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jump_bongwater

vantael

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its finally done. bonus1 made by Syro

15 jumps, t3 solly t2 demo 2 bonus jumps


download here: https://www.dropbox.com/s/uvyqhayhjksodth/jump_bongwater.bsp?dl=0



Spoiler (click to show/hide)
« Last Edit: July 07, 2019, 01:09:51 AM by vantael »


mazlli

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Exile

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useless feedback inc
ok overall i dont think i have a problem with the jumps, theres just alot of visual things that are kind of there, im not one to talk but it might help to point out
this tele door is kind of off
jump 1



jump 2
stuff like this might be annoying for some people

jump 3

jump 4
the tele on this doesnt touch the floor

jump 5
nothing too big here, look like the same issue with the tele door though
jump 6
floating torch

jump 7
i think making the reset face you in the direction of the first wallshot would be a nice quality of life thing, no big deal though
floating tele door too
jump 8
nothing
jump 9
i usually failed on the 2nd to last pillar on this one, not sure about the spacing personally, it felt ok when i beat it though so im not sure
jump 10
nothing
jump 11
not sure if 2 rockets on the ramp is intentional but thats how i felt it was comfortable to do


i like the map overall with a bit of polish it should be good
« Last Edit: May 03, 2019, 01:14:26 AM by Exile »


TheRaven

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Damn, nice map. Much better than jump_again. As exile said, there's a lot of small "bugs" around the map. I've compiled some more her: https://imgur.com/gallery/3B8WA7N

Overall, the jumps feel really good. Though, I have no idea what I have to do at last.

The triple water sync is visually annoying. I would make pillars or something that connects the top platform to the bottom. Also, it's difficult to tell were the teleport is, I would like to have that visible.

With the ramps between 5 and 6, jump 6 can be skipped too easily. You can just start from the end of jump 5 and skip the whole jump. I can see it being cool for speedrunning, but I think it's too easy to skip.

The lighting in the first area feels very off. Maybe change something to the light-environment?


Ladyboog

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vantael

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CrackuhJax Today at 8:08 PM
u should make a new reply saying you've updated it again

vanta Today at 8:08 PM
i just edited the post

CrackuhJax Today at 8:08 PM
i know but making a new reply lets people know there is something new


CrackuhJax

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I'm not sure how I feel about 4 jumps just being out in the open, you go from out in the open with no walls, to in a room with just 1 jump, then back to out in the open. It's kinda jarring but that might just be me.

Jump 8: There's no real indication that you're supposed to tele-sync this, and the invis wall is so close to the wall it makes the angle for the tele-sync really awkward.

Jump 11: You can very easily cheat this by just syncing and wallshotting up to the ramp (sidenote: the end platform for this jump is the only end platform you can't shoot out of all of them on the map)

Jump 14: My problem with this jump is that it's pretty much the only jump on the map that requires this much precision, all the other jumps have a fair amount of lee-way, except this one. Factor in ping and the jump is just unsatisfying, and really easy to fail. You don't necessarily have to change anything about this jump, but this is gonna be the most disliked jump.

Jump 15: I really like the idea for this jump, except you can mega cheat this. But I'm not sure if it was intended...?
You can shoot this side of the divider, which makes it re-syncing the triple super easy. https://i.imgur.com/EtrNnx4.jpg
You can wallshot of the starting wall to the right, double in the middle, and just wallshot the middle divider to the end.
You can also tele-sync double on that same wall and just go straight up to the end. https://i.imgur.com/9abZ8sM.jpg

These things aren't really that big of a deal, but unless you're okay with people cheating your jumps (especially last), I would address jumps 11 and 15.


This next complaint is entirely cosmetic, but it really bothers me.
This floor https://i.imgur.com/bhrLWLm.jpg and this floor https://i.imgur.com/N7smEv7.jpg look exactly the same, except one of them you can stand on and the other one resets you. And you have this inconsistency all across your entire map. Like in this screenshot: https://i.imgur.com/DL9SQa3.jpg there's 3 different floors that represent different things, but they're all the same texture. Even this hole https://i.imgur.com/PDKWB7z.jpg has this issue! Realistically it's not that big of a deal, but I think having consistent textures is an important factor in teaching players how to beat your jumps. Personally, I would fix this.

Overall I really like the jumps and the flow of the map, but the things I pointed out add up and I really don't think you want all these issues as a part of your final release.



vantael

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finally done! thanks for all the feedback thanks to Syro for bonus and final compile/pack