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Jump_buh

Grandma · 11 · 3556

Grandma

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Hello! This is my first jump map: jump_buh! :)

It's intended for Soldier, guessing it's T3 has 15 jumps. Only one random dude I met on JA has run this as demo and he told me he thinks its T3 on demo so :shrug:.
The map is basically finished now, not detailed, real basic looking and I think that's fine.
Prefix on some versions is rj_ because I got sick of changing the gamemode in mmod through console, map still functions fine in both tf2 and mmod.

I have a to do list for this map already (will post after this) but I'll still be super grateful for anyone who takes the time to check out the map and give me any advice. I just want the map to be good B).

Any advice still appreciated, I'm working on another map now :) will post about it at some point when I'll need second opinions on spacing and such.

Here's the current map dl

jump_buh_b3

https://jumpacademy.tf/maps/buh/b3

rj_buh_a10
https://drive.google.com/file/d/1yzH7aOudUXyAP2rbVRZfF72kzk4BPTS2/view?usp=sharing

jump_buh_a8b:
https://drive.google.com/file/d/1opetGGPtJeCCjqHnv4Visyf-bLd9hwsB/view?usp=sharing


(jump_buh_a6):
https://drive.google.com/file/d/15Nue_lPTDMGkA6u8Erv9Zifzhj56Qm_m/view?usp=sharing

For the people who cba downloading the map, here are a couple vids of people going through the map:
Slower/showcase run through by Agent Apples on jump_buh_a8b:


and a speedrun by Pevkele on jump_buh_a6: https://medal.tv/games/tf2/clips/6U561qGTQFPx7/d1337HnIUZtQ?invite=cr-MSxyT2ssMTYxMTkzMTks

(apparently is a bad run)

Thanks for reading  8)
« Last Edit: July 13, 2023, 02:33:15 AM by Grandma »


Grandma

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Epic to-do list:



Done till someone suggests something urgent




Will have another version with various changes done at some point soon B)

« Last Edit: July 11, 2023, 12:32:04 PM by Grandma »


Finn91

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Hello, here are my thoughts

https://imgur.com/a/YH9aYbY

 jumps 8-9 feels quite harder than the rest, maybe it's just me.

Also, you might want to optimize your map, it takes quite some time to compile when it shouldn't, and this will get worse and worse as you add jumps and detailling (the worst part is that every solid brush in your map counts in world geometry, use some func_detail). I'm not the best placed to speak about optimization, but if you have questions you can add me https://steamcommunity.com/id/finntf291/

Otherwise maps is fun, speedrun will be cool :)



Grandma

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hey, thanks for leaving the feedback, just wanted to respond real quick here before I post about the next update:

I'll use numbers to respond to each bit of feedback in the order they show up in here: https://imgur.com/a/YH9aYbY
Spoiler (click to show/hide)

Spoiler (click to show/hide)
« Last Edit: January 24, 2022, 01:33:48 AM by Grandma »


Grandma

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Hello hello, sorry this has taken me a while, here's the next update.

 jump_buh_a8b:
https://drive.google.com/file/d/1opetGGPtJeCCjqHnv4Visyf-bLd9hwsB/view?usp=sharing


Main changes are:
Spoiler (click to show/hide)

Spoiler (click to show/hide)


Will update dl in original post.
Here's a vid of agent apples showcasing this version of the map:

 
« Last Edit: January 25, 2022, 11:50:12 AM by Grandma »


lily

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really nice map! it's fun to hit the connector strats and speed through everything.

i don't have much to say about the jumps themselves because they all seem good but here's some very minor feedback to consider. it's my first time testing a map so you can take it with a grain of salt

- the best start for speedruns is probably going to be a triple telesync, which is fine by me but i think some people dislike telesync starts so you can consider whether you want to add one of those invisible wall thingies to block prefire rockets

- it's possible to just pogo jump 6 on the red, but i guess you can leave it like that if you want the jump to be easy

- https://i.imgur.com/Fql6dd4.png at the end of jump 7, i often feel the urge to sync off the left wall here, but it's nonade atm. perhaps extending the shootable part of the wall back a bit would give more freedom

- https://i.imgur.com/hISJUXE.jpg also at the end of 7, if you slam into the back wall (by wallshotting across the top of the jump), you're then forced to awkwardly backtrack a little to enter the connector tunnel. from a speedrun perspective it's annoying to get punished for slamming the jump, so maybe it's worth making the tunnel wider so that you can enter it from the back wall?

- it's already on your todo, but i agree with making 14 harder

- https://i.imgur.com/D50OPd4.png on my first go at 15, i was somehow stupid enough to fall into this pitch-black hole behind the loop lol, so maybe just put a tele there or something

- i know the end isn't finished yet so maybe you're already aware, but it's possible to zoom too fast and slam past the end platform

great stuff :D


Klowwd

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Very nice start :) just some feedback on some jumps:

Spoiler (click to show/hide)


Grandma

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Hello! Sorry it's been a while again.

Here's the next version:

rj_buh_a10
https://drive.google.com/file/d/1yzH7aOudUXyAP2rbVRZfF72kzk4BPTS2/view?usp=sharing

Still works fine in mmod and tf2. I can't fully remember every change but I believe I've made changes based on every piece of feedback I've been given, here at least. Let me know if there's anything else I should change.

Main changes (that I can remember)

Spoiler (click to show/hide)

P.S ignore the tele and room u can get to at the end of the cheese stick, I've been having trouble packing custom textures into the map, will work out problem soon
« Last Edit: June 14, 2022, 06:33:25 AM by Grandma »


Grandma

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Maps basically finished as far as I'm concerned, unless there's something that means it can't be added to Tempus that I should fix.
(I'm so funny when I said 'soon' in my last post :) )
Can't remember changes/too many small ones to put in a list.
It's staying as basic af textures cause making stuff super pretty in hammer scares me.
Thank you so much to everyone who has helped me with this.
I hope people have fun running.   ;D

rj_buh_b1

https://drive.google.com/file/d/1fk_Q7xQxSc-eFzKAkXSlLtje48k7Tl0c/view?usp=sharing


edit > just noticed a cow and some frogs have turned into errors :( + accidentally put in a goofy af spec camera mega far from the map so u Zo0o0om to it when u go spec, hopefully that isnt a massive problem lmao
« Last Edit: July 09, 2023, 02:05:42 AM by Grandma »


Grandma

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added working cap, got rid of props that were errors and renamed to have jump_ at the start

jump_buh_b3

https://jumpacademy.tf/maps/buh/b3

If you downloaded this version from a Google drive link delete the version u got from there, I just fixed a missing textures in this version and it was too late to rename since the map was uploaded onto JA already, keeping the same name just saves a lot of work

« Last Edit: July 13, 2023, 02:36:00 AM by Grandma »


riot

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Lvl 5 start destination should probably be moved back a little, feels like you reset too close to the edge
Lvl 7 pogo spacing needs attention, very easy to go too fast for 2nd/3rd pogo rockets
Lvl 8 second ramp is weirdly close to first one, IDK if this is intentional as the jump is obviously still beatable
Lvl 9 left wall either flush or well clipped pls
Lvl 10 ramp should probably be longer, easy to overshoot it with too much speed and not be able to fit a rocket on the ramp
Lvl 13 wallshots either flush or well clipped pls
Lvl 14 wall should probably be 1 or 2 squares longer, easy to be too fast and not able to fit 3rd rocket
Lvl 15 feels like the last ramp is meant to be steeper than it is, feels like you need to slow down a lot to actually make it decent