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exer

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i think most of the map feels great and is spaced really well, but i have a couple of complaints. i put them in this imgur album: https://imgur.com/a/SynNOTw

i don't think any more anticheating is necessary since i feel like syncing at the start makes most of the jumps harder, but skilled enough players could make use of them


Grendal

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Thanks for the feedback exer!

Updated to _b6, changelog:
  • Did a little detailing in some places
  • 1 - Moved slanted wall up slightly
  • 5 - I moved the bottoms of the last several walls up slightly but I wasn't sure raising the heights would be good or not (would prob make it easier and need some spacing adjustments to compensate)
  • 6 - Added mirrored ramp
  • 8 - Extended last wall before ramp (too easy to outrun before), merged double right wall, increased heights of all walls after wallsync wall. Didn't change end zone yet. Unsure about raising to ceiling height yet. Might still be able to outrun walls before ramp and the ramp itself, not sure what to do about that. I'm so indecisive :(
  • bonus - added a line on the floor
b6 DL:
https://drive.google.com/file/d/1KhfCQiZ4S5XAAI7sq7OkuW6oXy3LaXYt/view?usp=sharing


Grendal

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Got some more feedback from gourmet salad, tyvm :)
 
b7 changelog:

- a little more detailing in some places
1 - removed some nonades around starting area
4 - moved catch platform & ramp up slightly, should make it more consistent. Moved bonk ledge up to prevent more bonking from easier catch
6 - Moved autoebs on the ramps up very slightly, making nuking the sync a lot easier
7 - Merged 4th & 5th wall into one angled wall, adjusted other walls for better spacing, moved end slightly further
8 - moved end walls up even more, reduced tele height on platforms in spiral

b7 DL:
https://drive.google.com/file/d/10TCVRRySMNPjt-6NYyjIWlMW7KFujVDq/view?usp=sharing
« Last Edit: July 27, 2024, 12:32:01 PM by Grendal »


Grendal

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b8 changelog:
many thanks to c00kie, chloe, abelicio, mikko, & rope for more playtesting & feedback

- did more detailing
bonus 1 - anticheated, raised most walls
3 - raised wall at start so that you can see where you're going more
4 - minor anti"cheating" , made green warning texture below bonk a little shorter
8 - significant adjustments to spacing, heights, & widths of all walls, raised ramp a lot, removed a wall after ramp

8 needs testing to see if it's t6 or not. I didn't move the end to be harder yet because of that.

DL:
https://drive.google.com/file/d/1eSRNpfFPNhugA8Cln6hRaOm_TVw1bCZw/view?usp=sharing


Grendal

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b9 changelog:

lots more detailing everywhere!
 - including light fog & a global soundscape, let me know if its annoying
 - If you have any aesthetic concerns or suggestions I would appreciate hearing them as well :)

1 - added midair nonade to prevent telesyncs
6 - added one way fall teleport (doesn't affect demos), made last wall taller again
8 - minor height increases to some walls

DL:
https://drive.google.com/file/d/1dy4vtBfePU_sqbfxuIgLSphDT1wRmtJY/view?usp=sharing

I plan on adding a small start room and a more interesting end area in the next version, plus any more detailing I can think of. I also need to fix a few skybox issues (2, connector to 5, connector to 6, last).
« Last Edit: August 27, 2024, 05:58:57 PM by Grendal »


exer

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Grendal

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b10 changelog:
- Added bonus 2 (harder version of last) and bonus 3
- 7: moved end much further (also extended last wall a little bit) to make difficulty more similar to rest of map
- 8: extended wall before ramp more, moved end a little further and higher, added a midair nonade before ramp to prevent rampsyncs/prefires

- Fixed various skybox issues
- Added small start area before 1st jump and an actual ending area after last (with cats!)
- Minor change to 6->7 connector
- Some detailing/fixes
- reduced volume of most soundscape sounds by ~50%

there is currently a tele door at jump 1 which goes to the end of last for easier last/bonus testing, will be removed in release candidate versions
Thanks to abelicio, mayo, fueledbyramen, and gourmet salad for playtesting

b10 DL:  https://drive.google.com/file/d/1IsI7t1KXiM6G42LVVyZthbGwZzZ1jA8U/view?usp=sharing

Nearly done...



Grendal

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b11 changelog:

1 - made the skips phase (16hu before tele) because its good or something
2 - Moved end a little further and a little higher. Gap between start/first wall slightly smaller. Gap between glass slightly smaller.
3 - Raised all walls after corner, moved last two walls forward slightly, moved end further and slightly higher.
4 - skip phased, catch platform tele phase
8 - raised heights of last three walls (& ceiling) for nukers, made some of the walls go further down so you can see where to go next more easily (hopefully)
b1 - raised several walls a bit
- Added more cats/etc
- Added 0 vel catapults to a few places where I thought it mattered

DL: https://drive.google.com/file/d/16kfaTirqNj6Oq3GytMEqsDhm7qChtJY8/view?usp=sharing

Thanks dipp & gourmet salad for more playtesting!
Once I get feedback on this version (mainly the first four jumps) I will switch to release candidate versioning and consider the map pretty much finished.