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Jump_Mothamaki

Mikko

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T6+ Ramps, Walls, Syncs.
Map will be fully textured by Seere once we have the jumps nailed down. The POOB jump is an example of the texturing the rest of the map will have
Requesting playtesters.




Map File:


https://drive.google.com/file/d/13w50PbYyTaZRY4t_FLUMqyXxYf8fJB0M/view?usp=sharing Original map | jump_mothamaki
https://drive.google.com/file/d/1lrxh3jBrdheFlNR8szIAXp8ZCUdnfe-3/view?usp=drive_link V2 | jump_mothamaki_a
https://drive.google.com/file/d/1kYFBki9-kC_trHAW2N_ZTplMIeUDylSK/view?usp=sharing  V3 | jump_mothamaki_a2

By Shadr and Mikko Kotamaki

As of V3, the jump order has changed and connectors have been made. The jump order will not be changing.
The jump order will now have the descriptions of the jumps below to eliminate confusion.



Known suggestions or issues:
Jump 1: Rampshots into wallsync into floor triple
No known issues

Jump 2: Reflect Quint
-S: End platform could be farther

Jump 3: Edgebug Ramps
No known issues

Jump 4: Powerbounce
No known issues

Jump 5: Rampshot start into ramp double through hole
No known issues

Jump 6: Texturebug Quad
No known issues

Jump 7: Long Rampslide
-I: Nuking the first rampshot sometimes will send you over the first rampslide making you fail.

Jump 8: Ionizer
No known issues other than heavily cheesable currently.

Jump 9: Telehop
No known issues

Jump 10: Septuple horizontal sync
No known issues

Jump 11: POOB
No known issues

Jump 12: Water double into ceiling double
Disclaimer. This jump is needs to be heavily tested to figure out what is ideal for its final form.

-S: Hole could be higher to improve jump flow

Jump 13: Wallshots into wallsync into water double into impossible wallshots
-I: you can resync and possibly triple. This will be patched out Intended is a double
-I: It is really hard and I can't tell if it's cause I'm bad or the jump is bad.

 
Bonus 1:
-S: Move caution tape to end of wall since it is more consistent than middle of wall?
Bonus 2:
No known issues
« Last Edit: December 01, 2023, 01:16:04 PM by Mikko »


rellort

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few interesting jumps
8 definitely make last ramp less steep

9 the second ceiling is a littlelow, on very good wallsyncs you can almost do the second wallshot after hitting the ceiling. and the jump would probably be a little more fun if you made the end platform a little closer, I know you can nuke it quite hard with a ctap, but doing big syncs like that well is often just annoying

10 only saying this on this jump cause it seems closest to being finished but this is a common issue on most jumps: put some vel filter teles or something so you dont need to wait 3 million years after failing.

11 I am way too fast for the second wallshot. also easily overshot the last wallshots, was like 700 units too high to shoot them on my good attempt. the last wallshots also seemed kinda close to each other, felt cramped for speed

13 the wallshot after the corner feels farther away than the one after it, so the next wall feels kinda awkward, in general that wall (3rd) felt kinda far away, if I get to it without letting go of w I lose a lot of height
regarding difficulty, it would probably be a good idea to lower end a little, if only because getting a good angle out of the water double is pretty annoying

b1 the target for the prefire wallshot is way too close

b2 the timing is very finicky, I didnt really manage to get the third rocket to line up well

Otherwise I agree with the known issues


Mikko

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few interesting jumps
8 definitely make last ramp less steep

9 the second ceiling is a littlelow, on very good wallsyncs you can almost do the second wallshot after hitting the ceiling. and the jump would probably be a little more fun if you made the end platform a little closer, I know you can nuke it quite hard with a ctap, but doing big syncs like that well is often just annoying

10 only saying this on this jump cause it seems closest to being finished but this is a common issue on most jumps: put some vel filter teles or something so you dont need to wait 3 million years after failing.

11 I am way too fast for the second wallshot. also easily overshot the last wallshots, was like 700 units too high to shoot them on my good attempt. the last wallshots also seemed kinda close to each other, felt cramped for speed

13 the wallshot after the corner feels farther away than the one after it, so the next wall feels kinda awkward, in general that wall (3rd) felt kinda far away, if I get to it without letting go of w I lose a lot of height
regarding difficulty, it would probably be a good idea to lower end a little, if only because getting a good angle out of the water double is pretty annoying

b1 the target for the prefire wallshot is way too close

b2 the timing is very finicky, I didnt really manage to get the third rocket to line up well

Otherwise I agree with the known issues
8. thanks for the input

Ctap on 9? I was making it just crouched? Thanks for the input on the ceiling height. How much do you think it should be increased?

10. and whole map The final version will have vel teles and be maximized for speedrunning. You shouldnt be able to fall for more than 3 seconds anywhere is what is planned.

11. Do you have any recordings of this so i can better visualize the issue?

13 How would you adjust the spacing?

b1. Could you elaborate?

b2. I agree. It used to be a main map jump but making the timing reliable was a pain so that is why it is a bonus


rellort

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9 probably need to raise it like 400 units at least

11 this is what happens to me on most attempts: https://streamable.com/xvse9s
also managed to be forced to bonk after ramp: https://streamable.com/z9zt70
for the last walls probably just need to make them *way* taller, like double them at least

13 I guess just move the wall after corner closer, tbh could maybe move all the walls a little closer to each other and then make them longer

b1 theres a caution tape thing showing where to shoot, but I found prefiring at the end of the wall works much better


Mikko

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Jump_mothamaki_a

CHANGELOG:

Jump 1:
  • Sync platform is wider

Jump 4:
  • Made the long ramp slide longer to slow down people who get a very good wall sync
  • Made skip and start lower to fix a spacing issue

Jump 7:
  • Extended last wall backwards for better telegraphing
Jump 8:
  • Made the wall sync wall longer
  • Made the ramp less steep. Hitting the ramp at 1900+ doesn't feel like hitting a brick wall anymore
Jump 9:
  • Raised the height of the first sync platform to prevent cheesing the jump by wall shotting the last wall twice
Jump 11:
  • Made the second wall longer
  • Changed spacing and height on end walls to accommodate proper jump completion
  • Moved the end back 2x
Jump 12:
  • Moved catch higher


Mikko

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9 probably need to raise it like 400 units at least

11 this is what happens to me on most attempts: https://streamable.com/xvse9s
also managed to be forced to bonk after ramp: https://streamable.com/z9zt70
for the last walls probably just need to make them *way* taller, like double them at least

13 I guess just move the wall after corner closer, tbh could maybe move all the walls a little closer to each other and then make them longer

b1 theres a caution tape thing showing where to shoot, but I found prefiring at the end of the wall works much better

I updated the map. 11's end is drastically changed and  the 2nd wall is longer
As far as the sextuple ceiling being the wrong height< do you think you could send me a video of it?
13 is unchanged as of now but will be in a new version.
Changelog is posted here. Thank you for all the input. Please let me know if 11 is any better.


Mikko

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Jump_mothamaki_a2

CHANGELOG:

Added connectors for all of the jumps
Added temporary lighting to give more depth and make playing the map easier
Jump 3: Edgebug Ramps
  • Moved the second wallshot back

Jump 5: Rampshot start into ramp double through hole
  • Changed the end a bit to not punish good players. Hole is taller and the wall is in a better position for a wallsync now

Jump 9: Telehop
  • Extended wallsync wall
Please don't hesitate to leave feeback
« Last Edit: December 01, 2023, 01:30:09 PM by Mikko »