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jump_irin

myria

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hey gamers its new map time again

soldier t3-4 map focused around strafe. this is my first attempt at making a soldier map and i am vastly better at demo so the spacing or jumps could be a little scuffed. ideally this map is decent to run.

the a1 is absolute barebones for a map, so im sure there's unintended cheeses and such but i moreso just want to make sure the jumps themselves are fine to solidify the map layout before i start doing anything more.

lmk any issues you have or general feedback on how it plays. should have another demo map on the way sometime too so fear not demo gamers

DOWNLOAD LINK (WILL ALWAYS HAVE THE LATEST VERSION):
https://tf2maps.net/downloads/jump_irin.15708/


Seere

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greetings, neat and straightforward jump ideas. I can def see some levels inspired by demo play.

feedback -

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move this wall higher up, it feels weird/unnatural having to purposefully go lower

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move this wall back, feels very cramped and punishes you for doing the level too well

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make this wall longer, as if you're going too fast you can skip it. also consider moving the gap back as well so the player has a bit more time to adjust and strafe between it

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this level is out of place because it is too easy. consider adding or changing it up to make it a little harder

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move this wall up as you can go too high and miss it

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move the ceiling up a bit, as you can bonk into it if your skip is too good

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for last, I really like the spiral strafe, but the beginning of the level feels very uncomfortable/strange. consider changing it

the rest of the levels were fine, should be a neat map for speedrunning


c00kie_

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(first post here, apologies if formatting is poor)

I heard a call for soldier gamers to playtest and I have arrived.

general feedback- most jumps are fun to play and are spaced well enough. couple outliers but for it being "absolute barebones" and a first soldier map it's very solid. transitions could use some work in areas but the ideas are there

level by level-

   1. fine
   2. fine
   3. good, but the ending roof is kinda weird. it seems like you're meant to be able to go straight into jurfing up the ramp but it doesn't work out. not really sure how to fix
   4. good, could raise the second skip plat but I think it's fine as is
   5. fine, obviously it's bare bones now but a marker on the first wall at the height the skip plat is would be helpful
   6. okay jump, but I'd lower/remove the wall where my crosshair is so its less annoying to hit the ramp in transition
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   7. I'd raise the skip platform very slightly
   8. I'd rework, right now it's very easy with just rj->pogo->wallshot
   9. okay
   10. agree with Seere here
   11. good, but the first skip plat could be pushed back/lengthened slightly
   12. I like the concept of a dropper strafe somewhere between spaghetti and uranium difficulty, but right now I think it's a tad too difficult compared to the rest of the map. I also agree with Seere on the first half of the jump

 :)


hex

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fun map, almost made me accidentally enjoy playing soldier.

I didn't really have any complaints besides getting confused/pranked by some of the a1 lack of detailing but I won't bother writing that out. I think I would disagree with most of the feedback above besides the one level that's way too easy. everything else I think is fine for a map like this, it's not hard to intentionally limit how high/fast you go in certain areas to avoid bonking something.