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fivecheeseburgers

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Download link https://drive.google.com/file/d/101dWNKoU-PPnPoNjTNiVKLam7veQEe7C/view?usp=sharing

Soldier intended
8 Jumps | 1 Bonus (T6)
T5 soldier
T3 demo

Map is basically done but feedback is always appreciated.
« Last Edit: March 21, 2023, 04:05:13 PM by fivecheeseburgers »


vantael

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My thoughts as a bad t5 jumper:


All the jumps feel very consistent and I didn't get a sense of any of the jumps working against each other in terms of map flow which is really good! Last/ the bounce jump/the ramp sync were fun jumps. Everything felt spaced really well too, the speedshots were perfect.

I like the idea for detailing it in a way that was like a research facility and the spawn area really sells that along with jump 2 and the earlier connectors but it feels like you got bored of detailing parts of the map.

Overall, I like the map and I think the map is pretty good but I feel like if you were to take another pass through the map that there are definitely small things you could change to help it and yourself really shine!

Jump specific stuff:

I cant tell if you want rockets working past the line or not but half the time my rockets are dissapearing, as well as on this whole wall in general. When it worked properly the jump was good




some indication of what this bounce is might be good, but the jump is fun and I liked doing it



I am not good enough to do this jump




certain spots had pretty harsh lighting which is a small thing but really enhance the feel of the map



Syphilis

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The bounces and speedshots are really epic. I think it would be cool if you used vscript to make the regen consistent.


spoc13

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Cool map! Biggest peve tbh is that the train cars aren't on a track  >:(

For 3, the rocket eating trigger can be moved to just block off the start - I assume you are trying to prevent tele-syncing.
https://drive.google.com/file/d/1_ghQbtfYlzNv91-ubdHLjr91ekwl5Zyj/view?usp=share_link
img: my suggestion for a solution to rocket eating triggers on 3. have vertical slices of the wall separated by where a rocket eating trigger is. Red is current location of trigger, orange is location of vertical slices of new trigger, blue is where wall should be split to show where triggers are/indicate what area of the wall you should be in for each rocket. Remember to keep the trigger wide enough (I think that's 32hu).

Not sure how to do 4, probably my own skill issue. I assume I have to build a quad but can't figure out how.

Bounce indicator is needed in 5, for the offline bois.

6 is so buttery smooth i love it and have no idea how it works

the only annoyance in 7 is that you have to stay horizontally aligned while building the sync. It feels inconsistent almost in the same way as the quad from escape. One solution would be to do what is done in jump_diamant and add a glass funnel to the bottom, you'd still need a good sync but then wouldn't have to worry if you drift a little (no one is going to stay straight there, especially those of us high-sensitivity jumpers).

Last is cool  8)


fivecheeseburgers

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Final version can be found here: https://drive.google.com/file/d/1Bgg8493hqLn0tywnHZf3Y43CpcLVdbm7/view?usp=sharing

8 Jumps
T5 Soldier |  T3 Demoman

Fixes:
-Made edgebug on prelast 100% consistent
-Can no longer cheat last using texture bug
-Fixes to harsh lighting on a few jumps
-Added game_text on jumps that needed it. (texture bug quint jump and bounce jump)
-Removed t10 bonus
-Small changes to regen in connecters
-Changed textures on jump 3 so it's more intuitive