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jump_museum

ronv45

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hello everyone, this is a collab map made by maxxy, sgt, jero, lily, bunny(pev), snowblind, finn, umaroth, boshy, zyphon, tev and myself.
should be around t5/easy t6.
still quite an early version and some jumps are yet to be anti cheated, would love to hear any and all feedback anyone has  :).

a2: https://www.dropbox.com/s/ooypruw7mvxy4iz/jump_museum_a2.bsp?dl=0


intended way for the jumps:
Spoiler (click to show/hide)
« Last Edit: September 24, 2022, 12:23:38 PM by ronv45 »


hooligan

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1 (umarotH?) either make the 1st ramp less steep or move the rest of the stuff in the jump (wall and 2nd ramp) bit lower so that its slightly more forgiving
4 (idk?) remove the BAIT illusory props underneath the actual end plat or move them somewhere else or something. Also the blue ramp is a bit too close for my taste, if you do push it back a bit OR make it longer you can make the end a bit futher away (probably). Also raise ur french ceiling, way too low after the ramp sync
   Jumps 1, 2 and 4 all have the same issue of just feeling to "close" in terms of how tight everything has to be for them to work, not a huge deal since the map is supposed to be t6ish but not super pleasant to learn
7 (jero?) consider lowering the final plat, the location where you do the sync is gonna be highly variable and often i was doing a single wallpogo and getting hit by the double bundle rather than doing an actual triple, otherwise interesting idea
10 (french) remove the french ceiling after the 2nd wallsync so i dont bonk, pass out, and wake up in the middle of the champs-elysees with a cigarette hanging out of my mouth
11 (snowblind) jump is fine but small nitpick is that the white square in the water, IF you are intended to sync on it, is a bit to far from the ramp as far as a visual cue goes, syncing closer to the ramp makes the jump easier
13 (PEV) https://clips.twitch.tv/RoundPlausibleBeanSMOrc-yr_cBOTXr0VXvIMa move the wall before the falling bit closer so that you actually land on the ramp when falling instead of the middle of the water, remove the water and make the ramp be an edgebug, if you require watersync for the boost into the ramp then add a sliver of water overtop the red line. As it is now this jump is awful because you hit the wall after the prefire, fall directly into the water (random bob cycle kills ur speed) and barely touch the ramp WHILE IN THE WATER !!!, and then don't get enough speed to actually clear the ramp and wallsync. water rng blows pls fix
14 (sgt/bohy?) extremely easy (and faster assuming it takes >1 telesync to set up) to just do a telesync > wallshot > triple rather than actually doing the jump
15 (sgt) left side strafe is just hell, jump is just generally awkward, no specific feedback
16 (sgt) im bad with new mouse so i couldnt do precise enough wallshots, don't have much of an opinion other than i dont like the design
17 (lily) very small thing but the lower area where you prefire the double can be made to be much smaller from the perspective of the prefire just for clarity in aiming, you basically always land on the yellow strip anyway

everything else was fine/good enough for a collab map
« Last Edit: September 20, 2022, 10:34:44 PM by hooligan »


ronv45

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updated to a2 (download link in the main post)
changes:
j17 (bunny): added eb, moved the slot wall ,after prefires, closer and added catapults to the teles on the side of the ramp

j15(boshy/sgt): moved back wall closer

j13 (ron): extended the ramp a bit and removed 1 noob step

add 3 new jumps (2 tev ,1zyphon)

jumps are now in order


ixam

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3 (shark jump) Kinda hard to figure out where you're meant to go, maybe add an arrow on the wall
 
Okay lost track of which jumps are which but:

8 -> Feels kinda easy

9 -> Feels really bad, so arkward to try hit it and even when I do I never get enough distance. Idk if I'm doing it wrong but the wallsync is so hard to hit (maybe ramp at start is too steep?)

15 -> Epic jump and epic detailing (frog)

16 -> (the jump with the green line line on the wall I hope I counted correctly) Really cool concept but make sure u prevent resync because ctap triple just makes to end. Also the jump kinda punishes you if your double is too good (i.e. ctap) which is kinda  :/

17 -> Its extremely unclear to me how you're meant to make it to the end (is it catch? telesync? 3rd wallshot?)


19 -> Really cool jump but maybe a bit easy for its place in the map since you can just do 2 rockets per wall for first 2 walls

Last -> Fun jump but you can cheese by doing a resynced water triple on the ramp


Overall super excited to see this map come together, lots of unique ideas here should be fun (: