:
Solly: T4
Demo: T3?
14 jumps, 2 bonuses

Download:
http://www.mediafire.com/file/96gqo731y8prr2m/jump_ruelee.bsp/file - Original
http://www.mediafire.com/file/dpzjs6041l9bx7q/jump_ruelee_a1.bsp/file - a1
https://drive.google.com/open?id=1RV4SHvHG5NB2BlJbRA_gsrZLzaUQzQEf - a2
https://drive.google.com/open?id=1LsqBNxcI26hcdEkmpbdMe1roT9YMtFW4 - a3
https://drive.google.com/file/d/12stTiFN6G37GtHjOPLUO4q-itst1O90-/view?usp=sharing - a4
https://drive.google.com/file/d/12NsdDAL9zJBJocBMLd_hkGIm43R1kJ4G/view?usp=sharing - a5
https://drive.google.com/file/d/1DCrlsCfcgJ7ee5OldNQaVVSIbn2wtAK4/view?usp=sharing - a6 (Final)
https://drive.google.com/file/d/1Zoxgj-UO0jFuEzdwxElieYVNWnxssFN7/view?usp=sharing - a6_fix_v1 (Optional)
« Last Edit: June 25, 2021, 01:43:46 AM by RueLee »
AYAYA


plep

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Here's my feedback.
  • On level 5, I highly encourage you to remove the flickering light and have a consistent light instead. This kind of gimmick is cool for environment but not for a primary light.
  • Might want to put regen in connectors.
  • There is no tele at the end of both bonuses to take you back to CP room.

Other than that, the map is fine :)


RueLee

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a3:
Changelog:
-Remodeled resupply cabinet
-Added a Soldier Memorial Statue  ;D
-Rearranged Jump 12
-Added regen to some connectors
-QoL Improvement
-Fixed few letters
AYAYA


RueLee

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a4:
Changelog:
-Added few left jumps
-Changed few textures
-Removed few cubemap surfaces
-Modified Jump 13
AYAYA


Lopez

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Jump 3 needs spacing work, its far to difficult considering how early it is in the map. I was only ever able to hit this jump if I got a random bounce
   If its supposed to be a single skip, the ending feels too far away
   If its supposed to be multiple skips then the platform feels too short
   
Jump 4
   The wall texture was confusing at first, its the same texture that was used as a shootable wall earlier but its nonades on this jump
   
Jump 5
   Get rid of the flickering light.
   The texture inconsistency from jump 4 made the walls after the wall climb confusing at first
   
Jump 6
   The second wallshot wall is very strange, I never used the back portion of it. The wall is so short that by the time you wallshot on it you almost always bonk, and even without ctapping I always just skipped that part.

Jump 7
   The spacing of the skips was odd. The first skip is fine, but I found that I would always fly over the second
   
Jump 8
   It was possible to touch the tele while still standing on the sync platform
   I would highly recommend putting a func_invisible brush on the white portion above the triple
   
Jump 10
   More confusing texture inconsistencies, there is no indication of when the wall becomes nonades
   
Jump 14
   It seems like the tele is more than 1 unit off the ground, I often got launched forward after being teled
   The spacing for the ramp feels tight, like I had to hit the jump in a specific way in order to have time to line up the sync.

Bonus 2
   The tele is more than 1 unit off the ground, pretty sure that makes it so you don't jump if you hit the bhop late which makes it tough to time
ultimate hammer mapping tutorial here


Finn91

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Hi, here's my feedback !

jump 3 -> Like Lopez said, it's a bit too hard for an early jump, you need really good speed and angle to do it and it feels far harder than previous and some following jumps.

Jump 5 -> I also got confused at first,  I was thinking I had to pogo and I couldn't use walls when it's actually useless to pogo and you only have to wallshots.

Jump 6 -> I think it's fine like that, even if you can skip some part of the last wall, it's still useful sometimes if you did an average start

Jump 7 -> Same as Lopez said

Jump 10 -> Maybe playerclip the wallshots ? End of the jump is consufing  when you first try it, like you have a forward arrow so I assume I have to take speed and use walls or idk, and actually nope it's a turn over and you don't need speed at all

Jump 14 -> Indeed timing for the ramp is tight, maybe lower it and move it a bit further ?
I also ran out of ammo sometimes on the ramp


Anyways good looking map and fun jumps, really good job !


RueLee

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I apologies for any inconsistencies I made. Will fix any necessary issues if possible. :)
AYAYA


RueLee

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a5:
Changelog:
-Changed few textures
-Rearranged jump 3, 5, 6, 10, 14
-Added another easter egg...
-Optimization improvement
-QoL Improvement
-Removed flicking light in Jump 5


RueLee

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a6 (Final):
Changelog:
-Retextured few surfaces
-QoL Improvement
AYAYA


RueLee

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a6_fix_v1:
Changelog:
I decided to make changes to my map due to my personal concerns about the jump itself and the difficulties. Hopefully, this makes it much easier now compared to the previous version.

Note: Tempus will not update to a new version unless otherwise noted.

-Jump 2: Supports both left and right teleport location
-Connector between 3 & 4: Moved the sloped ceiling further back for speedrun consistency.
-Jump 4: Covered everything with regen.
-Connector between 7 & 8: Removed the wall on the doorway for more speedrun consistency.
-Jump 10: Added whitelight corner speedshot and moved the second wallshot a little further back, both left and right.
-Jump 11: Extended two wallshots together and elevated the first wall.
-Cleaned up VPhysics error appearing in the console once the map finished loading.
« Last Edit: June 25, 2021, 01:44:28 AM by RueLee »
AYAYA