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jump_brazil_b1

Dillwax

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Soldier T5 for jump jam 2024. Aim to detail etc into a release candidate-quality map one day if somebody was wanting to help with that.
Thanks to all the playtesters and encouragement. 12 jumps.


https://tf2maps.net/downloads/jump_brazil_b1.17683/
DL: ^^^
« Last Edit: July 09, 2024, 02:03:15 PM by Dillwax »
uh urr 21


Dillwax

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Map has made a lot of changes regarding advice from Rellort & Ixam. Download will be updated after jump jam.

-Textures changed to make it clearer what is shootable
-6 Is now greatly less constrictive
-Reworked 9 to be less cancer & less cheesable
-Completely reworked 11 so you only need walls
-Last is now no longer a slanted sync
-maybe some other stuff i forgot to list 
uh urr 21


Dillwax

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yo maps updated, made so many changes and maps super playable now imo, only jump that id think of changing is 11. i had issues changing the filename so just replace the previous ver with this one if you have it already
feedback is appreciated, gonna art pass & try to get it zoned after i get more feedback so lmk if u think something should be changed.
original post updated with new dl & showcase check it out
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ixam

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Managed to stay awake long enough to give feedback this time 🫡

2. Moving the triple ramp slightly further away would probably make the jump feel more natural
3. Very easy to skip the edgebug, text looks like CB implying it's a crouched bounce. I would move left wall closer to make the jump feel less awkward then make the ceiling slope sharply downwards before the edgebug, so that the strafe to skip it is harder and requires good setup from connector to get enough speed.
5. I would make a tiny bit of the wall above the second ramp shootable so the player isn't punished if their wallsync is too fast.
6. Respawn too far away, being able to see other jumps later on makes map feel unfinished (idk if this is just the brazil vibe though). It's very unclear you're meant to use 2 rockets on second wall, showcase doesn't sync like map suggests, double at the end is very blind and so rarely consistent. Might be best to redesign this jump.
7. Ramp that you sync on at the start of the level is too close, and ramp you shoot after is too short, meaning there's not much leeway for the jump. Would be good to move spawn up and make 2nd ramp longer. Wallsync at end is too low, majority of my attempts I only had space to get in a single rocket, attempts where I could fit in the sync I usually didn't get enough height.
8. Would be nice for a line on the sync ss platform (keeping with theme from earlier jumps where it indicates a sync). Making the sync ss platform higher would make it more consistent, buttons are a good addition.
9. Would be nice if it was a water quad at end or more traditional setup for the triple, trying to get max height water triple from the ramp is quite finicky. Good rework of the jump, much better job at visual clarity on where to go too.
10. Possible to get momentarily stuck in connector leading into jump. Would be good to have gap in floor or nonade to better indicate intended is shooting off floor into wallshot.
11. In previous connector able to see nodraw underneath stairs and other parts. Jump itself can be cheesed by strafing back after first 2 wallshots and doing a double. Would be nice to have a vertical line or some other reference to indicate where the telesync is meant to happen, making more room on the left hand side of the jump is a good change
12. Move ledge at start forward slightly so there's room for setting up bundle. Extra buttons are a small but really good change, chuckled a bit when I saw it but it really does make the jump much more interesting/difficult, might be my favourite jump on the map now lol

As some more general optional suggestions,  it feels like the map is very reliant on the skybox for lighting,  if you want to make the map look more finished try to fill in more of the walls and prevent the player from being able to see the bottom of the skybox (also might want to consider a different skybox, for example could copy the skybox used in jump_apex). Try decompiling maps with good lighting if you want to get an idea of how to do it yourself (hint it involves adding a LOT of light entities), but of course this part is just a reccomendation. If the point of the map is to look unfinished (I assume it might be because of the name), using custom textures like in jump_moxahish could also be a more interesting way to do that. For example, you could have dev textures where the lines are on a tilt or purposefully misaligned


Dillwax

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thanks for the feedback ixam, all of it is super relevant and will look into making changes very soon. the map will be textured and art passed, the current dev stuff is temp cos i knew jumps would have to be adjusted and i havent fully thought of a developed theme yet. my main concerns with the feedback are:

-11 is meant to be a tight, fast & accurate wall shot lvl, i cut the idea of the tele sync; i moved end greatly closer to facilitate this.
-i wanted the first few lvls to be as runnable as possible, allowing cheeses for the jumps - being able to skip the EB was a choice made after the playtesters said to keep it in. if u still think its worth making it
 mandatory to skip it maybe ill change it like you suggested.
-for 9, you think there should be a different end instead of phase pogo?

the rest of the feedback will be implemented, again, tysm ixam
uh urr 21