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jump_kurisu (first map)

Kozen

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T3 Soldier | 14 jumps | 4 bonuses

Hi, I made a map after seeing some Jump Jam entries and feeling motivated. This is my first time with Hammer so be prepared for some weird or suboptimal things.
Inspired by classics like Oats or Blueberry, I wanted to make a beginner-friendly T3 map. Some simple jumps to practice different skills, without anything too confusing. That makes it quite bland but it's a start.

This (_b1) is intended to be its last update unless bugs are found, but feedback is still appreciated.

Thanks to Seere and Finn91 for the feedback.

Download (+ more info): https://drive.google.com/drive/folders/14NhnFXOapziBv3jsmJAYXgVh182kz2iU?usp=sharing

Showcase: (_b1)


 
« Last Edit: July 13, 2024, 06:23:07 AM by Kozen »


Seere

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cool beginner map, closer to t2 than t3 for soldier in my opinion.

here are some thoughts.

- make luxel scale for the entire map 32 or higher, lighting doesn't look good with the current 16 you have.

- pack your map. the image in the last room is not visible unless you pack the custom texture

- remove the bhop jump, it just doesn't really fit with this kind of map, nor do beginner players know how to do this kind of stuff, even if you think its easy

- for level 8, I think you should space the pogos a bit further apart, currently they are a too close together.

- for level 9, the top yellow strip should be 1 block higher, so its bottom is the end platforms start (this is a must)

- level 13 is a bit awkward if your too good at walls. i think you should rework it slightly:
        * inlay the walls into the gray walls so they are flush, or playerclip around the walls so the player can't bonk.
        * would be cool to extend the wall or make it high enough so if the player is good enough with the walls, they can skip the sync, if not then they do it

- level 15 open skybox does not really look that good, gives off an unfinished aesthetic. either raise the walls, or do something else to make it look better
        * again with the wall on 15, either inlay it into the gray, or playerclip around it so the player doesn't bonk. this is purely to give beginner players a better experience


I think you should add something unique detail-wise throughout the map, something to differentiate it from the other 100+ dev texture maps, as I don't think tempus accepts pure dev texture maps anymore. other than that, there are some pretty cool speedrun strats I found, I think with some of the changes above this map could be very fun to speedrun. nice job on your first map, most peoples first map is a complete mess but this isn't too bad.


Finn91

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Hello

Fun short map, you made something clean for a first one.

Here are some thoughts :

https://imgur.com/a/jump-kurisu-feedback-DZLn9Sv

You should also make nonade 1 unit, even Soldiers could be owned if they try to shoot too close to a wall. It's unlikely but you have no reason to let them 16units wide

For the skybox it's normal, you could make a fake skybox but maybe just add a ceiling or some shit, I wouldnt worry too much about it.
If you expect your map to be added on Tempus at some point, please read this https://jump.tf/forum/index.php?topic=3476.0

Nice work :)




Kozen

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Thanks so much for the feedback so far, I've added a to-do list to the main post. I'll work on the gameplay issues as soon as I can for _a2 and leave other details for later. Jump 10 being doable with a double was intended as a fast strat, but if it's harder for stock I may force the triple. I don't know much about the different sync heights between original/stock/water/ctap, so I'll also take a look into that.
Thanks Finn for linking the map standards post, I had read it but the help is appreciated. After reworking nonades I think the only other issue are the textures, but I don't really mind if my first project doesn't reach far; more motivation for the next one!


Kozen

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_a3 version has been released and the original post has been updated.

Important changes since _a1 (thanks again to Seere and Finn):
  • Resized most nonade triggers to 1 unit wide
  • Made the walls after jump 4 shootable
  • Removed what once was jump 5 (bhop)
  • Slightly modified the following jumps to use the free space left
  • Improved spacing on jump 7 (previously 8‌), at least I think so
  • Reworked jump 12 (previously 13) and added a fast strat
  • Rose the walls on 14 (previously 15)
  • Tweaked lighting all over the map, hopefully for the best
  • Edited several more details
Full changelog + download: https://drive.google.com/drive/folders/14NhnFXOapziBv3jsmJAYXgVh182kz2iU?usp=sharing


Kozen

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Map has been updated to _b1, which is intended to be the last version. Original post has been edited accordingly.

Main changes since _a3:
  • Detailed a little bit some things
  • Added 2 more bonuses
  • Packed the map so you can see the custom textures
Download, full changelog and more info as always at: https://drive.google.com/drive/folders/14NhnFXOapziBv3jsmJAYXgVh182kz2iU?usp=sharing