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jump_tiro

Lopez

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Originally started during the 2020 JMC, jump_tiro is my idea of a T1 beginner map that someone new to jumping could reasonably beat. Of course it quickly became a T2 map because its hard to make interesting T1 jumps, but that's not important.

My main concern if getting feedback from newer players so I can figure out if any of the jumps are harder than I anticipated.

Feedback on the connectors and speedrun-ability of the map is fine to.

Soldier, 21 jumps

Current version: a19
https://drive.google.com/file/d/1F6fBBNL7xkQo0hjaAjY_ZtX_tP88xLcf/view?usp=sharing

Screenshots
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« Last Edit: May 08, 2022, 02:11:48 PM by Lopez »
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Lopez

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Updated to a11, made all glass walls unshootable.
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Lopez

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Updated to a12, added anti-cheat to jumps 7 and 19, rotated jump 8 to smooth out speed route.
ultimate hammer mapping tutorial here


Lopez

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Back from the dead with an update, now version a19

Shoutout to DenDro for the feedback

Changelog:
Spoiler (click to show/hide)
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hex

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banger map so far. if you really wanted to make it t1 I think you could if you changed a few jumps. specifically,

17 - would be a good bit easier if you could do the jump with a single mediocre skip rather than actual speedpogo, something like this perhaps:


18 - probably the hardest jump in the map because it looks like an actual speedshot is needed. you can make the jump by landing on the speedshot platform and doing a somewhat precise rocket jump (not a ctap) but that would also probably be t2. if you want intended to be t1 im not sure what you could do, maybe making the jump a straight line would help. if you want people to be able to do t1 cheese then you could make some of the glass after the speedshot platform shootable so that people can land, rj, wallshot to the end. or just bring the end 128-256u closer.

20 - after the above two jumps are changed this is probably the hardest level in the map since it requires a good wallshot, strafing, and a good speedpogo. nothing wrong with that since it's last, but worth mentioning. if you wanted to make this easier i would either make the first strafe (before your 2nd rocket) easier or the last strafe (after the rampshot) easier. not absolutely necessary though if you change the above two levels first i would say


Lopez

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Thanks for the feedback hex. I agree that the map is harder than T1 and the 3 jumps you pointed out are definitely the hardest, but it doesn't bother me too much. My goal with this map is more to make jumps that are relevant to basic soldier movement in the actual game of TF2, rather than sticking closely to the jump tier system.

Chaining multiple skips and strafing between rockets come up quite alot with soldier, so imo its important to have the map force players to do those things.
ultimate hammer mapping tutorial here