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jump_odd

seras/roberto

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jump_odd
A short T4ish demo map of 8 levels and a true feast for the eyes.
There is a secret hidden in every level (except 1) for soldier to complete it without having to wallpogo everything, but some of the secrets will be very hard to find  :)

I made 95% of this map years ago and it was meant to be longer, but I got busy with other maps and projects and never made any more.  I didn't think I would ever come back to adding more jumps, so I have polished off the map in order to release it, as I came to like it more as a shorter map to speedrun instead of making it harder. Because of this I will not be making any major changes to the map.  Enjoy.

https://www.dropbox.com/s/il7qloruhi0wdz2/jump_odd.bsp?dl=1

New download:
https://www.dropbox.com/scl/fi/8wpuppe636eb97m6iz32k/jump_odd_v2.bsp?rlkey=e7za0248i14td6q4pemjo9y6q&dl=1
« Last Edit: February 07, 2024, 11:02:03 PM by seras/roberto »


myria

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really odd map. some interesting jumps, i like some of the detailing too (i like the rgb texture), but overall it was a bit confusing where to go sometimes. i think the detailing or geometry should make clearer What to Do.

1 - fine i guess, but you can stand on top of the thing you're supposed to slot jsyk
2 - im guessing this whole enormous room is jumps 2 and 3, so 2 is just a double/double pre which is fine. The optional harder route seems redundant imo
3 - this is fine on its own but your secret little cove means you can do 2, drop down into the cove and just 3pre. id personally avoid having any secret rooms that interact with actual gameplay and lead to strats. easy way to do this is put em in connectors only or at the end of a jump
4 - unsure why the hell its so tall. could definitely make this one significantly less tall. the walls aren't even rollered all the way so its not like vert is expected to be done. connector into 5th is cool
5 - beginning is a little weird in terms of getting an idea of where to go - there's also a hole in the ceiling right in front of where jump starts, and i assumed you slot this at first but it just teles me back to the start of the jump. unsure what thats about.
6 - fine, but id personally have the start be closer to the beginning of the maze and the end hallway after maze just immediately go into the end. seems like filler pogo to me but otherwise its ok
7 - this is a good jump - but i wish it was a little more clear where to go. looks really cool too. the connector into last isnt proper height btw you have to crouch at the very end of it to get out of the tunnel due to the ramp
8 - this is good too, i like the floor texture. personally id space the last barrier further away.

overall it was cool


seras/roberto

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really odd map. some interesting jumps, i like some of the detailing too (i like the rgb texture), but overall it was a bit confusing where to go sometimes. i think the detailing or geometry should make clearer What to Do.

1 - fine i guess, but you can stand on top of the thing you're supposed to slot jsyk
2 - im guessing this whole enormous room is jumps 2 and 3, so 2 is just a double/double pre which is fine. The optional harder route seems redundant imo
3 - this is fine on its own but your secret little cove means you can do 2, drop down into the cove and just 3pre. id personally avoid having any secret rooms that interact with actual gameplay and lead to strats. easy way to do this is put em in connectors only or at the end of a jump
4 - unsure why the hell its so tall. could definitely make this one significantly less tall. the walls aren't even rollered all the way so its not like vert is expected to be done. connector into 5th is cool
5 - beginning is a little weird in terms of getting an idea of where to go - there's also a hole in the ceiling right in front of where jump starts, and i assumed you slot this at first but it just teles me back to the start of the jump. unsure what thats about.
6 - fine, but id personally have the start be closer to the beginning of the maze and the end hallway after maze just immediately go into the end. seems like filler pogo to me but otherwise its ok
7 - this is a good jump - but i wish it was a little more clear where to go. looks really cool too. the connector into last isnt proper height btw you have to crouch at the very end of it to get out of the tunnel due to the ramp
8 - this is good too, i like the floor texture. personally id space the last barrier further away.

overall it was cool

1 - In terms of random locations you can stand on in parts of the map, I've left most of them intentionally. I didn't want to make any jumps on this map precise and let people go at whatever pace. Speedrunners will optimise their routes regardless.
2 /3- Idk what the harder route is haha. You can also just get into the little secret area under 2/3 from the hole in the glass at the start of two, making both of the levels just doubles.
4 - idk either
5 - It has a purpose  8)
6 - I think speedrunners will need to optimise this level the most which is why I like it as it is
7 - Connector is on purpose, though for no reason :)

Thanks for the feedback. The map could certainly be more polished in some areas for sure, but barring any major issues I'm happy with it as it is. It has some weird quirks, some which have no reason, and some of which are related to the many secrets in the map (one on every level) as mentioned above, which is why some things don't make any sense unless you really dig into them.


seras/roberto

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