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jump_demos

Jag · 2 · 274

Jag

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Edit: I might have posted the wrong version where some walls are func_detail instead of func_brush i'll change the link once it's fixed (fixed)

Hi. I made this map almost as is quite a while ago then decided to come back to it and update it to better standards later. This is my first time publishing a map. I didn't really have any inspiration for a map name so I just named it jump_demos lol. The map was originally just made for demos, but I went back and added walls that soldiers can use to do the map. The map itself is t4 demo and t3/t4 solly (not entirely sure for some jumps). As for the contents of the map, the goal originally was just to make an ap map for demos, so that's what I did. 10 normal jumps + 2 bonuses. The download link: https://www.dropbox.com/s/7jgcl8gtjs2hp1p/jump_demos.bsp?dl=1
« Last Edit: December 19, 2022, 07:19:14 PM by Jag »


hex

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you should move all of your teleport destinations a bit further away from the edge because it's currently very easy to telehop and accidentally fail twice which isn't fun. and it's hard to tell but if they're more than 1u off the floor you can also lower them down to that height. shift+w (1u grid snap) helps do that a bit quicker

it can be fixed by server plugins but for offline players it's nice to include tick regen via a prefab like this one: https://jump.tf/forum/index.php?topic=3205.0

also try to be aware of texture consistency. right before the first tele door the dirt texture is pogo, but after the door one dirt wall is roller and the other dirt wall is tele+nonade. in general nonade is usually unnecessary and can be replaced with rollers

this is roller which is pretty annoying to deal with when you want to skip the front wall. it looks like you've got a skybox brush here, you can replace that with a tools/playerclip instead: https://imgur.com/a/fVRc0s2