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Malecus · 10 · 3595

Malecus

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Hey all,

I'm a medium-level jumper and brand new to Hammer and mapping. I've built an alpha for a Soldier jump map and am eager to get feedback. This is a rough draft version: The (lack of) visuals will be thrown away, and I'm looking to refine the jumps themselves first.

My goal was to make a medium-difficulty map that has conceptually-simple jumps, but makes you do them well. Shotgun is required! All feedback is welcome. I'm interested in riffing on this with the community's input to really produce a good product.

jump_noname_a1: http://bit.ly/1iSBuLE
jump_noname_a2: http://bit.ly/1knersN
jump_noname_a2 runthrough: http://youtu.be/jdKy5mVarj4 (New!)

The jumps:
01. High jump
02. High jump with steering
03. Wall jump
04. Wall climb
05. Ascending skips
06. Blind jump with switches
07. Speedshot
08. Double
09. Triple
10. Skip to double speedshot
11. Backward steering with switches

Alpha 2 (5/20/14):
Based on feedback, I've tweaked lots of things and added some missing details. Appreciate the help, guys. Expect a run-through video in the next few days. What's changed:
  • Adjusting walls/platform positioning.
  • +No grenades on lots of walls that needed them.
  • +Teleports on top of switches so you can't cheese the last jump anymore.
  • Shortened switch activation time on #11 to make the door close faster.
« Last Edit: May 26, 2014, 09:02:25 PM by Malecus »


BQE

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1 - fine
2 - fine
3 - wall block seems a little high/forward.  I only ever hit the back bottom part.
4 - not sure if meant to be a ctap or regular jump.  also, you could possibly do a sync to single wall climb
5 - pretty easy, I expected more platforms.
6 - not sure if im supposed to be able to shoot the walls, but thats how i did it
7 - had some trouble with this one.  also, shootable walls.
8 - fine
9 - seems like a pretty standard triple
10 - best jump so far, although the distance from the skip to the ss sync is awkward.  extend it forward or move it forward imo
11 - gonna be honest, i didn't really give this jump much effort.  not really a fan of 'shoot the target' jumps


Malecus

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Thanks for having a look. One thing I was worried about was the distances. I ctap (most, if not) all my jumps, so #3, the wall block felt comfortable, along with the distance to the door on #6. Been ctapping on jump maps for quite a while now, and I still haven't decided if it's unreasonable to require them (Klanana, Waves, and Duey come to mind).

EDIT: Seeing as how so far my map is based around ctaps, I feel fine about it; I'm leery how my fellow jumpers would see it, and if they thought it'd be a deal breaker. "So many ctaps. Pass." You know?

#4 is a ctap. I can push it out to be clearer.

I may add a third platform to #5. I wasn't sure about the difficulty progression, if it would make it too hard too fast.

#6, my intention was to soften up Pagoda #8--jump out toward the door, shoot the switches, fall through.

#7, the distance is tough again. A good ctap will send you past it. :/ A medium ctap will get you right where you need to be. I'll func_nogrenade the walls.

#9, maybe I'm just bad at triples, heh. I struggle with this one. I considered making the walls not shootable, so you'd have to get the height (a good triple), rather than getting up there and then wall climbing.

#10, I'm not sure about the distance myself. If I get it just right, I can fly over the ss sync. But if it's a little sloppy, I don't make it at all. Maybe the lack of forgiveness is the problem here.

#11, NP. I had a wacky idea for backward steering and shooting. I love "shoot the target" jumps and I felt like I had a fresh take on it, combining it with a not oft-used technique like backward steering.

Thanks a ton for the input. All under advisement. I hope to put out an alpha 2 in the next week.


obsidiian

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Crashed as soon as I got to #6. Not sure if it's a coincidence or the map.


Dr. Heinz

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02. High jump with steering
11. Backward steering with switches

Do I need a wheel for this?


Malecus

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@obsidiian
The only weird thing I can think of is that I used an OnDamaged output to change the Color of the switches when shot. It's a little funny, since I pass a Parameter of 0 255 0 (for green, in RGB, which is what I think it should be, according to the Valve docs), but it turns it black instead. I don't know if it's an opacity thing or what. Setting it back to 255 0 0 afterward, restores the red.

I've seen people post about DirectX8-related issues. Are you running that?

@Dr. Heinz
LOL. This is actually a Pyrocar map. Did you try it out? :D


obsidiian

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Malecus

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I'm running dx9.8

I assume it crashed as you teleport? Can you noclip outside the walls and still crash? I'm wondering if it's related to just seeing some element. The final jump (#11) also has the same colorized switches, so if it crashes as you noclip to #10 and walk through the teleport to get to #11, I'll figure out something else for the switches.

Or if it was a one-off, I won't worry about it.

Thanks. :D


Malecus

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Based on feedback and play testing, I've updated and put up an a2 version: http://bit.ly/1knersN

Full info in the original post. Still looking for feedback if anyone wouldn't mind!

Thanks. :D


Malecus

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Finally got off my duff and threw together a run-through. In addition to being brand new at mapping, I'm brand new to recording. :/ Sorry for the presentation. I wasn't able to render the mp4 at 60 fps.

Anyway, this is where it's at. I'm mostly set with the jumps. Detailing is up next!