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jump_boogiewoogie

Chroosny

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First map, 10 jumps, soldier, T4 probably.
Looking for spacing feedback on the later jumps before continuing to detail, but any feedback at all is welcome.
Download(a_29): https://www.dropbox.com/s/6hehoeeut5dzjur/jump_boogiewoogie_a29.bsp?dl=0
Playthrough: https://www.youtube.com/watch?v=lqZbfDw-M2Y
New jump 09 https://www.youtube.com/watch?v=xcL29QEGS-M
« Last Edit: February 12, 2022, 04:57:37 AM by Chroosny »


Finn91

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Hello

Very solid map, I really like it !

I'll speak about all jumps even if you asked  for feedback concerning laters jumps

Jump 2 - You probably know that but you can ctap instead of speedshot, probably not an issue tho
Jump 4 - The first sync feels a bit too harsh if you don't ctap, rest is good
Jump 5 - I don't know if you looked after cheats ways but I'll mention them : you can use the pillars near the sync platform
Jump 6 - Took me ages to notice the auto edgebug thing, I don't know how you can make this more obvious tho, the rest is fine
Jump 7 - The spacing of this jump is good, It just took me ages again to notice that you can use the wall at the end, and only noticed the first wall after watching your video. 1st wall has a really similar color than the pillar, you can maybe make it stand out from the wall and texture it with somethign else?
Oh also you can currently just triple this jump and it's really easy
Jump 8 - The sync platform is very small and kinda close so it's often akward to sync
Jump 9 - I don't know how to feel about this jump. I like the idea but it ends up being a bit boring to do, the first part is just a ctap (I assume it's possible without but it's mega aids then) then you wait... strafe weirdly out of the tunnel and do the wallshots. Just an idea but I'd prefer like a jump off strafe into a big fan that would push you up into the wallshots (with still some shenanigans strafe to the wallshot part), it would feel better imo
Jump 10 - It's fine but Idk how useful is the jurf? I was trying to triple rampsync because again you end up waiting for "nothing" ? Maybe it's awful without the jurf part but that was just my feeling (I had to watch the video to understand)

Despite that the map was really cool to play, looking forward for the updates


Hass

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Hi, neato map, I especially liked last.

Jump 4, I agree with Finn, the 1st double is too harsh for sure.
Jump 5, add a backwall to aim at on the triple platform so that the walls don't eat your triple sync.
Jump 8, same as above, add a backwall for the double.
Jump 10, extend the end ramp a tiny weeny bit to fit in for faster ss. I'm not sure what Finn means by the jurf, I'm not sure how he did the jump without the jurf. Also, I bugged the jurf just once near the end of it, you might want to fix that especially since it's the last jump.


Chroosny

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Thanks both for the feedback! Really appreciated :)

small update (a_12): https://www.dropbox.com/s/7joz0fwhvk3b0mt/jump_boogiewoogie_a12.bsp?dl=0

4: closer first sync distance, jump is now fun which is usually good.
5: nogrenade pillars (though map still cheatable in general as of yet) and backwall added.
7: exchanged texture of "pillars", not final probably be changed when detailing further. I might alter the connector and platform to make the triple harder to set up, I'll see.
8: pushed sync plat slightly further and backwall added, tighter finish as a result also.
10: bigger sync-ramp for fat speedshots.

comment:

2: ctap was known and I'm fine with it.
6: I'll have to add a question mark thingy at some point explaining the autoEB  for sure.
9: Ctap is indeed the intended method, I don't know if a normal rj is possible, not from my testing anyway. I agree with the flaws of the jump, it's a bit boring to wait to walljump but it's at least consistent. More interesting options (wallshots in the vent or upward ramp sync, sync catch and whatnot) made getting a consistent setup harder and quite complicated to playtest for me. As a result the jump is sadly a bit of a compromise. So unless people think the jump really diminishes the map I'll leave it as is probably.
10: I guess I could just have the ramp to sync on directly after the ss, but having the first jurf gives time to judge your speed and aim your 1st rocket and the second jurf (or first ramp) slows you down. It might be a convoluted way of doing a simple ramp sync but I find quite satisfying to have to get a fast ss and a good sync on this jump.
As for bugging on the last ramp jurf  I don't really know what could cause it, are there resources to make ramps bug-proof? Never had a problem in tf2 with rampbug plugin or momentum mod.

Gonna start detailing the whole map to the level of the first three jumps if nothing else comes up.
« Last Edit: August 13, 2021, 12:49:58 PM by Chroosny »


Chroosny

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a14 update: changed jump 9 after all, to make it less boring.


mazlli

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This is going to teach me all the cool jazz techniques on piano, yes?


Chroosny

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This is going to teach me all the cool jazz techniques on piano, yes?

100% guaranteed yes  :)

update to a25: https://www.dropbox.com/s/v0hh993ufo5z8j8/jump_boogiewoogie_a25.bsp?dl=0

Just finished detailing and adjusting jump 9 some more, the map is finished unless there is any feedback.


Finn91

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Hey

Spoiler (click to show/hide)

Small texture miss-alignment on jump 2

I advice to take a look at this post https://jump.tf/forum/index.php/topic,3276.0.html and make changes accordingly if you want your map to be added on Tempus at some point

For example you have some nonades that could be annoying for demomen

Spoiler (click to show/hide)

Here on jump 6. Soldier could also use the non-nonade area

Spoiler (click to show/hide)

This tele isn't an issue for Soldiers, it could be for Demo

Don't be like me and maybe try to get some demo player to test your map to avoid potential issues like these !
For example on jump 9, the low grav might be boring for demo since they want to fly low into the hole, but doing this they don't have enough momentum to make it to the next part. I don't know if you need to change that, but yea maybe ask demo players

Spoiler (click to show/hide)

Change this :)

That could be dope to have some boogie woogie song played near the piano at the end ! jump_kpop plays some music if you want a map to look at for that

I think that's all for me, you did a really good job, certified banger map


Chroosny

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Thanks a lot for the continued feedback!  ;D

a27 update: https://www.dropbox.com/s/zb32ho0u69v7ouy/jump_boogiewoogie_a27.bsp?dl=0

changed:
- jump 2 texture misalignment
- jump 6 made nonade 1 unit and extended for soldiers
- jump 7 made a lower demo tele and higher soldier tele
- capture point stops praising Oatmeal
- added boogie woogie to the piano

to do:
-more nonade checking for demo


mazlli

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am love piano

here's a compilations of stuff  i would change/consider, i tried to avoid what other people have already said too

https://imgur.com/a/6mURDbB

also you would not believe how many rampbugs i would get on jump 10, i don't run rampfix plugins offline so i can't say too much about it. there were times where my speedshot was too fast to properly land on the surf, bit but you can easily adjust yourself. setting up the ramp double still feels very weird though but its nothing too hard

overall the map has some weird quirks to it, but makes for a very decent first map, good job!
« Last Edit: January 21, 2022, 01:42:49 PM by mazlli »


Chroosny

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Back after a hammer break! Thank you for the input :)

a29 update: https://www.dropbox.com/s/6hehoeeut5dzjur/jump_boogiewoogie_a29.bsp?dl=0
jump1: bigger texture scale
jump2: aligned metal texture
connector 2-3: put flush clipping
jump6: better anticheat
jump7: fixed nonade
jump8: fixed nonade also

feedback response:
jump3: I don't mind having places to stand, it can't be exploited as soldier as far as I'm aware and it makes it easier for demoman.
jump7: I find intended more consistent and the difficulty of the jump is mostly the end strafing and not bonking your head, so it doesn't bother me too much.
jump9: https://www.youtube.com/watch?v=xcL29QEGS-M go for height with the first wallshot, and as early as possible and the spacing should normally work out.

Yeah my offline jump pack broke a few months back and oh boy the rampbugs on last...