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spoc13 · 12 · 935

spoc13

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Mapping at the edge of one's comfort zone is one of the best ways to improve - hence this map.

T6 (T7?) Walls. 10 jumps. Very light detailing.

CURRENT VERSION b6: https://drive.google.com/file/d/1El-AURA8pDGS5L36DrcBjygcywvLH-Pc/view?usp=sharing wait its still not working
If you would like to test, please see b5 instead: https://drive.google.com/file/d/1EYsAar0sqOVtutHfqH5SD56dF25ALAOu/view?usp=sharing. I am in the process of swapping out the gorge midair nonade prefab for something that works nicer with jumpqol.

SHOWCASE (version b4): https://www.youtube.com/watch?v=8YigdBiOq38

Note: I have done a bad job at anticheating the map, only the dev_reflectivity10, dev_reflectivity50, and dev_reflectivity60 textures are used in the intended strats for each jump, and each intended feature is offset from the outer bounding walls of each jump. When giving feedback, please keep this in mind.

Further map lore:
Inspired by really fun walls features I've come across, including but not limited to those in nysel, owakare, pow, diamant, and mourn.
Originally this was going to be the first course in a multi-course map aiming to be a JA-type space for seasoned jumpers. The fact that JA exists has pushed the skillcap up very far, and I was aiming to push it further by making difficult courses focusing on certain techniques more accessible. I've been working on other 'courses' for this concept map, including a pogo and a ctap-integration course.
« Last Edit: February 05, 2024, 01:56:45 AM by spoc13 »


Finn91

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1 - fine
2 - fine
3 - fine, can probably overshoot last pillar height-wise
4 - fine
5 - Felt odd, also Idk if it's intended but you can fit 2 rockets on the big top wall just above the spawn and it makes the jump free
6 - I suck at these but it's probably fine
7 - Fine and my favorite jump
8 - I personnally don't like jump like this because I feel like the only hard part is having a good angle with the double.
But otherwise it's probably fine
9 - the transition after the wallsync is tough but once again, surely skill issue

Jumps are cool, this was the feedback of a medium wall jumper so yeah might prefer the feedback from better jumpers concerning spacing !
Waiting for jump 10


spoc13

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Updated to a2:
- added jump 10
- raised roof & ending of 5 (the prefire wall is intended)
- changed 5-6 connector to cut the 5 and 6 from being visible from each other


porkie

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Hi, cool map. A few notes:

On jump 2 there's this nice fence thing between the walls to stop you from bonking the edges of the wallshot walls - it would be nice to have this in a couple of other places, such as jump 6 - however, I understand if not having that is part of the skill requirement of the jump.

It's currently very easy to fit in a triple on 8 if you just do a rocket jump at the start - not sure if this is intended as it kind of trivialises the jump.

Difficulty curve; Perhaps it's just me, but I found 7, 8, and 9 harder than 10.

Looking forward to updates!


Seere

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thanks for feeding my walls addiction.  8)

love the map, we need more walls maps, but there are a few things id like to point out.

first off, lack of playerclip. not having playerclip does not necessarily make a level harder, just more annoying, so id highly recommend playerclipping all the levels that need it.
(ex. level 5 corners, entirety of level 6, level 7 sync wall and last wall, level 8 sync wall, level 9 walls)

secondly, some jumps punish you for doing them too well, making you hit the ceiling. i found myself having to do a weaker initial rocket jump on some levels or else I would just hit the ceiling, or be forced to hold s. (I'm not talking about levels where tapping s is fine, like for some of the wallsync levels)
(ex. i suggest ceilings and corresponding walls should be a good amount higher on levels 3, 5, 7, 9)

looking forward to future updates !
« Last Edit: April 06, 2023, 04:18:57 AM by Seere »


spoc13

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Version b1:
https://drive.google.com/file/d/1XAoedSExO3w5TWLAbYJCzMPHq4I0cmxP/view?usp=sharing

- anticheated
- jump 10 altered: water gone, added 2 wallshots prior to the wallsync
- there might be some other changes that i made (likely some in response to Seere's reply, also feedback from firestabber)
      - for example, indicators on some jumps
      - also now that I can ctap, I'm not hitting the ceilings still so I probably raised them

Unless there are any pressing issues, it is done. lmk if you spot anything, ty for the feedback (and for waiting  :o)
« Last Edit: October 16, 2023, 11:24:03 PM by spoc13 »


spoc13

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Version b2: https://drive.google.com/file/d/1rnwmiEBq8xggkMvX70_aHXNqCtnU_r3z/view?usp=sharing

changes:
- midair nonades to prevent telesyncs
- lefty support for 1, 4, 5
- tele destination moved to middle for 8
« Last Edit: October 17, 2023, 01:34:18 PM by spoc13 »


riot

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mostly a fun map, only a few criticisms:

lvl 6 is t10 with stock, perhaps make the end lower to compensate for that
lvl 7 it is very easy to overshoot the last 3 walls

also idk if its just me, but parts of the floor on lvl 6 and last are missing textures


spoc13

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version b3: https://drive.google.com/file/d/1FALTvbqnEnKt50QsUHMskZiU5quJL0aX/view?usp=sharing

quick fix following riot's feedback.
- end of 6 lowered (~256 units) and added extensions to last 5 walls. ramp is also steeper in the following connector
- I also started having that concern for 7, extended the length by 256 units. the first two rightwalls went from 512 -> 640 units long, and final wall moved toward end by ~256 units.
- map is packed so the textures show up (was literally just a plain white texture)

ty for the feedback  :D

idk why I thought this was t6/7 when I started it, I feel in its final form it is on par with pow putting it in high t5. 6 and 9 are the jumps that may surpass that bar for certain jumpers.
« Last Edit: October 22, 2023, 01:07:55 AM by spoc13 »


spoc13

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« Last Edit: February 04, 2024, 06:14:56 PM by spoc13 »


spoc13

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b5: https://drive.google.com/file/d/1EYsAar0sqOVtutHfqH5SD56dF25ALAOu/view?usp=sharing

small changes:
- triggers adjusted so that demos have more options (demo t2/3)
- small detailing: lighting in dark areas, brightness & ambient raised, sync indicators and indicators on 8
- cow
« Last Edit: February 05, 2024, 01:55:55 AM by spoc13 »


spoc13

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b6: https://drive.google.com/file/d/1El-AURA8pDGS5L36DrcBjygcywvLH-Pc/view?usp=sharing
wait its still not working please test b5 instead, working on finding better midair nonade option

rellort dmmed me a better midair nonade that doesn't mess with jumpqol so this is just an update to those
« Last Edit: February 05, 2024, 02:01:57 AM by spoc13 »