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scotch

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demo airpogo, probably around the same difficulty as dang very easy t6
bonuses are the purple swirls at the end
hencjk
« Last Edit: February 22, 2019, 06:13:52 AM by scotch »


False_

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heckin' good

some notes:
- on the first vert jump you start on a piece of glass and it's slippery, sorta annoying to walk on especially if you want to start with a double
- people are gonna bonk on this connector during runs, a hole connector feels pretty unnecessary and more infuriating than anything
Spoiler (click to show/hide)
- you have triggers to stop doubles on some jumps but they don't work consistently, and there's no indication of whether it's on a jump or not. If you insist on having them, I would at least have some indication of where the triggers are, using dustmotes or some transparent coloured box
- I got pranked by this
Spoiler (click to show/hide)
- people are just gonna double pre from here on this jump
Spoiler (click to show/hide)
- this level is just a much more open version of a previous jump, would be cool if it had something more interesting going on with it. Also, the velocity check here is annoying too
Spoiler (click to show/hide)
- where's this water coming from buddy
Spoiler (click to show/hide)
- last feels easier compared to the last few levels, doesn't 'feel' like a proper last, I was surprised that was the end of the map
- I don't see any purple swirls at the end, and I'm missing the cap
Spoiler (click to show/hide)
- the bonuses are pretty dark

Overall, solid levels, difficulty progression is pretty shallow, I found the downair level to be the hardest and last to be mid-difficulty for the map. Biggest complaint are the velocity checkers and that one connector, honestly blocking doubles doesn't really add anything to this map or make any jump better, it just makes it more frustrating to run when you get bodied by one. I'll be looking forward to running this map online (tp activated 8))


scotch

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helpful feedback
appreciate the feedback my man
gonna leave the hole/double pre on the vert. the hole is more of a skill check, and i think ive made it clear enough where the hole is. and im a bit too lazy to light the bonuses properly. i think you need fullbright for one of them.
rc3:
- Removed the slip from first vert
- Clarified texturing on a couple of jumps
- Changed 2nd last intended (might be a bit toasty for 2nd last)
- Expanded map lore to clarify the origin of water
- Extended horizontal glass divider on last
- Hopefully included swirls

Will change the surfaceprop on the glass floor texture in a future update to fix all of the slippery glass.
« Last Edit: February 18, 2019, 03:17:23 AM by scotch »


False_

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played rc3 on stream today, found this water wasn't behaving properly for soldier
Spoiler (click to show/hide)


Ladyboog

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    • ladyboog

scotch

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« Last Edit: February 22, 2019, 06:12:29 AM by scotch »