Thank you for your feedback, I really appreciate it. I updated the map to version b9 and the new version can be found at the same gamebanana/tf2maps links as before, or here
https://www.mediafire.com/file/skuyvf6v31yds62/jump_hoi_b9.bspHere's what I've done in this new version, or why I didn't do something:
1 - Underwhelming spawn, hard to start with speed
I added a small wall to the starting platform to make a speedy start easier (can start with fast speedpogo, telesync or maybe speedshot), but the spawn is still underwhelming and I haven't worked out how to fix that yet.
3 - Claustrophobic triple sync
I made the platform 50% larger, I don't really want to use transparent textures though as I'm struggling to make any that fit with the look of the map, and I think the larger sync platform fixes the problem.
5 - Awkward, should add a seperate platform for speedshotting on
I like 5, strafing is required for a ctap start but i don't personally think that's a bad thing and doing the speedshot on the starting platform helps make it sort of different. For speedrunning gamers it might be possible to triple over the sign after doing a big jurf and skip the jump altogether
8 - Speedshot syncs are unreliable for speedrunning
I don't want to remove this jump altogether as I think it fits in well, but you make a very good point about speedrunning. Do you think the addition of an alternative telesync and left wallshot strat would be a good idea?
9 - The wallpogo is too long and the bhop is not ideal
Fixed, but the upwards pogo is still long and since it's been reduced by a bit I don't think I'll change it. On a side note it might be possible to triple after doing a good speedshot sync and skip this jump completely, but I don't really know how realistic that is and I haven't done anything about it.
10 - Spacing is good but the jump does not give the player much time to look up
I'd rather keep it how it is, as the yump quint takes up loads of space and despite using the max map size I still don't have much spare room. I also like how the timing works.
11 - Too narrow
I could make a larger ramp but then I might run out of room due to it being easier to travel far, and having to time the speed up is what gives this jump it's difficulty rather than just big distance. It should be easily repeatable if the player start's gaining lots of speed at the correct position on the ring.
12 - Platform spacing is wierd, could make no space at end
In my opinion due to the splash on the final sync it's not worth moving the final platform closer to the end
13 - Add splash
Added splash as suggested
14 - Add arrow
Added arrows that kinda look ok
15 - Timing strat?
I think this is a timing strat
And yeah I don't really know how to make a jump like 15 without copying destination_v2 as the spacing works so well :c
P.S. pogos after other things are cool and I haven't got THAT many so I think I'll leave them how they are
TL;DR
- Added a wall to the back of the spawn platform to make it easier to get a speedy start
- Made the sync platform for 3 50% larger
- Made wallpogo on 9 shorter (which can now be bhopped after walking off)
- Made the sync higher on 13 and added a splash layer to the top
- Added arrows to 14 to make it more obvious where to goThanks again for the feedback, I hope you like the new version C: