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jump_bolean

Seere · 14 · 1663

Seere

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Greetings.

jump_bolean - 15 levels, 1 bonus

T4 Solly map

T3 Demo map

It's my first time making a map, so any comments and feedback would be greatly appreciated. I have already had this play-tested by a few people, so most small kinks have already been dealt with.

changelog and notes rc2:
-removal of all demo specific teles from solely syncs and speedshot ramps (would make it much more enjoyable for demo speedrun)
-change solly tier to T4-T5 after receiving feedback, I suck at tiering maps
-demo tier will remain at T3
-level 10 and level 14 are made in a way that you can take your time and slowly wallpogo them, but the preferred way is via wallshot
-shortened level 10 a bit
-made ramp on level 12 slightly longer, and lowered the end platform slightly
-level 13 (the quad sync) changed the middle glass platform to illusionary + playerclip, so rockets can go through it
-moved up the platform at the end of jump 15 slightly, makes jump slightly less rng when you miss the platform by a hair every time
-level 17 (just for clarification) is a sync catch on the nadable wall, where you first fall down and aim up and shoot at the nadable wall, after being teleport back up, fall onto the rocket to catch the sync
-all nonade walls for demo will be made nadable except level 17

changelog and notes rc3:
-made ceiling for 15 higher
-made ceiling for 10 higher (made it generally easier)
-extended second wall on 16 slightly
-added jump 18, a quad catch (as ending on 17 was rather anticlimactic)

changelog and notes rc4:
-overhauled bad jumps
-removed 16 & 18
-made 17 into a bonus
-greatly improved spacing
-fixed textures that were not standardized with/without nonade

changelog and notes rc5:
-changed the stuff Boshy and Wicked pointed out
-kept lvl 11 speedrun strat, as if you fail it you just fall and do the sync regardless, so a minuscule amount of time is lost if any trying it

changelog and notes Final:
-textured the map
-removed a really dumb strat on one of the levels that was not fun to go for


ok, its really done this time I promise... all feedback from when the map was on the testing server has been added.


OLD link - version rc https://www.dropbox.com/s/xwem5cs6ou46dss/jump_bolean_rc.zip?dl=1

OLD link - version rc2 https://www.dropbox.com/s/p07b6ve95mz5vzy/jump_bolean_pre_final.zip?dl=1

OLD link - version rc3 https://www.dropbox.com/s/zj485fnd2ffip5j/jump_bolean_rc3.zip?dl=1

OLD link - version rc4 https://www.dropbox.com/s/h490v7tm8lvwyms/jump_bolean_rc4.bsp?dl=1

OLD link - version rc5 https://www.dropbox.com/s/9ygvtobdo6phkru/jump_bolean_rc5.bsp?dl=1

LATEST link - version final https://www.dropbox.com/s/0r2ytp6p14prbgs/jump_bolean_final.bsp?dl=1
« Last Edit: November 13, 2022, 05:57:09 PM by Seere »


879m

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damn jump 10 hits you from outta nowhere, feels like the hardest jump to me
bit annoying on 14 how the nonade punishes you for wallshotting well and going high

rest is fine, some of the spacing felt a bit weird though. might just be me being washed on sol but felt pretty hard for a t4.

making random platforms tele for demo doesn't automatically make it better for demo. get rid of the filtering stuff imo, especially on the quint jump

a few misleading textures in there, it's important that nonade textures are very obvious, there's a couple places that you can shoot it. there's also some textures which are nonade but usually aren't
i think it would be good if you made the first 9 jumps course 1 and the rest course 2, there's a clear step up in difficulty there


Finn91

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Hi there, here's my feedback

https://imgur.com/a/m2r64A0

Lot of good ideas, map is fun

I still don't know what to do on last, I bet it's a texture bug but I didn't have the patience to do it
This is definitely not t3 as I mentionned in my feedback, I don't know if it's t5 tho, tiering is kinda hard isn't it ?

Nice work man


Seere

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Thanks for all the feedback, all suggestions will be considered and most will be implemented! :)

*note* I've gotten very used to the jumps, as I've practiced them countless times, so my tier ranking of this map seems to be lower than the actual difficulty lol
an example would be level 10, as after a lot of practice I can just wallshot through it.


changelog and notes:
-removal of all demo specific teles from solely syncs and speedshot ramps (would make it much more enjoyable for demo speedrun)
-change solly tier to T4-T5 after receiving feedback, I suck at tiering maps
-demo tier will remain at T3
-level 10 and level 14 are made in a way that you can take your time and slowly wallpogo them, but the preferred way is via wallshot
-level 17 (just for clarification) is a sync catch on the nadable wall, where you first fall down and aim up and shoot at the nadable wall, after being teleport back up, fall onto the rocket to catch the sync
-I would preferably want a bit more feedback on level 10, as I personally don't see a problem with it
-all nonade walls for demo will be made nadable except level 17
-level 13 (the quad sync) I will change the middle glass platform to illusionary + playerclip, so rockets can go through it

*again thanks everyone for the feedback*


Finn91

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On 6, that could be nice to move the tele_destination closer to the wall
On 15 the ceiling killed me sometimes, maybe raise it ?

After more playtesting, I still think 10 is for me the hardest jump of the map, and  it will be for many people. The transitions aren't so free and it's also very long (not so long but compared to other jumps). The jump in itself is fine, it just feels missplaced difficulty-wise.

I know that difficulty is very subjective but for example here is my jump difficulty order (starting to j10, j1-9 are as 879m said really easier)

11/13     
16
17 (tele height makes much more sense now that you told me intended way lol)
12/14

15


10

It's your map and you do whatever you want with it, but I don't think most people will enjoy 10 as it is currently. I get what you're saying by learning the jumps, I was struggling a bit with 16 at first and now I find it quite easy (and very cool), I learned how to do 15 as well (jump is still hard, you need a powerful triple) but 10 isn't learning the jump, it's learning a whole skillset. Since map is fully connected I imagine you don't want to reorder the jumps, you could just make these transitions easier, like extend each part by 32 units so there is still a 64 units gap, Idk

Spoiler (click to show/hide)

It shouldn't affect much the fast way since it's principally height control, and I'd say this would make the jump more fair for us, filthy casuals. But yeah waiting for more feedback is probably the wiser

Anyway looking forward for more updates


Seere

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Latest version is now available! Please share any feedback you may have.


Hass

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Hi, nice map.

Jump 10, add playerclips so you don't bonk the side of the walls, this jump doesn't fit, it's way too hard, maybe making the roof a couple squares higher would make it easy enough that it fits
Jump 13, you can (haven't managed it but my strafing sucks) skip the quint with strafing and then ctap double, this would be a really awful strat so just make sure it isn't possible
Jump 14, I easily overshoot the wallshots height wise by a lot
Jump 15, the roof is way too low, the end is way too far, make the end perhaps 10% closer
Jump 16, the 2nd wallshot is way too low, I easily overshoot it even with no ctap sync
Jump 17, this jump ruins the whole map for me, it just looks like something from attached, not fun at all, especially if want to speedrun the map then you have to get lucky on a catch and then wallpogo, also it just doesn't feel like a last jump at all (sorry for sounding harsh I'm bad with words)

I'd make 17 a bonus and swap around 15 and 16, 15 feels like the perfect last jump to me. I personally wouldn't speedrun the map knowing 17 exists and maybe that's true for some others.

If you want, @ me on tempus discord and I can stream it via discord, that would be much better than words.
« Last Edit: January 08, 2022, 08:01:36 AM by Hass »


Seere

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Latest and possibly final version now available  8)


Seere

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Greetings again after half a year. I fixed this map, as lots of jumps were quite bad. Thanks, to those who helped test it and for all feedback provided. The latest version is now available!


Finn91

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Nice changes, cool to see this map back from the deads

Only things I noticed is on jump 8 you can ctap double directly to the end, and there's might be some (dumb?) strats on last because the ramps are shotable, maybe it's fine tho. I'm no speedrunner so I can't really tell for any connectors strats, but the jumps themselves feel more fair now (especially 10!)

Good map !


Boshy

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Cool map, tested it on stream. Some things I'd change in terms of spacing and jump design but it's probably easier to just see me do things rather than trying to describe it here.

Here is the VOD with the timestamp if you are interested: https://www.twitch.tv/videos/1625280008?t=0h38m10s


wickEd_

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Hi, I liked the map. These are my feedbacks:

- Level 6: This is a weird thing with source engine or something because you can randomly hit your head with the upper platform when sticking to the wall after the sync, to prevent this I usually add a 1 HU player clip brush next to both. Same can be applied to other jumps with the same concept
Spoiler (click to show/hide)

- Level 8: This brush is part of the other side of the glass but texturing wise asymmetric to the other side with func_nogrenades
Spoiler (click to show/hide)

- Level 11: Probably a speedrun strat but you can skip the sync if do this wall jump right
Spoiler (click to show/hide)

- Level 14: End of jump has a nodraw texture on top
Spoiler (click to show/hide)
. Also if not intentional, you can tele sync or triple sync this level https://gfycat.com/scrawnygoodbaboon

- (optional): You can add an observer point entity for the welcome screen
Spoiler (click to show/hide)
. Reference:
Spoiler (click to show/hide)


Seere

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Thanks, boshy and wicked for the pointers, I updated the stuff you both talked about.


Seere

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The map has been on the test server for a while now and I think I got enough feedback to push out the _final version, textured and all.