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jump_relicanth

Wild_Rumpus

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T3-4 Demo Phase pogo map.

Latest version (jump_relicanth_final): https://www.dropbox.com/scl/fi/exgu5wtdaxj4iz1nbul9k/jump_relicanth_final.bsp?rlkey=kzvl3wiw3l84ere9qy9uq85j1&st=9vxzyy5y&dl=0
Original post:
Spoiler (click to show/hide)
« Last Edit: May 30, 2024, 11:20:31 PM by Wild_Rumpus »


kjr :d

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Level 1:
Left wall and first diagonal wall are stickyable
You can squeeze over the top, isn't faster but can skip whole jump

Level 4:
I think the ceiling could be a little higher

Level 5:
All the white wall is stickyable, not sure if this is intentional

Level 6:
Remove the teleport on top of the door in the wall and just extend the playerclip up to the ceiling (Shouldn't be able to abuse I think)
Z-fighting on the wide windows

Level 7:
Same as Level 4, ceiling could be a little higher

Level 8:
The net texture used here isn't stickyable when it is Level 6. Slight nitpicking, not a big deal.

Level 9:
I don't think the hole is necessary in the 2nd phase slant, keep it if it you think its right for the tier in mind. Left wall at the end is a vent instead of the metal wall

Level 11:
First glass phase has a massive texture scale

Level 12:
You can pogo on the rock texture, not sure if this is intentional

Level 14:
I'd like the top phase to either be a little taller or wider so theres more space to setup a double.

Bonus:
The idea you have in mind is very specific and you'll probably be the only one doing it that way.

Pretty enjoyable map  :D


life__exploit

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played through it as soldier

1 is fine as is, shootable phase wouldnt change anything

2 please make the phase shootable as soldier, i wasnt able to hit this but even if it is possible its super precise/unfun, could also catapult it too

3 is fine as is, shootable phase once again would be nice

4 make phase shootable as soldier, would be much more interesting

5 is fine as is, shootable phase wouldnt change much, but might make it more interesting for speedruns?

6 is fine as is, shootable phase wouldnt change much

7 needs a catapult at the top of the pyramid, if you wanna make it interesting you could have the catapult give you low power so you have to shoot the phase above it to make it all the way up, could also just notele it instead

8 would be much more interesting with shootable phase

9 is fine as is, shootable phase wouldnt change much

10 could do notele, catapult or adjust ceilling/floor height to allow for bhops, wouldnt be changed at all by shootable phase.

11 is an angled powerbounce, would probably be way more annoying with phase shootable, might be safe to notele it if you do make the phase shootable

12 you can stand on the white part just before the end (intentional?), otherwise it is fine as is, shootable phase wouldnt change much

13 would need shootable phase, t0 as is, would need more testing with the shootable phase because i cant tell what this would play like

14 shootable phase then put a catapult at the top that sends you to the end

15 should be full notele for soldier + maybe a catapult at the end, id need to test it with notele before i can say for sure though

bonus is unfinished so i'll wait for a future version before i say anything about it

overall as soldier most jumps feel fine as they are, however it'd likely be a lot more interesting if the phase was fully shootable for soldier, i'd be more than willing to test a version where the changes i listed are put in place, i'll leave the demo testing up to the people who actually play demo since i'm really bad
at demo (lol)


Wild_Rumpus

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jump_relicanth_b2 is now out!
Patch notes:
Spoiler (click to show/hide)

Download: https://www.dropbox.com/scl/fi/tsyg7onmnemx6lsd0ta6s/jump_relicanth_b2.bsp?rlkey=4kpmatvkqc16r6zfhmiiq2p0t&dl=0
Screenshots: https://imgur.com/a/q6cN3Zv

I intend to overhaul/update jumps 2, 5, and perhaps 15 so input on those (especially for soldier) is much appreciated. As always any feedback is great and not much is set in stone, especially for soldier. I know jump 2 is still T0, I didn't want to add some temporary fix for what will be a modified jump in the next version
« Last Edit: January 27, 2024, 07:20:37 PM by Wild_Rumpus »


life__exploit

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jump_relicanth_b2 is now out!
Patch notes:
Spoiler (click to show/hide)

Download: https://www.dropbox.com/scl/fi/tsyg7onmnemx6lsd0ta6s/jump_relicanth_b2.bsp?rlkey=4kpmatvkqc16r6zfhmiiq2p0t&dl=0
Screenshots: https://imgur.com/a/q6cN3Zv

I intend to overhaul/update jumps 2, 5, and perhaps 15 so input on those (especially for soldier) is much appreciated. As always any feedback is great and not much is set in stone, especially for soldier. I know jump 2 is still T0, I didn't want to add some temporary fix for what will be a modified jump in the next version

once again played through the map as soldier, at the time i gave my first feedback i had no idea that phase only works properly for one class at a time (my bad) a possible (but really bad) solution for this would be to clone the entire map and put giant class-filtered teles over each one so that soldier and demo go through different versions of the same map, just that for soldier the phase is thicker and shootable, this is a very bad solution (maybe some hammer wizard knows a better solution?) and i wouldnt blame you for not wanting to do this.

lvls:

1 is still fine

2 you could have the tele door that leads here put soldier and demo into 2 seperate versions of this jump, similar to what i suggested you do for the entire map map but for only one jump, demo goes to the normal version and soldier only goes to a version with shootable phase? if that sounds like a bad solution (it probably is) a catapult would work just fine here, or maybe a wall to one side that soldier can shoot, if the teles were brought back it might also be possible with telesync? dunno for sure though and probably not worth it

3 is fine

4 is fine

5 is fine, not sure why it needed the platform to be noteled but it doesnt really matter

6 is fine

7 is much better than before, the red platforms around the base of the pyramid in the middle tele you back still, not sure if thats intended but it doesnt matter that much

8 is fine

9 is fine

10 is fine

11 is fine

12 is fine

13 make the end notele too, the holes are quite annoying to get up as is (i dont mind them but others will probably hate them, especially first time completionists) and getting teled back to the start after getting up both of them would suck if you're not an offclass degen like myself

14 is pretty great now, will play well in speedruns i'd imagine

15 the teles on the sloped floors below the chutes are quite rude, id like to see that gone but it doesnt matter too much, also getting to the end is a bit of a pain, i was able to make it to the end with a broken triple sync as is, i dont think it needs anything extra but others might hate it so you could catapult it to be safe, up to you though, i dont think it really needs it, also its possible to stand ontop of the chutes at the end as both classes, you should probably tele/playerclip it but dont make the skybox lower as that'd make the jump worse on soldier

also on the end cp it'd be nice to have some indication which door is b1 and which goes back to map start, its a small thing but itd still be nice

overall i quite like this map, visuals are pretty good, lvl4 especially looks really nice, looking forward to final version

edit: on lvl15 you can also stand on the yellow part at the end of the chutes, forgot to add that my bad sorry
« Last Edit: January 28, 2024, 02:51:32 AM by life__exploit »


Wild_Rumpus

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b3 is now out! At this point every jump has been updated to a point that I'm happy with, so even nitpicky criticism would be nice to have to really iron out any creases. You'll notice major additions in detailing on a few jumps like 4 and 7. I'm trying to strike a balance between making the map pretty, still very clear and readable for gameplay, and having good performance so opinions on that will definitely be considered!
Download: https://www.dropbox.com/scl/fi/1pxv3qd6vg3lgmzpgusvh/jump_relicanth_b3.bsp?rlkey=bj30mf5xc1li3umsk4q0r5max&dl=0
Screenshots: https://imgur.com/a/LeSQ5wU
Patch notes:
Spoiler (click to show/hide)
« Last Edit: January 29, 2024, 06:30:03 AM by Wild_Rumpus »


life__exploit

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b3 is now out! At this point every jump has been updated to a point that I'm happy with, so even nitpicky criticism would be nice to have to really iron out any creases. You'll notice major additions in detailing on a few jumps like 4 and 7. I'm trying to strike a balance between making the map pretty, still very clear and readable for gameplay, and having good performance so opinions on that will definitely be considered!
Download: https://www.dropbox.com/scl/fi/1pxv3qd6vg3lgmzpgusvh/jump_relicanth_b3.bsp?rlkey=bj30mf5xc1li3umsk4q0r5max&dl=0
Screenshots: https://imgur.com/a/LeSQ5wU
Patch notes:
Spoiler (click to show/hide)

played through it yet again as soldier, i have no major complaints as of this version, plays very well overall, so all of my feedback here is very minor/focused on detailing

2 is good, much better than old version thats for sure

4 the tree with the parrot in it clips through the glass. Literally unplayable

5 is fine, i like it a lot more with the detailing+sloped floors

6 missing tele on the yellow ring around the phase parts, otherwise this is my favorite jump in the map for soldier

7 is definitely a lot visually, the ceilling with all the computer panels is very busy, i think it looks cool but if you want to change it heres some suggestions:
ceilling glass texture (might blend in too much with the phase)
ceilling metal beams texture
ceilling same texture as white walls
ceilling same texture as the grey floors that you use as fail zones around the map, its basically the same texture but without the lights on it
i wouldnt mind it staying as is though, it isnt too much of an eyesore

8 is visually a bit bland, especially on the wall to the right from where you start, could add another decorative window maybe?

9 is good

10 is good

11 is good

12 the lower area is a bit boring visually, could use windows probably, dont bother if it interferes with gameplay though

13 if we wanna get really nit-picky the ceilling above the end part could use some decor, maybe a vent or skylight or something? could also make the ceilling a dome or some other shape. probably not relevant though as no one really looks up

14 the end part looks very nice

15 is good

also, i get 900 health as demo for some reason? could be a problem with the infinite ammo script i'm using

very nice map, i wouldnt mind seeing it added to tempus in its current state




Wild_Rumpus

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b4 is now out!

Download: https://www.dropbox.com/scl/fi/lxsxb0pnz3cinioqo0kta/jump_relicanth_b4.bsp?rlkey=1gnizco06gfoi19ztem84a84v&dl=0
Screenshots: https://imgur.com/a/se9orIv

Patch notes:
Spoiler (click to show/hide)
« Last Edit: February 11, 2024, 04:33:39 AM by Wild_Rumpus »


Finn91

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Wild_Rumpus

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New version rc1 out now!

Download: https://www.dropbox.com/scl/fi/top7w9o6gya3r0r9dhil4/jump_relicanth_rc1.bsp?rlkey=7pbm9drp7o0yytv1k0e8ue53d&dl=0
Screenshots: https://imgur.com/a/b6Tkcht

Patch notes:
Spoiler (click to show/hide)

Starting to really pin down the fine details now, this could even be the penultimate version. Nonetheless I still really appreciate any feedback from visuals to gameplay, from micro details and macro criticisms, thanks!
« Last Edit: February 24, 2024, 08:51:34 PM by Wild_Rumpus »


Wild_Rumpus

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As the name suggests, this is my final version of the map, enjoy! Thank you all for the feedback, I'm proud to call this my first map!
Download: https://www.dropbox.com/scl/fi/exgu5wtdaxj4iz1nbul9k/jump_relicanth_final.bsp?rlkey=kzvl3wiw3l84ere9qy9uq85j1&st=9vxzyy5y&dl=0
Screenshots: https://imgur.com/a/Dyfp0sJ

Patch notes:
Spoiler (click to show/hide)
« Last Edit: May 30, 2024, 10:41:55 PM by Wild_Rumpus »