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jump_casual

Lecter

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Hello,

Since I consider the map feature complete, it's about time I make it publicly available. This is my first map. I hope you enjoy.
 
jump_casual is an air strike soldier map inspired by jump_competetive but in stead of focusing on 6s maps, takes jumps from casual maps.
The map has 9 jumps + 2 bonus jumps (initially had way more ideas than would fit so a sequel is due at some point).

I don't know enough about tiering maps to properly assign it a tier. It's probably t2-3 though.

Grab the map here [edit: updated to a5, ft. fixed z-fights, air strike functionality baked into the map and better solly overheal/tickregen
edit 2: a6 has more zfighting fixes and other such small changes]:
https://drive.google.com/file/d/1jIPlr-J9bYkqF6trkbtpYxstsUBGsqJB/view?usp=sharing

A showcase is available here :

Special thanks to Noot, Cen and those who tested it early, your feedback has been massively useful.
« Last Edit: July 24, 2023, 06:56:51 AM by Lecter »


hex

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It's worth noting that the reason most other airstrike maps use triggers to give other launchers airstrike properties is because most servers run item restrictions to prevent people from using airstrike on normal maps. So by not doing that your map probably won't be playable on many servers. If you don't care about it getting added to servers that's fine too, just pointing it out.

You should add tick HP regen: https://jump.tf/forum/index.php?topic=3205.0

Also, at the very least you should fix all of the z fighting (like this: https://i.imgur.com/9eUvVI1.png ) because it looks very bad. That happens when you have 2 visible brushes exactly overlapping. In this case from eyeballing it, it looks like you have an orange world brush for sealing and a displacement for aesthetics? You should just sculpt the displacement and push everything either a little higher or lower than the orange brush so they're not exactly overlapping. This happens on quite a few jumps towards the end and is really easy to fix

There's also a weird visible playerclip brush at the end of the same jump that screenshot is from, most likely some sort of brush entity but playerclip should always be a world brush, you can just ctrl+shift+w when selecting it to destroy the entity and revert it to a world brush

Besides the technical stuff, my main complaint with the map is the plethora of random teleports, clips, displacement physics, and nonade that cover basically every jump. It really does ruin the idea of airstrike when you feel like you're fighting the map and trying to randomly guess what to actually do. Given that this is a "real tf2" jump map like competitive that sort of stuff is almost a given unfortunately, but if you wanted to spend a bunch of effort cleaning it up, as well as adding some more indications to things (like a func_illusionary overlayed with nonade or something to indicate where you cannot shoot) I think the map could benefit a lot from that. As it is right now I would say that the map is impossible to play for the first time unless you have a showtriggers toggle bind.


Lecter

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It's worth noting that the reason most other airstrike maps use triggers to give other launchers airstrike properties is because most servers run item restrictions to prevent people from using airstrike on normal maps. So by not doing that your map probably won't be playable on many servers. If you don't care about it getting added to servers that's fine too, just pointing it out.

I'm not opposed to adding it, but I could not find much about it when I tried looking into it. Would you be able to provide a link to (i assume a prefab of some kind?) some resource I might use?

For now I've added tickregen and fixed the z-fighting. I'll upload a new, final version once the air strike functionality is in


hex

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i don't think any prefabs exist but you can decompile an existing map that uses one with bspsrc ( https://github.com/ata4/bspsrc/releases/latest ) and copy the relevant entities into your map.

if you want just airstrike you can look at jump_lotus, but alternatively you can look at jump_a which just increases firerate to airstrike speed which makes things more consistent. probably not necessary for this type of map but it is an option


Lecter

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i don't think any prefabs exist but you can decompile an existing map that uses one with bspsrc ( https://github.com/ata4/bspsrc/releases/latest ) and copy the relevant entities into your map.

Ohh cool I already have bspsrc since that's how I decompiled the valve maps to modify for the map, so I'll take a look. Thanks again for the feedback


Lecter

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For now I've added tickregen and fixed the z-fighting. I'll upload a new, final version once the air strike functionality is in

Air strike functionality added as well, old DL link replaced and updated.
As far as I'm concerned that marks the map as 'finished' but I will still update the map and improve it if I get feedback soon.