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spoc13 · 25 · 1949

spoc13

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b4: https://drive.google.com/file/d/10LJsp8wMCsQn5tGBmVDzFnTCJRgCzRL3/view?usp=sharing

very smol update.

- triggers adjusted to make demo more playable (Everything except 3 and 7 is my level (t3) or below)
Need demos to playtest, specifically jumps 3 and 7.
- added missing bonus indicator on b3
- clipped edges on 6-7 and 8-9 connectors for runners ease
« Last Edit: February 05, 2024, 12:58:17 AM by spoc13 »


riot

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the start platform on lvl 3 is still too far away from the speedshot

can you also put a clip between these 2 walls, its rly annoying lol



i will also add that this wall should be playerclip, nonade makes the stock angle really annoying

« Last Edit: February 04, 2024, 09:41:06 PM by riot »


spoc13

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b5: https://drive.google.com/file/d/12mTX22KBj8VW5AkQfO9EPg6QgqMP6oWs/view?usp=sharing

moved the 3 ss back 64 units

10 clipping and some detailing for justification
« Last Edit: February 06, 2024, 09:16:25 PM by spoc13 »


riot

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I think my last bit of feedback pertains to the teleports - the fail triggers are quite far under a lot of the displacement, so you fall through the displacement and see a lot of nodraw/black void - pretty much every level has this issue somewhere, but it shouldn't be too hard to add some sloped triggers. They don't even have to be perfectly aligned, just enough that you don't appear to 'fall through' the map.

I think everything else has been addressed well.


spoc13

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b6: https://drive.google.com/file/d/18nQiDxZjZyUUeHEpnz3pXLll0OhR1NNO/view?usp=sharing

just a response to riot's feedback, tele triggers alternated for more realism. Thanks riot for all the feedback you've given  8)


spoc13

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b7: https://drive.google.com/file/d/1it7L9yp2F_xEeto50TSyAYYun_f_oi34/view?usp=sharing

small update to make map t4 demo:
- platform at base of 3rd wall on 7 (nonade for soldier) (same height as pogo at end so useful for soldiers as well)
- platforms under archways on 3 (nonade for soldier)

other:
- 10 detailing made illusionary to prevent extra height
- additional particles on 10 and end


rellort

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the bonuses (especially the first one) are way too easy to enter accidentally without realising. Putting the B on them doesnt really help with accidental completions when on map runs. The connector before b1 being especially dark makes it even worse
in general a lot of connectors are insanely dark


tev

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Map has a lot of potential imo and i love the detailing style, currently it still feels a bit rough around the edges to me though.

 Rellort already brought up how dark the connectors are, and i have to agree.

On top of that i found it quite difficult to tell how you intended the jumps to be done. I think it would really benefit the map to add some indication as to how many rockets you are supposed to use on each wall.

Besides that you can telesync + strafe 2nd, also you can go quite slow and wallpogo the ends of 6 and 7.

You can also go through the wall displacements on a lot of jumps which is not necessarily a problem, it just feels weird.

Lastly i find it annoying that you can get caught on so many corners and ceiling ledges of the jumps. I get that thats the intended design, but perhaps giving those corners a bit of an angle could be worth trying.

Overall im looking forward to a more polished version of this though, its a nice change from the usual "just go high" wallshot maps


Farmacist

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1. Fine, clearly displays the theme of the map.
2. Fine, this is quite a jump in difficulty compared to the first jump in my opinion.
3. Fine.
4. Fine.
5. Fine.
6. Fine, as tev mentioned, you can easily wallpogo this jump.
7. Fine.
8. Fine.
9. Fine, you can wallpogo this jump start to finish, needs anti-cheat.
10. Fine.

In general I think this is a great map, I agree with tev that on some jumps it was hard to tell what the intended strats were and how many rockets you actually needed on some walls. Notably, on jump 8, I think it would be helpful to have a "x2" indicator on the 3rd wall.

I've screenshotted areas in the map that I think needs more lightning and also mention some anti-cheat stuff that could be added on jumps 7 and 9.
https://imgur.com/a/83m7nwy


kjr :d

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Connector 1-2: I think adding a point_spotlight + ground light prop would make your hologram look much better and can sorta guide the player as well.
Connector 2-3: Add lights and or detailing to direct the player upwards.
Jump 3: Not a fan of clipping the sides on the 2nd wallshot.
Connector 3-4: Add lights and or detailing to direct the player upwards. There is no point of the dark empty void underneath.
Connector 4-5: Mostly fine but the dark textured ramp after the water makes it unbearable. It'll be much better if you continue to use the light gray texture right next to it and add more lights. Please clip your stairs with blockbullet2 at the end.
Connector 5-6: point_spotlight + ground light prop. Add more light.
Jump 6: Please try moving this corner back, it's annoying when your rockets get eaten. (https://imgur.com/a/j6JJw3q)
Connector 6-7: Change the clip brush to blockbullet2 at the end.
Jump 7: The rock displacement walls are shootable with rockets. Please fix.
Connector 7-8: Add lights and or detailing to direct the player (which way the hole opens to).
Jump 8: You need to fix the first two walls. The nonade is annoyingly close to the wallshots which basically share the same texture. It's probably best to just make the walls taller. (https://imgur.com/a/6D9Xhzj)
Connector 8-9: Change the clip brush to blockbullet2 at the end.
Connector 9-10: Maybe add a light to your secret cow. Change the clip brush to blockbullet2 at the end.