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spoc13 · 11 · 578

spoc13

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ive finally joined the forums  8)

i made sidewinder for jam... 2017? 2018? Eons ago. 13 jumps, demo t2 (solly t3). reworking to add solly strats, detailing, and get used to hammer++

too big to upload, so heres link: https://drive.google.com/file/d/15q_-VZpFQXsDObgHvmnJfIYrcIMrF5vj/view?usp=share_link

Strats are mostly set in stone, so looking for feedback on spacing, potential cheats, quality-of-life changes, that sorta thing. Any good ideas for a bonus? I dont main demo

if i can finish this maybe ill finish sakaido too...

« Last Edit: March 21, 2023, 01:30:53 AM by spoc13 »


hex

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cool map. definitely is not t2 in its current state I would say. most of the feedback is on map things that can be cleaned up. stuff like:

1. displacements you can stand on, or funny teleports that I'm guessing were made to prevent you from standing on displacements. i would recommend disabling collision on most, if not all, of these displacements then using more uniform + flat teleports. you can do this in hammer by selecting the displacement and checking the 3 "No X Collision" boxes.
2. clip brushes that are invisible and should be visible for gameplay
3. weird rollers. I'm guessing a lot of these are just oversized func_clip_vphys brushes, which only need to be (and only should ever be) 1u since they collide with stickies everywhere and not just on normal surfaces like nogrenade

screenshots + notes: https://imgur.com/a/wEuhBQk


spoc13

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Thanks for looking at it!

- The stuff being visible thru skybox will be fixed as I make the skybox look pretty.
- I was lazy with the clip_vphys, so that will definitely be changed. Thanks for pointing that out.
- intended strat for 4 is use one grenade, then stickypogo fast enough to get a 'double' with the grenade and the sticky. The short wall is to prevent the grenade from rolling off. I think I'll extend the platform to the edge, or even remove the lower part entirely and have no rolling-off issues in the first place.
- I see what you mean on 6, it does feel tight. I need to make those walls prettier anyway, I'll adjust the walls in the process.
- that is a future bonus location on 7, stay tuned  8)
- I just left the clips on the castle as they were when I first made it, I need to adjust them
- 8 is a double pre. To me it didn't feel super tight, but it is easy to hit the ceiling. I'm thinking to lower the start and the platform 128-256 units
- 9 I see what you mean here. the key will be in the detailing, but I do want to keep it more open. I'm thinking have rocks/trees 'blocking' the wrong paths.
-  I'm okay with that standing spot at the start lol, but not the one at the end
- I'm not sure how to make the placement of clip brushes on 10 feel like they fit the map. I don't want shortcutting to be possible but I like the cinematic view of the jump. Suggestions?
- on 10, originally there was a huge playerclip under the tele. I made it a tele rather than a playerclip to allow for funkier solly speedrun strats. Maybe a class-specific momentum-cancelling catapult would be a better idea there...
- 11, the ceilings are there to stop double-pre cheese. I needed to raise the first one anyway, and add detailing that makes the cap seem like its not the way to go there... tree time
- good catch with the corners on 12
- last was very shoddily put together originally, it does need some work. gotta stop the ramp cheese and raise the skybox there.

I should be able to remedy the cheese and gameplay issues in the next day or so, stay tuned for b2 version! thanks again for taking a look


hex

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> - on 10, originally there was a huge playerclip under the tele. I made it a tele rather than a playerclip to allow for funkier solly speedrun strats. Maybe a class-specific momentum-cancelling catapult would be a better idea there...

might be able to get away with making a specific hole somewhere not in the way for soldier then making the rest playerclip. things being intuitive for the offclass I would say are much less important than standard gameplay. momentum-cancelling catapult would also kill horizontal speed which would feel weird but wouldn't have any other negative effects that I can think of so that would probably be fine too


spoc13

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UPDATE 12.9

Now in b3 version: https://drive.google.com/file/d/1qi9YUOOuZfYoKP9cTujHybS4UfwyfuLk/view?usp=share_link

hex's feedback has been mostly addressed, things of note:
- detailing improvements (to help draw the eye towards the jump path instead of other things)
- quality-of-life improvements (clip brushes, making certain displacements not solid, momentum canceller under tele on 10, prop lights)
- jump 4 altered & detailed
- jump 6 strafe portion made more generous
- jump 8 lowered to decrease head bonk incidence
- NEW jump 11, feedback here for demo would be appreciated.

b4 will have 3D skybox and likely a bonus.
« Last Edit: March 20, 2023, 06:37:42 PM by spoc13 »


spoc13

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UPDATE 12.14

now in b4 version: https://drive.google.com/file/d/1NXzrXVEWzN4asO9MC3bFN4yGIMJHV-I3/view?usp=share_link

notes:
- about 80% done with skybox/detailing.
- bonus added (i forgot to add the teleport trigger to the bonus - you'll have to noclip)

b5 version should be ready for submission to tempus  8)
« Last Edit: March 20, 2023, 06:37:55 PM by spoc13 »


spoc13

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UPDATE 12.18

now in b5 version: https://drive.google.com/file/d/1_WwsG6ZPYqbWauhJQMtncsbHCIG3BTmJ/view?usp=share_link

notes:
- 3D skybox done
- jump changes (outlined in the thread on jump mapping academy discord), to solly on 2, 8, 11, 13; to demo on 6
- small detailing changes on some jumps and connectors

if there are any pressing changes necessary, I will fix them. Otherwise, I will just add map credits and submit b6.

Vids outdated (as of b10), will update with new ones.
Demo vid: https://youtu.be/sMzCqKk7zsk
Solly vid: https://youtu.be/Hm94LXfoYok
« Last Edit: March 21, 2023, 02:55:40 PM by spoc13 »


spoc13

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UPDATE 01.03.2023

Now in b7 after feedback from Coolant, who has offered to make a solly showcase!

map link: https://drive.google.com/file/d/14o-2poVJuUU2GMYb1VSakcezL2Z-JNz_/view?usp=share_link

Submitting this version to tempus.
« Last Edit: March 20, 2023, 06:38:16 PM by spoc13 »


spoc13

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UPDATE 1.4.2023

now in b9 - small changes, solly quality of life changes ty coolant

map link: https://drive.google.com/file/d/1PNuZzrI1ouJXCakRXjVLYQulhrnVWMuO/view?usp=share_link
« Last Edit: March 21, 2023, 12:40:48 AM by spoc13 »


spoc13

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Update 3.20.2023

now in b11 thanks to belated but necessary feedback from GG. Notable changes:
- 2 connector roller removed
- disps in 10 and 12 not solid to projectiles (nonade behind), among other disp fixes in other jumps
- some double/triple-pres anticheated (5, 6, 11)
- indicators for solly/demo routes on 11 & 13
- 10 clip has large detailing indicator
- stairs dont eat stickies at certain angles anymore
- additional/larger fencing on 7 to indicate where clipping is (changed color as well to make it less visually appealing/less confusion with useable surfaces)

map link: https://drive.google.com/file/d/1wjFx66fcL7FQiEBAOu1x2gox5-TiMZgQ/view?usp=sharing
« Last Edit: March 21, 2023, 02:56:05 PM by spoc13 »


spoc13

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Update 3.21.2023
Changes were spurred by yesterday's fervor and clarity following a good night's sleep. As far as I can tell, map's done.

now in b12:  https://drive.google.com/file/d/1rCmDbyLSZmiFicK_1LFU55sfjLrdwlcF/view?usp=share_link

- 5 solly strats changed due to disp modifications for consistency w/ 8, 10, 12
- extra netting on 7, 8 w/ route indicators
- 12 side columns are all roller now
-13 terrace expanded to show where roof/skybox start is (~64 units of leeway. Terrace is illusionary)
- other small changes

updated showcase vids incoming as well
Demo: https://youtu.be/tne0r-vPLks
Solly: https://youtu.be/NVxvhdJgLvA
« Last Edit: March 21, 2023, 06:24:30 PM by spoc13 »