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Mikko

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https://imgur.com/a/HuraJAd
should have been including screenshots all along, sorry about that  :(

AHHH That makes so much sense I forgot i changed those from func_brush to func_illusionary. the pictures helped so much thank you. Working on it right now!


Finn91

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Really cool map, really nice detailling and fun jumps !
Like ronv I can't really give meaningful feedback on spacing but I listed some stuffs :

1- fine
2- fine
3- fine, a bit surprising how low you have to go but you get used to it
4- fine, maybe a one way tele but thats just for the most impatient of us
5- fine
6- fine but same, one way tele could help
7- fine, felt a bit unoriginal compared to the rest. Also some texture inconsistency here. The floor of the jump is tele+nonade and has exact same texture than the connector or shootable things, then the catch is shootable but tele, all with the same texture. Geometry make the jump fairly easy to get but it's not a good thing to do in general, and it's basically not meeting tempus standards post, so be careful about that.
8- Cool jump but again, the wall with the arrow looks very shootable considering its texture. Also some playerclip for the wall next to ramp could be helpful but not mandatory ofc.
9- Good but the auto-edgebug isn't consistent, you can find the fix in Tempus map standard post
10-This is where it started being a bit too hard for me so I can't really tell if it's good, concept looks fun ! Tele_destination should be closer to wall tho for slightly more comfort
11-Fine too, ending feels a bit boring considering how pretty the rest of the map is. It would spoil the portal connectors but maybe do something with the skyboxes or idk, feels weirdly bland and dark.
12-Looks fine, technically texture inconsistency too with the pogo being the same texture as walls
13- Fine but still the same texture issue, can land on several place on the last displacement, looks like its a non issue but maybe check it. You can check no hull collision so players go through displacement so you don't have to put tele in too weird shapes and spots, don't know If you knew about this. The tele currently don't goes all the way to wall so be aware if you make displacement non solid for players, they might go into the void
14- Looks fine
15- Looks fine
16- Looks fine but detailling wise it's below the other jumps that have scenery etc. Maybe the burn out was coming, I get that
17- Looks fine, same feeling than previous jump

As ronv mentionned a proper final room would really add to the map, it looks very epic in many places so that would be a waste.

The use of different skyboxes is good but sad it's just in one place, that could be reused for the final room as well maybe?

The efforts made are clearly showing, map needs just a little more polishment imo, but it's already very good !
Check Tempus Standards post if you want this to be added to Tempus and make changes accordingly : https://jump.tf/forum/index.php?topic=3476.0


« Last Edit: June 09, 2024, 03:25:33 AM by Finn91 »


Mikko

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Really cool map, really nice detailling and fun jumps !
Like ronv I can't really give meaningful feedback on spacing but I listed some stuffs :

1- fine
2- fine
3- fine, a bit surprising how low you have to go but you get used to it
4- fine, maybe a one way tele but thats just for the most impatient of us
5- fine
6- fine but same, one way tele could help
7- fine, felt a bit unoriginal compared to the rest. Also some texture inconsistency here. The floor of the jump is tele+nonade and has exact same texture than the connector or shootable things, then the catch is shootable but tele, all with the same texture. Geometry make the jump fairly easy to get but it's not a good thing to do in general, and it's basically not meeting tempus standards post, so be careful about that.
8- Cool jump but again, the wall with the arrow looks very shootable considering its texture. Also some playerclip for the wall next to ramp could be helpful but not mandatory ofc.
9- Good but the auto-edgebug isn't consistent, you can find the fix in Tempus map standard post
10-This is where it started being a bit too hard for me so I can't really tell if it's good, concept looks fun ! Tele_destination should be closer to wall tho for slightly more comfort
11-Fine too, ending feels a bit boring considering how pretty the rest of the map is. It would spoil the portal connectors but maybe do something with the skyboxes or idk, feels weirdly bland and dark.
12-Looks fine, technically texture inconsistency too with the pogo being the same texture as walls
13- Fine but still the same texture issue, can land on several place on the last displacement, looks like its a non issue but maybe check it. You can check no hull collision so players go through displacement so you don't have to put tele in too weird shapes and spots, don't know If you knew about this. The tele currently don't goes all the way to wall so be aware if you make displacement non solid for players, they might go into the void
14- Looks fine
15- Looks fine
16- Looks fine but detailling wise it's below the other jumps that have scenery etc. Maybe the burn out was coming, I get that
17- Looks fine, same feeling than previous jump

As ronv mentionned a proper final room would really add to the map, it looks very epic in many places so that would be a waste.

The use of different skyboxes is good but sad it's just in one place, that could be reused for the final room as well maybe?

The efforts made are clearly showing, map needs just a little more polishment imo, but it's already very good !
Check Tempus Standards post if you want this to be added to Tempus and make changes accordingly : https://jump.tf/forum/index.php?topic=3476.0

Thanks for  the thorough feedback Finn!! I've been working on an endroom for the past 2 days, and fixing stuff here and there. I'll add your stuff to the pile before i release the next version. I definitely would like this to get added to tempus. thanks for the link!

Also weird that the edgebug isn't consistant... I literally copied it from Reverentia haha
« Last Edit: June 09, 2024, 03:14:01 PM by Mikko »


Finn91

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From decompiling the map your trigger_teleport is missing the "eb" in Local Destination Landmark and Clients flag isnt checked. Do these and it should be all good :D


ShadowOfLight

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Jump 1:
- Maybe nice to have a bit more space/teleport slightly further backwards on starting platform
Jump 3:
- Hard to see how low to go with the waterfall
- Feel like I have to hit pretty bad wallshots to make this, I kept overshooting
Jump 5:
- Can stand on wb wall (at the far right)
Jump 9:
- Theres no teleport in front of the ramp
- Very easy compared to previous jumps
Jump 12:
- Spawn/teleport bit more to the left would be nice, I put my tele all the way past the gray platform even
Jump 13:
- Theres a clipping on the 2nd wall I sometimes got stuck on
- Also kept hitting the tree after the 2nd wall
- The strafe at the end is imo a bit too tight
- Please playerclip before/after the walls, I hate wallshots that you can bonk on at the sides
(can cheat it with wp but you already know this)
Jump 15:
- Not sure if intended but theres a red dev wall on the left
- Not sure if just me but I did not like the spacing at all. Super difficult to get a good triple there. I rather have the sync wall be a lot further back
Jump 16:
- Not a fan of no regen but if theres no other way to anti cheat it I guess its fine
- First wall on the left after the turn really confused me (same texture as the shootable walls but is nonade). Not that big of a deal though
Jump 17:
- Felt (quite a bit) easier than 16
- Can cheat it (if link broken I can re-upload it): https://streamable.com/ycej49

(everywhere)
Add catapult 0 to teleports so you dont fly away after failing



Mikko

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New version incoming:

Thanks for all the wonderful feedback guys.!

https://drive.google.com/file/d/1U5Utb1QoA3AJPFrdl69woB1zstjdzxBY/view?usp=sharing


All jumps that apply: Added No physics collision for telesync anticheeses.
Added jump numbers.

1-2 CONNECTOR:
   1. Increased lighting. (Sgt Bytheway)

2-3 CONNECTOR:
   1. Increased lighting. (Sgt Bytheway)

3:
   1. Added additional no nades and teleports. (life__exploit)
   2. Added a no vel catapult to prevent telehops. (ronv45)
   3. Lowered "good wallshot" indicator colors on the first left wall. (Sgt Bytheway)
   4. Fixed displacement improperly sewed. (ronv45)
   5. Retextured parts of the jump to conform to texture consistency.(Finn91)
   6. Adjusted lighting behind the glass.

3-4 CONNECTOR:
   1. Increased Lighting. (Sgt Bytheway)

4:
   1. Changed the texture to better indicate the end. Increased lighting where the end is. (Sgt Bytheway)
   2. Added 1 way teleporter to prevent long falls. (Finn91)

4-5 CONNECTOR:
   1. Tweaked lighting.

5:
       1. Fixed players being able to stand on the first wallbug wall.

5-6 CONNECTOR:
   1.Increased Lighting.
   2. Fixed a few displacements that were not solid to rockets.

6:
   1. Added 1 way teleporter to prevent long falls. (ronv45), (Finn91)
   2. Added additional Anticheese nonades to prevent triple cheese. (life__exploit)
   
6-7 CONNECTOR:
   1. Changed textures to elaborate on the start of the jump. Increased lighting (Sgt Bytheway)

7:
   1. Added more lighting on the walls.
   2. Added teleport on top of starting wall. (life__exploit)

8:
   1. Added teles to the top of walls. (life__exploit)
   2. Allowed snake to see, and attached his jaw to his face :D

9:
   1. Added teles to the top of walls.
   2. Extended teleport in front of main ramp. (Sgt Bytheway)
   3. Moved wallsync wall furthur away. (Sgt Bytheway)
   4. Fixed the edgebug according to Tempus standards. (Finn91)

10:
   1. Added additional teleports. (Sgt Bytheway), (life__exploit)
   2. Moved the main wall backwards. (Sgt Bytheway)

11:
   1. Playerclipped off detailed area.
   2. Increased lighting on ramps. (Sgt Bytheway)
   3. Added teleports on top of walls.
   4. Moved playerspawn back 32 Hus. (life__exploit)
   5. Added additional detailing to please. (Finn91)

12:
   1. Fixed the Nogrenades. Intended is forced wallshot.  (Sgt Bytheway)
   2. Rotated spawn direction 90 degrees to align player parallel with the wall they need to shoot. (Sgt Bytheway)
   3. Retextured the have texture consistency. (Finn91)


12-13 CONNECTOR:

   1. Changed some texures.

13.
   1. Anticheesed pogo. (Farmacist),(Sgt Bytheway),(life__exploit)
   2. Added minor detailing to better elaborate which way to go. (Sgt Bytheway), (life__exploit)
   3. Increased lighting in darker areas.
   4. Adjusted tree location. (life__exploit)
   5. added more teleports on displacements (Finn91)

14.
   1. Extended Playerclip on first wall. (life__exploit)
   2. Fixed softlock area due to an open displacement.
   3. Fixed the skip teleport not working. (Sgt Bytheway)
   4. Added additional teleports behind the displacements, and made select displacements no hull collision to allow players to get back after a fail faster.
   5. Some minor retexturing.

14-15 CONNECTOR:
   1. Fixed missing playerclips. (life__exploit)
   2. Changed the first skybox. (life__exploit)

15.
   1. Added more teles. (life__exploit)
   2. Playerclipped the triple wall. (life__exploit)
   3. Sewed displacements.
   4. Minor retexutring, and texture fixing.
   5. Minor lighting improvements.
   6. Minor detailing added.

16-17 CONNECTOR:
   1. Added "seamless" tele back. (Sgt Bytheway)

17:
   1. Adjusted textures and lighting.
   2. Fixed players being able to stand on the top of the walls. (life__exploit)
   
17+ Added The End room! (everyone)
17++ Added The Final "Thank you Room".

 
« Last Edit: June 11, 2024, 06:03:36 PM by Mikko »


Mikko

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Jump 1:
- Maybe nice to have a bit more space/teleport slightly further backwards on starting platform
Jump 3:
- Hard to see how low to go with the waterfall
- Feel like I have to hit pretty bad wallshots to make this, I kept overshooting
Jump 5:
- Can stand on wb wall (at the far right)
Jump 9:
- Theres no teleport in front of the ramp
- Very easy compared to previous jumps
Jump 12:
- Spawn/teleport bit more to the left would be nice, I put my tele all the way past the gray platform even
Jump 13:
- Theres a clipping on the 2nd wall I sometimes got stuck on
- Also kept hitting the tree after the 2nd wall
- The strafe at the end is imo a bit too tight
- Please playerclip before/after the walls, I hate wallshots that you can bonk on at the sides
(can cheat it with wp but you already know this)
Jump 15:
- Not sure if intended but theres a red dev wall on the left
- Not sure if just me but I did not like the spacing at all. Super difficult to get a good triple there. I rather have the sync wall be a lot further back
Jump 16:
- Not a fan of no regen but if theres no other way to anti cheat it I guess its fine
- First wall on the left after the turn really confused me (same texture as the shootable walls but is nonade). Not that big of a deal though
Jump 17:
- Felt (quite a bit) easier than 16
- Can cheat it (if link broken I can re-upload it): https://streamable.com/ycej49

(everywhere)
Add catapult 0 to teleports so you dont fly away after failing
Hi Shadow. Thanks for playing the map.  Some of your concerns have been taken care of in the version I released a minute after your comment.

Do you mind adding me on discord to further elaborate on your concerns? My discord is just "kotamaki"


Finn91

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Nice update

Some things to point out :

Both one way tele are not working for me, surely it's the same for everyone?
Rockets go through one of the displacement wall before jump 13 (just just before jump 13 the wall in the corner)
You can bonk jump 13 with just a wallsync



You can also do it with just the wallsync which is pretty epic


life__exploit

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Mikko

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Nice update

Some things to point out :

Both one way tele are not working for me, surely it's the same for everyone?
Rockets go through one of the displacement wall before jump 13 (just just before jump 13 the wall in the corner)
You can bonk jump 13 with just a wallsync



You can also do it with just the wallsync which is pretty epic


Hi Finn. This jump is supposed to be difficult. Perhaps it may need some tweaking. There isnt really any way to prevent bonks unless i make the wallshots harder. they are pretty hard as it is, although for some insane players, they dont even need to wallsync. Im unsure whether to change the spacing to accommodate good players since that would make the jump extremely difficult to the point where it stands out. Im open to suggestions. Ill play around with it tomorrow. I got those one way teles working again and ill release the patch tomorrow, along with a few small fixes life_exploit and rellort brought up. I also removed the regen on two jumps as it was a bad idea...
« Last Edit: June 12, 2024, 11:42:08 PM by Mikko »


Mikko

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New version incoming:

https://drive.google.com/file/d/1wwwnCpzy02kL68yy-e4uQKDYVHYTkhZa/view?usp=sharing

1.
        1. Added better texturing at the end to make it obvious where it is

3.
   1. Made left wall longer
   2. Fixed being able to stand on wall with arrow
   3. Added no nade
4.
   1. Removed limited regen
   2. Fixed 1 way teleports
   
5.
   1. Updated pogo wall texture to obviously show where to go.
   2. Fixed some areas having no nade when they should be shootable.
6.
   1. Fixed 1 way teleports
   2. Texture consistancy changes
   3. Added more no nades
   4. Added better teleports at the bottom near the water
7.
   1. Updated the catch platform texturing attempt 1.
   2. Playerclipped the top of the displacements

8.
   1. Retextured ramps to be consistant, and more telling of where to go.

13.
        1. Added metal grates
   2. Removed tree.
   3. Made strafe area wider.
   4. Added indicator line around walls to indicate maximum height you can have to beat it.
   5. Made wallsync wall longer.
   6. Slightly increased cieling height past the last wallshot.
   Note: jump should be a lot more forgiving for people entering the end with a lot of speed.
   
15.
   1. Removed 1hu playerclip on last wall.
17.
   1. Removed limited regen
   2. Fixed displacements

added dustmote indicators for mid air no grenades
Misc texture consistancy fixes
Optimized end room. Super bad framerate issues due to multiple flickering lights + high luxel scale. All static now.


Mikko

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New version incoming:

I consider this to be the final version of the map unless any glaring spacing issues come up, or anybody has spacing suggestions.
For some reason, several assets were packed into the map that are not used. I will be going through this to lower the filesize. Also working on implementing a start room.
https://drive.google.com/file/d/1MWMRyc4EdG9DRsNWvNllv3A-bNjiclmx/view?usp=sharing

After A round of demoman playtesting, The following fixes were implemented:
 
Anti-Fall triggers on 4 - 6 now exclude Demoman
Full proofed and correctly set the logic on the Anti-Fall triggers
Jump 16 now has large dustmotes to show the regen areas(Misterwings)
Jump 13s playerclips were slightly changed and displacements now have sticky collision(Imagine)
Fixed lazy no nade eating stickies on 13 towards the end (Misterwings)
Tick-regen is implemented for both classes(KJR)
 
 
 
15. last left wall height raised slightly.
 
 
3.
   1. Made the wall to strafe around longer to force a more consistant and reliable way to do the jump that punishes height significantly less.
   2. Added indicator line arrows to the floor to show the flow of the jump
   3. Made translucent wall less translucent
   4. Added indicator line to prevent bonkage
   5. Extended last wall to punish speed less.
 
8. Reworked this jump. Spacing is magnificent now.
   1. Extended both ramps
   2. moved final wallshot back
   3. Extended prefire wallsync wall. : Good attempts arent punished anymore. Jump is significantly easier.
   4. moved playerspawn back 32 hus.
   5. Moved end back.|

9.  Reworked aswell.
   1. Moved wallshots before the ramps away 248 hus to make more consistant.
   2. Moved end farther away.
   3. Made ramp longer.
   4. Slightly changed ramps steepness
   5. Made wallsync wall longer and higher.
 
Added cubemaps
Additional optimization improvements on multiple jumps
tweaked seamless tele to actually be seamless.
Changed skybox AGAIN
« Last Edit: July 08, 2024, 12:41:33 PM by Mikko »


Mikko

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New version incoming:

This should be regarded as the final version of this map unless it needs adjustments to fit Tempus' standards.


https://drive.google.com/file/d/1f7ZyI0MjyqpFCyzV-jJxhVOJdoPb39fI/view?usp=sharing

7.
        1. Made the last wall on jump 7 64 Hu's longer.

MISC:

2. Various VRAD and VVIS optimization.
3. Various texture optimization to reduce overall filesize.
4. Added the start room.
« Last Edit: August 12, 2024, 09:44:09 PM by Mikko »