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jump_creepypasta

smothgecko

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a meme map
it was designed to be t3
10 ish' stages with 3 bonuses
this is my first map so don't go to hard on it
also designed for soldier


link
https://www.dropbox.com/s/w6uzq3hjlp21dv3/jump_creepypasta_beta1.bsp?dl=0


hex

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You should use this tick regen prefab for health (it can also set soldier hp to just 900 so you can remove all the various overheal triggers): https://jump.tf/forum/index.php?topic=3205.0 . You can also delete all of your func_regenerate after doing this and just place 1 big one around the entire map. There're a lot of random small places you don't get ammo regen which can be a bit annoying

If you care, the jump towards the beginning with the 2 speedshots and the ramp you can do just by jumping off of the end of the ramp

The forest wallpogo jump has broken nonade on half of the grass. Also, if you're going for T3 I think this jump is too hard. Either the walls you pogo on should be a lot bigger or remove the corner, or both probably. Your button on this jump also moves forwards with the platform for some reason which I don't think is multiplayer friendly. the button also doesn't really add much so if you wanted to you could just remove it and not worry about it

After the steve climb jump you have a lot of missing texture. you should probably be using compilepal (https://github.com/ruarai/CompilePal/releases/latest) for final compiles if you're not already, it is very good at packing textures automatically.

The teletriple thingy you should either turn the player around to face the rockets or move the last platform so that the timing is automatic. Also, the last hole with a tele (the one you triple in) the tele is flush rather than sticking down which is annoying to bonk, you should probably just make the frame around the brush func_illusionary so that you can't bonk it. Also, the tube after that you get teleported into has many missing textures.

I don't think that last is T3 either but if you made the wallpogo jump easier it might be okay since it is last.

Your bonuses should most likely all bring you back to the bonus room, not spawn, otherwise you have to noclip back to the end CP after finishing one to look at another one. B1 is missing regen but seems fine, though I'm not sure what the random nonade on the floor is meant to accomplish. B2 has a missing texture at the end and has weird nodraw on the back of the surf ramps for some reason. B3 your telehop is completely broken because the levels don't face the same direction, so you keep speed but going the wrong way and immediately bonk the wall behind you in the second room. To fix this you can just rotate one of the rooms 180 degrees.


smothgecko

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so missing textures can be explained by the fact that i was using packrat and that program is alot scuffed
i have added a headsurf bonk thing for extra speedrunning on the triple raised the walls a good bit on the wallpogo slenderman stage and removed the buttons and fixed the nonade
implemented the regen thing
the floor is suppose to be nonaded on b1 its the funny wallpogo bonus
last was made easier by lowering the end to around half the Hight it was previously
have also func illusionaryed the bits on the sides of the tele jump
and the idea for the speedshot one is that it was ment to be cheesed but you can also speedshot it if you want for time
bonus teles have also ben fixed same goes for b3

the link for fixed version is below if anyone would like to do more testing it is much appreciated
https://www.dropbox.com/s/r5eda20kh0mv8u2/jump_creepypasta_beta2.bsp?dl=0


smothgecko

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https://www.dropbox.com/scl/fi/00xplmf5eomgiu1rnlpau/jump_creepypasta_rc1.bsp?rlkey=ioiy0tgxty8amitc5vhla51xc&dl=0
WOOOO another new version this time i implemented a lot of lighting fixes
more slopes to make it feel better
made the woods jump more readable texture wise
loads of texture fixes and bonus fixes (it took me this long to realize my mouse was visable in the b1 texture)
and added a end credits thing



Finn91

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Hello there, here you can find my feedback

https://imgur.com/a/UoFdb1e

Map has some issues but nothing you can't easily fix so it's fine. Also I'd like to add that when you make 2 separate tele_destination for one jump, it's usually better to rename players at the start of the jump so they're teleported depending off where they started the jump and not what teleporter they hit. It's not a big deal but it makes it more enjoyable not being teleported to the wrong side.

I made an example :  https://drive.google.com/file/d/1pGTNKw0o65aMBVfhRm1gpZ3AeJGRUjtv/view?usp=drive_link
So each trigger_multiple rename soldier and then you filter the teleport so they're teleported to the right side. Trigger_multiple are filtered so only soldiers are renamed, so you need another tele for everyone else (basically demo, perhaps engi or quick fix medic if they ever come to play your map) and another tele_destination ofc. Obviously the 3rd teleporter is filtered so soldier aren't concerned. I splitted the teleporters so it's easier to see but you can overlap them obviously.
It's important that you rename soldier with the prefix "solly" to not break the tickregen prefab. Gorge explains it in his post : https://jump.tf/forum/index.php?topic=3205.0

I don't have complains about spacing, however im no speedrunner so I can't really tell about this. Main complain is map isnt scary enough !! Maybe too bright haha

If you want your map to be added on Tempus someday, and to an extent to other servers, you wanna follow this guideline : https://jump.tf/forum/index.php?topic=3476.msg28570#new




smothgecko

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https://www.dropbox.com/scl/fi/ip34gms3llu9yopst7i3o/jump_creepypasta_rc2.bsp?rlkey=7oze8qi5z84479g01541jyl1k&dl=0
ok so new version with more fixes
-misc texture fixes as always
-did that filter trick on both jumps where it was applicable
-added some new textures to differentiate nonade. j1/2 i didn't really feel the need as there separate ish
-cleaned up the nonade on the sync and spin
-removed the wall on the ctap ish thing
-cleaned up a lot of tele triggers and made the destinations all comply with tempus stadards
-the end trigger on the telesync should be putting you in the right direction now i hope.
-and a couple misc lighting fixes that shouldn't really be noticeable
I did not feel like the Hight on j3 had to be changed as its ment to be very easy. but thats just my gut feeling if more people say that i will end up changing it but i think its alright where it is for now, but my judgment for jump is not the greatest so.
« Last Edit: August 11, 2023, 02:09:24 PM by smothgecko »


Finn91

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-the jurf jump has the trigger_catapult way higher than the teleport which make the reset painful
-tele_destination on last is into the floor I'm pretty sure
-b3 door still not working

For J3 I meant the first fall where you setup your triple sync, making it lower doesnt make it harder unless you make it such shorter that you don't have time to look at your bundle anymore. Currently you just wait on the floor for a "long" time, but ye it's not a big deal anyway

« Last Edit: August 11, 2023, 03:49:08 PM by Finn91 »


smothgecko

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these issues should be fixed there minor so i dont really feel like they need to be tested but i couldent figure out why that bonus tp was not working so i just remade it and now it works last tlele has been moved back (whoops) and the trigger on the jurf jump has been resized as i relized it didnt need to be that low