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dipp

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Greetings fellow gamers 

I have made a new map and am looking for any form of criticism/feedback for it 8)

It is a catapult-sync jump map, T6 for soldier, 10 jumps, and probably T2 for demo or something. I might implement the anti-triple pre thing so it will be a challenge for demos as well :)

b4: https://drive.google.com/file/d/1ZeIErphUKIK6BzxTWGYrtyMraROp1yjV/view?usp=sharing

Big shoutouts to Ned, maxxy, xlxvs, Voyager, klowwd for playtesting.
Also to gorge004 for some hammer stuff and sciens for the map name from eons ago.
« Last Edit: June 16, 2021, 07:03:55 PM by dipp »


Finn91

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Hi !

I love the look of this map !
Jumps are fun and work well, I have just two things to mention

Jump 7 -> Not sure if it's intended but you can prefire one rocket just after the 2nd catapult to make the jump easier
Jump 9 -> You can sync a rocket and a shotgun shot to prefire 2x with the button, you might be able to reach the end directly from the wall like that (timing is tight tho)

Also not sure if you care but here my jumps difficulty order : 1/3/2/4-5/8/6/7/9/10

That's it for me, good work :)

« Last Edit: July 20, 2020, 07:16:05 AM by Finn91 »


hex

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this map looks swag epic and i can't beat it as soldier but it seems pretty fun

T2 for demo or something. I might implement the anti-triple pre thing so it will be a challenge for demos as well :)

map is probably currently t3 because of jump 7(ish) where you fall and get a maxvel sync directly upwards, demo has to vert up at the end since you can't go straight to the tele. the anti-pre wall thingy wouldnt matter since demo has 900 hp and just triple/quad/quint stickies everything. if you want to be really funny you could use this https://jump.tf/forum/index.php/topic,3132.0.html and prevent double+ stickies so that the whole thing is extra cool airpogo (or pogo since you can sticky just about every wall but can't double).


Klowwd

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please dont listen to hex he is the antichrist dipp i love you please brother you dont have to do this


Gorge004

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great map

For this one:
Spoiler (click to show/hide)
I get the weird glitch of seeing my rocket behind the glass when telesyncing. I assume all glass walls at the start are tied to the same illusionary entity and I think thats what causes it. You could try making all those walls different entities instead of tieing them all together, might fix it.

Spoiler (click to show/hide)
Please put a fallback teleport for noobs like me who fail the wallsync so you dont have to fall at the way down to teleport back to start. A one way tele type thing that you only hit on your way down.

Spoiler (click to show/hide)
Missing tele there

Also on last its probably possible to sync a quad/quint on the ramp and strafe backward to the end. I tried for 5min and got kinda close, definetly easier than intended imo. You can fix that with an anticheat teleat the start of the ending platform filter so you only get tele if you don't reach the 7sync plat.

For 2nd last, I strongely advise against using that mimic rocket entity. Offline you can get direct hit by the bundle wich gives a significant bigger knockback since they are considered enemy rocket. On tempus, the rockets won't direct hit you so you'll have to get a good enough wallcatch to slow down enough, and thats impossible to test if your mimic settings are good enough for that, since you can't test that offline without getting direct hit. I learned my lesson from xhappy last to never use those for precise hard syncs. And like Finn said you can sync a rocket + shotgun on the button and make it directly to the end from the sync.


dipp

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Thank you everyone for you feedback so far! I will be sure to include them all when the next version comes out. I might make it so you have to airpogo everything and you don't get overheal for demo  :'(

For 2nd last, I strongely advise against using that mimic rocket entity. Offline you can get direct hit by the bundle wich gives a significant bigger knockback since they are considered enemy rocket. On tempus, the rockets won't direct hit you so you'll have to get a good enough wallcatch to slow down enough, and thats impossible to test if your mimic settings are good enough for that, since you can't test that offline without getting direct hit. I learned my lesson from xhappy last to never use those for precise hard syncs. And like Finn said you can sync a rocket + shotgun on the button and make it directly to the end from the sync.

What should I use to spawn the rocket instead? Unless this jump will never work in the first place on tempus?


rellort

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This map is your best yet  :)
As a follow up to the cheese on last gorge mentioned, you can actually just ctap triple to the end
so, definitely fix.


Gorge004

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Thank you everyone for you feedback so far! I will be sure to include them all when the next version comes out. I might make it so you have to airpogo everything and you don't get overheal for demo  :'(

For 2nd last, I strongely advise against using that mimic rocket entity. Offline you can get direct hit by the bundle wich gives a significant bigger knockback since they are considered enemy rocket. On tempus, the rockets won't direct hit you so you'll have to get a good enough wallcatch to slow down enough, and thats impossible to test if your mimic settings are good enough for that, since you can't test that offline without getting direct hit. I learned my lesson from xhappy last to never use those for precise hard syncs. And like Finn said you can sync a rocket + shotgun on the button and make it directly to the end from the sync.

What should I use to spawn the rocket instead? Unless this jump will never work in the first place on tempus?

Alright so I tested a few things to try to duplicate your own rocket but no success. Seems like there's no way to put a rocket in a point_template dynamically and forcespawn it, if the template doesn't exist on map load nothing happens. I also tried putting a tf_projectile_rocket in hammer and using a env_entity_maker to make it spawn at correct angle and velocity, but even with collision to none it still direct hit you, and it does absolutely no knockback. Even with the local velocity property set to 99999.

To keep your jump exactly how it is, there's "maybe" a way to simulate the same effect by putting a rocket teleport in front of the button. Button would do nothing but be there to show you have to shoot at it. rocket would then teleport at the same place you had mimic rocket spawn. then to give it a bigger knockback for a triple or quad, you can have the wall it explodes on be a button that enables a push trigger or a point_push. point_push might be a better idea since if youre not directly infront of the explosion it would push you sideway i think. You would have to do a lot of push setting trial and errors to see what works/if it works tho. Also if you're going this way, rename the rocket that gets teleported so only that rocket can trigger the button.

another way of doing it, probably better than goblin point_push, would be to have the player fall down somewhere or go on a conveyor of 1100u/s, any method to make him perfectly bundle 3 or 4 rockets, then you teleport the rocket to where the mimic spawned, and the player back at the beginning. So you have the same exact thing, except the player has to shoot the rockets himself. You could even make the player teleport on the other side of the jump so he prefires directly to the wall without needing to teleport rockets.


wild

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dipp

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Hello, back from an enormous mapping slump to finish this up. Updated to b4, I fixed some stuff, made last impossible to cheat with ramp sync, and completely changed second last to be playable on tempus.

It's finished as is, I won't work on it anymore unless any huge problem/cheat is found.

Link: https://drive.google.com/file/d/1ZeIErphUKIK6BzxTWGYrtyMraROp1yjV/view?usp=sharing


hex

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Hello, back from an enormous mapping slump to finish this up. Updated to b4, I fixed some stuff, made last impossible to cheat with ramp sync, and completely changed second last to be playable on tempus.

It's finished as is, I won't work on it anymore unless any huge problem/cheat is found.

Link: https://drive.google.com/file/d/1ZeIErphUKIK6BzxTWGYrtyMraROp1yjV/view?usp=sharing

ok but the real question that everyone wants to know is what's the demo gimmick that makes the map really aids to play