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xlxvs · 11 · 2070

xlxvs

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Jump Apparition

A t5 soldier map that I've been making for almost a year (date started 5/20/18). I feel like the map is done and ready to be posted. I want to give a big shoutout to Sitood for helping me along the way in the creation of this map when I was still new to mapping. I also want to mention that the first course is extremely speedrun friendly, there is a ton of strats.

Latest Version:
Map DL: https://drive.google.com/uc?id=1mz_s3KYI4gLmS_zbzSTup5ilkK-ybg-T

Old Versions:

Info on the map:
Courses: 2
Total Levels: 21
Tier: T5
File Size: 58.85 MB
« Last Edit: May 16, 2019, 11:28:55 AM by xlxvs »


hooligan

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Some critiques

A lot of the connectors have nonades on the floors but not walls, or nonades everywhere, consider either making everything splashable in connectors or just using teles to the next jump since the nonades make it jank to run through the connectors
Also maybe add more connectors for speedy gaming, the teles dont feel necessary when they do exist

For the one long wallpogo in c2 consider changing it a bit to add bounce strats or something to shorten it, long wp feels out of place otherwise

Spoiler (click to show/hide)
This jump's spacing is awful, either shorten the first two walls or add more height to both walls, in its current state this jump is the hardest on the map

Spoiler (click to show/hide)
On the triple to 2 quints, if either of the quints is too good then this ceiling slant makes you fail the jump since it will push you backward, either raise the ceiling tons or remove the slant

Otherwise pretty neat map


xlxvs

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Some critiques

A lot of the connectors have nonades on the floors but not walls, or nonades everywhere, consider either making everything splashable in connectors or just using teles to the next jump since the nonades make it jank to run through the connectors
Also maybe add more connectors for speedy gaming, the teles dont feel necessary when they do exist

For the one long wallpogo in c2 consider changing it a bit to add bounce strats or something to shorten it, long wp feels out of place otherwise

Spoiler (click to show/hide)
This jump's spacing is awful, either shorten the first two walls or add more height to both walls, in its current state this jump is the hardest on the map

Spoiler (click to show/hide)
On the triple to 2 quints, if either of the quints is too good then this ceiling slant makes you fail the jump since it will push you backward, either raise the ceiling tons or remove the slant

Otherwise pretty neat map

Hey hooligan, I have seen your reply and plan to make all the adjustments you mentioned. Although I’m a little busy atm, so I’ll probably update the map on like Tuesday or if I have time, earlier. Thanks for checking out my map though.


TheRaven

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Pretty sick map. I can only beat t4 maps, so I didn't finish the whole map. However, here's my thought anyways :)

This wall on this jump:
Spoiler (click to show/hide)
. It's pretty damn annoying. I often shot the wrong side of the wall, giving my only a small jump. I know it looks good, but I would just make it square. Also, this jump felt pretty damn hard compared to the next two jumps. I gave up after 5 minutes, while I blazed through the next two jumps. Maybe I'm just inconsistent?

You spawn too high on this jump:
Spoiler (click to show/hide)

I would have liked to spawn close to the wall, so I didn't have to walk all the way over there:
Spoiler (click to show/hide)

The nonade walls are quite confusing. I had a hard time figuring out which walls were shootable and which ones weren't.
« Last Edit: May 13, 2019, 04:40:53 PM by TheRaven »


xlxvs

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Pretty sick map. I can only beat t4 maps, so I didn't finish the whole map. However, here's my thought anyways :)

This wall on this jump:
Spoiler (click to show/hide)
. It's pretty damn annoying. I often shot the wrong side of the wall, giving my only a small jump. I know it looks good, but I would just make it square. Also, this jump felt pretty damn hard compared to the next two jumps. I gave up after 5 minutes, while I blazed through the next two jumps. Maybe I'm just inconsistent?

You spawn too high on this jump:
Spoiler (click to show/hide)

I would have liked to spawn close to the wall, so I didn't have to walk all the way over there:
Spoiler (click to show/hide)

The nonade walls are quite confusing. I had a hard time figuring out which walls were shootable and which ones weren't.

Hey Raven, thanks for your feedback! I'll modify what you told me. The wallsync where you were having trouble is pretty difficult and is maxed out distance wise, that's why you probably couldn't hit it. Also, what do you mean about the "spawn is too high" on the level where you speedshot into a pogo catch to a ramp?

Lastly, I've been adding all the critiques both you and Hooligan have told me in a text log.


TheRaven

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I think I took a picture of the wrong jump, when I said the spawn was too high. I found these two jumps to have the spawn at 16 units and not 1.

Spoiler (click to show/hide)

Spoiler (click to show/hide)

It's just a small thing, but it makes the map a little more clean :)


xlxvs

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I think I took a picture of the wrong jump, when I said the spawn was too high. I found these two jumps to have the spawn at 16 units and not 1.

Spoiler (click to show/hide)

Spoiler (click to show/hide)

It's just a small thing, but it makes the map a little more clean :)

Ohh ok, that’s an easy fix, thanks!


xlxvs

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I've just updated the map, it includes all the things Hooligan and Raven stated. jump_apparition_b1


xlxvs

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False_

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Alright just tried this map out. Here's some feedback:
- The map would feel a lot more cohesive if there were connectors between each jump, even if minimal.
- Try not to use up much more space than needed. The second jump is just simple wallshots but the room is a massive box.
- The first jump's pogo floor feels too low, you can't just walk off and start going full speed, sorta annoying.
- There really is no reason for teles between levels if there are 'connectors' to the teles to begin with.
- Excessive use of nogrenade doesn't really make things more fun, especially if the jump is easy to begin with. It limits speedrun capability a lot.
- The first half of the map feels really uninspired. End of C1 and start of C2 are literally both quints, just one is a bit tighter spaced.
- The wall transfer on this should have an earlier indicator, you don't have much time to react.
Spoiler (click to show/hide)
- Bringing the catch back slightly would make this jump much nicer.
Spoiler (click to show/hide)
- The whole wall and starting floor should be shootable, otherwise it's not good. Also, the spiral climb at the end is very unnecessary and will only serve to make someone running this blind fail the first time they make it to the wall. Glass btw usually indicates something isn't shootable, so was a bit confusing at first.
Spoiler (click to show/hide)
- This would be better if the wall was more up and more left, atm you're trying to aim directly for the corner and don't use 90% of the wall.
Spoiler (click to show/hide)
- This level feels good, but again there is so much unused space, and when you get to the level you have to jump to the wall instead of just spawning next to it. Big boxes become very bland very quickly. Also, the teleport floor is really low so you waste time falling.
Spoiler (click to show/hide)
- This is cool.
Spoiler (click to show/hide)
- Wallpogo, yuck. Pretty out of place for a map with generally normal soldier mechanics, idk this isn't fun for most reasonable people.
Spoiler (click to show/hide)
- The triple to quint to quint also feels really bland, design-wise, and is filler for most people who can run this map. Also, if you get a good enough quint, you can hit the ceiling and get pushed back and fail. Feels like you should be able to shoot the blue at the top of the triple, and the ramp.
- There are some staircases/playerclip ramps with very large gaps, so you're basically just walking on air. Pretty awkward.
- The horizontal auto-sync could definitely use teleports at either end of the strip, so you don't have to ride it the whole way to reset. Also the side being glass but unshootable, and the floor being glass but is shootable, very confusing.
- For last, the ramp sync seems to have to be really good to make it, I'm just barely missing the end.

This map has a lot of potential, I hope you keep improving it.




xlxvs

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Alright just tried this map out. Here's some feedback:
- The map would feel a lot more cohesive if there were connectors between each jump, even if minimal.
- Try not to use up much more space than needed. The second jump is just simple wallshots but the room is a massive box.
- The first jump's pogo floor feels too low, you can't just walk off and start going full speed, sorta annoying.
- There really is no reason for teles between levels if there are 'connectors' to the teles to begin with.
- Excessive use of nogrenade doesn't really make things more fun, especially if the jump is easy to begin with. It limits speedrun capability a lot.
- The first half of the map feels really uninspired. End of C1 and start of C2 are literally both quints, just one is a bit tighter spaced.
- The wall transfer on this should have an earlier indicator, you don't have much time to react.
Spoiler (click to show/hide)
- Bringing the catch back slightly would make this jump much nicer.
Spoiler (click to show/hide)
- The whole wall and starting floor should be shootable, otherwise it's not good. Also, the spiral climb at the end is very unnecessary and will only serve to make someone running this blind fail the first time they make it to the wall. Glass btw usually indicates something isn't shootable, so was a bit confusing at first.
Spoiler (click to show/hide)
- This would be better if the wall was more up and more left, atm you're trying to aim directly for the corner and don't use 90% of the wall.
Spoiler (click to show/hide)
- This level feels good, but again there is so much unused space, and when you get to the level you have to jump to the wall instead of just spawning next to it. Big boxes become very bland very quickly. Also, the teleport floor is really low so you waste time falling.
Spoiler (click to show/hide)
- This is cool.
Spoiler (click to show/hide)
- Wallpogo, yuck. Pretty out of place for a map with generally normal soldier mechanics, idk this isn't fun for most reasonable people.
Spoiler (click to show/hide)
- The triple to quint to quint also feels really bland, design-wise, and is filler for most people who can run this map. Also, if you get a good enough quint, you can hit the ceiling and get pushed back and fail. Feels like you should be able to shoot the blue at the top of the triple, and the ramp.
- There are some staircases/playerclip ramps with very large gaps, so you're basically just walking on air. Pretty awkward.
- The horizontal auto-sync could definitely use teleports at either end of the strip, so you don't have to ride it the whole way to reset. Also the side being glass but unshootable, and the floor being glass but is shootable, very confusing.
- For last, the ramp sync seems to have to be really good to make it, I'm just barely missing the end.

This map has a lot of potential, I hope you keep improving it.

Hey False, thanks for the feedback. I have been working on this map, updating it and improving it. Some of the things you mentioned like the wallpogo jump are much more efficient now, I just haven't got around to working on this map since I have another that I'm working on atm. I will go back and do some improvising with this feedback! Thanks!