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jump_struck (for jump jam 2024)

Lecter · 11 · 532

Lecter

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jump_struck is my attempt at a map which bridges the (large) skillgap in between jump_lotus (t3) and jump_strike (t5)
it's my 2nd map (and first time making my own geometry), made for jump jam 2024.

you do NOT need the air strike for this. the functionality is baked into the map. use stock, ori or mangler.
also comes with common stuff like 900hp solly, demo tickregen.

Special thanks to Goth for playtesting and providing tons of feedback during the process.

map dl:
https://drive.google.com/drive/folders/1ii2tJGnRM7J4Z1VqXXMK-2HrVi922Z_-?usp=sharing

showcase:
« Last Edit: October 24, 2024, 07:26:45 AM by Lecter »


Finn91

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Hey

Made a highlight with some of my feedback (you can ignore the last 2 minutes I forgot to cut)

https://www.twitch.tv/videos/2172540232



Lecter

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hi finn thank you for taking the time to give some feedback, some good tidbits in there especially considering those little ledges and the walkoff teles. a lot of the feedback coincides with what jam judges said (level4/5 being too similar, the ramp on 6 being too short or the player slot/hole on 14 being a bit awkward)

when it comes to the lighting, i noticed the skybox doesn't seem to provide any light on your config? im not sure what's causing that, the floors shouldn't be as dark as they are on your end. are there some lighting settings you're using that i should be aware of? cuz on my end it looks fine, it's at least not pitch black

oh and regarding the jumps with iffy regen. i came to the conclusion that the reload gimmick it is a bit too convoluted so im looking to adjust and/or remove jumps where reloading was a big part of the jump.
« Last Edit: June 15, 2024, 03:50:25 PM by Lecter »


Finn91

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Well I have light from skybox on other maps, the only thing I can think off is I don't have max gamma in settings but It shouldnt be that dark even considering this so I don't really know :s


Lecter

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_b7 is now available, it features lots of fixes and improvements based on feedback from the jump jam judges as well as Finn and Goth:

- better lighting (maybe finalised if feedback is positive)
- spacing improvements (extended some pogo platforms, removed several ledges/pixelwalks u could stand or bonk on, the slot on jump 14 was improved as well)
- levels 4 and 5 have been removed due to being too same-y (maybe another jump will be added to round out to 15. undecided atm) [N.B. the jump level numbers are messed up because of this]
- jumps that had reloads built into the jumps have been altered, namely:
         - jump 7: first it was several 2x pogos, now it's basically lotus prelast (pogo 2x->pogo 3x). ceiling raised for comfort
         - jump 12: added regen before the wallsync
- regen trigger on last has been pulled down
- connectors no longer have a skybox ceiling, as to promote immersion


I need some feedback on the order of jumps, that and maybe add a jump to compensate for the removal of 2 levels. These and the adjusting of the level numbers (and maybe adjusting connectors in accordance with new order) will be the bulk of _b8
« Last Edit: June 18, 2024, 04:44:10 AM by Lecter »


Finn91

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Lighting is better definitely, I can see now ! The flicker lights in some place are maybe a little odd since they come from nowhere but I dont think it's an issue

8-You can bonk start
10-You can bonk left wall (the top)
12-Regen is still kinda owning me

I didnt check every walls tho
Number of jumps felt good


Lecter

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the map has been updated to b8, which mostly fixes some ledges, some out of place skybox ceilings and the numbers of the jumps.

jump 12 (it's jump 10 in the new numbering) was altered a bit and it seems better but if it is still considered poor i could consider reworking the jump
if that isn't needed, then the map is basically finished

the download link has the updated version


Lecter

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the map has been updated to b8, which mostly fixes some ledges, some out of place skybox ceilings and the numbers of the jumps.

jump 12 (it's jump 10 in the new numbering) was altered a bit and it seems better but if it is still considered poor i could consider reworking the jump
if that isn't needed, then the map is basically finished

the download link has the updated version

Scratch that.
As a warmup for Exile's Cartography Clash, I decided to fix some things about this map that came up over the past few months of playing it + some of the feedback from playtesters and Jam judges. It also worked as a nice warmup, easing myself back into Hammer. The same download link should still work.

The changes include:
> Added fast reload attribute (like seen on Strike, Gervais & other such airstrike maps)
                 >N.B. This means jump 4, 9 and 10 are easier now, also means connector strats are more lenient and more 'fun'.
> Fixed two walls being slightly misaligned on Jump 9, preventing stucks on said walls, making the jump less frustrating.
> Jump 12 has had its first set of poles removed, making the jump less frustrating.
> Adjusted some brushes on Jump 13 to fix a texturing issue.
> Last (Jump 14) has had its ending lowered to make it less frustrating. Old ending height(s) were kept as references by turning them into 'stairs' leading into the end zone.


washed up

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please pack the custom texture
also these edges are still a problem: https://imgur.com/a/1qXtdOM
fun jumps


Lecter

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please pack the custom texture
also these edges are still a problem: https://imgur.com/a/1qXtdOM
fun jumps

lmao the rust is real, i forgot to compile with compilepal, will update in little bit.
should be good now. thanks for the feedback

edit: i did another small set of tweaks
>end roof of j9 is higher in case of slamming the sync
>stucks on leftside of j7 are removed, jump now slightly wider as a result
>resolved texture issue at end of j6

+ some small tweaks adjusting stuff related to these fixes, things no human would notice (hopefully)

unless more feedback is received then this map is now 100% done. mapname in download changed to just be 'jump_struck' to represent this

Hope you enjoy!
« Last Edit: October 28, 2024, 03:55:21 PM by Lecter »


Psychotic Duck

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really cool map, nice to have a good air strike map (would say this is more fun than strike)

No major issues, but a nitpick:
for jump 7, I don't get why the green wall at the end is only on one side - wouldn't hurt the jump at all to make the green on all four sides, and lets you not worry about maintaining your angle while rising
(not a big enough issue to make a v2 over though)

Very fun ways to utilize the air strike's power, without feeling completely trivial; 8 and 13 are hardest for me

Edit: idk if this map is high T3 or T4, I think air strike maps can be overrated in tier generally because people don't learn how to jump with it
« Last Edit: October 30, 2024, 06:56:37 PM by Psychotic Duck »