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jump_duck_a1

Duuckky

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This is my first map it's currently a work in progress, please give me feedback.

Downloads:

A1 - http://www.mediafire.com/download/qor65ieskb23a6v/jump_duck_a1.bsp
 
Change log:

A1 -  Released.
« Last Edit: April 21, 2014, 12:17:38 AM by Duuckky »


ReMaXeD

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the textures are nice and the jumps are cool



but



my dick is too big for this small map    :-X :-X :-X :-X :-X :-X :-X :-X
« Last Edit: April 22, 2014, 01:38:54 PM by ReMaXeD »


RNC1839

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I did a quick run through, here are my thoughts

First off add a trigger_hurt around the entire map, -10000 ish damage value should be fine.

1 - good.
2 - remove the big regen brush in the middle of the jump and make the one at the start bigger, the one in the middle is useless really.
3 - again you don't need that many regen brushes.
4 - Lower the pogo floor and teleporter by 64 units. Tele triggers the same height as the tele location is stupid. Also make the trigger_teleport on top of the pogo 1 unit high
5 - no complaints just really small. Same thing with 4 make the teles 1 unit high. Doesn't really need regen at all except at the top.
6 - I have no complaints but some people won't like the ropes being solid. Same thing with 4 and 5 make the teles 1 unit high. The nogrenades brush on the left wall is a little sloppy and should not clip through the wall but it's a minor error and quick fix.
7 - seems good. But the regen goes through the wall which is a bit unnecessary.

It also seems that you have a lot of unnecessary trigger brushes at the start of each jump... not sure what those are for. Unless your using them as teleport destinations which you shouldn't do. Use the info_teleport_destination instead. I also feel that you could just put regen over the entire map with one big brush and no one would notice.

As far as aesthetics dev textures and wood while feels a bit out of place, it actually works. Also the props seem a bit random but styling isn't something that can be (in)correct.

Overall there's not much to say about the map because there's not much of a map... This map does, however, have quite a lot of potential just needs a lot more jumps/courses. For a first map it's a very good, but again very small.


Duuckky

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I did a quick run through, here are my thoughts

First off add a trigger_hurt around the entire map, -10000 ish damage value should be fine.

1 - good.
2 - remove the big regen brush in the middle of the jump and make the one at the start bigger, the one in the middle is useless really.
3 - again you don't need that many regen brushes.
4 - Lower the pogo floor and teleporter by 64 units. Tele triggers the same height as the tele location is stupid. Also make the trigger_teleport on top of the pogo 1 unit high
5 - no complaints just really small. Same thing with 4 make the teles 1 unit high. Doesn't really need regen at all except at the top.
6 - I have no complaints but some people won't like the ropes being solid. Same thing with 4 and 5 make the teles 1 unit high. The nogrenades brush on the left wall is a little sloppy and should not clip through the wall but it's a minor error and quick fix.
7 - seems good. But the regen goes through the wall which is a bit unnecessary.

It also seems that you have a lot of unnecessary trigger brushes at the start of each jump... not sure what those are for. Unless your using them as teleport destinations which you shouldn't do. Use the info_teleport_destination instead. I also feel that you could just put regen over the entire map with one big brush and no one would notice.

As far as aesthetics dev textures and wood while feels a bit out of place, it actually works. Also the props seem a bit random but styling isn't something that can be (in)correct.

Overall there's not much to say about the map because there's not much of a map... This map does, however, have quite a lot of potential just needs a lot more jumps/courses. For a first map it's a very good, but again very small.

Thanks very much for the feedback RNC. About the unnecessary trigger brushes are you talking about the ones around the teleport destinations? If so, those are func_nobuild just to make sure engineers don't build stuff there and make people stuck when they teleport.
« Last Edit: April 21, 2014, 03:32:00 PM by Duuckky »


RNC1839

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those are func_nobuild just to make sure engineers don't build stuff there and make people stuck when they teleport.

While that's a good idea it's not really necessary. If you restrict the entire map to just one team they shouldn't get stuck in the buildings. Basically make one team spawn in a room that leads to nowhere and the other team in the actual course.


obsidiian

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Textures don't go together that well.  I would lower the teleports on the pogos so they aren't the same height as the floor.


John

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First off add a trigger_hurt around the entire map, -10000 ish damage value should be fine.

max cap is -999 so


BQE

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Fine so far, but the textures annoyed me.  It's like beef got molested by 4starters.