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Thunderous_NaN

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T4 Soldier (I think) | 15 Jumps

I've made maps before but never finished them due to lack of motivation or just frustration. This is my first finished project. I have made all the jumps and done some texturing. Please let me know if you have any problems with the jumps such as spacing, difficulty progression or anything else.

I don't really know what an alpha and beta map should look like so for now it's left blank.

Download Here:  https://drive.google.com/file/d/1YP7dByWiZtOa-wBJQTrfHXBEXJfFKZID/view?usp=drive_link


Grendal

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Good work! I had fun playing it for the most part and it looks like the speedrun would be fun too, though I didn't try that route. Textures & lighting look good, connectors were nice & short. A lot of it felt t3 but seemed to progress nicely into t4 in the last four jumps.

I had a few notes/complaints:
  • First ramp going down in connector after 5 should have an auto eb at the bottom to make it smoother
  • 6 - You can do it with just a regular distance jump & no speedshot, maybe make the end further away?
  • 10 - Didn't know what intended was at first so I just did a sync & went back up from the connector. If there's an intended bounce route possible you should add some text (point_worldtext is good) saying what it is. Went back afterwards and did a powerbounce.
  • 11 - The wall you need to go up could be a little more obvious (similar color to rest of wall even with the vent). Going up, wallswitching like that is always annoying the first time when you don't know the map. If you can think of a clearer indicator that you have to switch walls that would be nice (more than the single dark stripe) but otherwise it's just a skill issue learn the jump thing.
  • 12- Beam going across the roof is awkward and punishes good jumping, you can easily bonk on it. If you don't want people to go high and instead just for speed and no wallsync, then I think you should adjust the spacing of each wall (first one further out, second one shorter, thinner & further) & increase the distance to the end. Otherwise the beam is just annoying and blocks otherwise successful attempts. Also, please add playerclips around the two walls so I don't hit the bottom/sides/land on the top.
  • 15 -  I think it needs a window of some sort so you can see where the first two rockets are & time the second bundle more easily. Otherwise it takes several attempts to learn the timing and come up with a timing strat. Also not sure what the point of the ledge is? Was annoying to land on it.
For the versioning, I'd call this a beta map (all jumps made but not fully polished, has textures & lighting), so probably _b1.
« Last Edit: July 23, 2024, 09:45:03 PM by Grendal »


Thunderous_NaN

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*Very sorry. Original download of b2 had a missing node on jump 10. I've fixed it now.*

Updating to b2. Made a few changes:

Added auto edgebug on the ramp after jump 5
Extended end on jump 6 so you have to speedshot
Added a node on jump 10 to tell you it's a powerbounce
Changed texture of walls on jump 11 to a darker texture so they stand out more (not sure how else to indicate this to the player)
Removed beam on jump 12
Added player clip around walls on jump 12
Extended sync platform and first wall on jump 12
Removed ledge on jump 15
Added window on jump 15
Added node with timing strat on jump 15

Download: https://drive.google.com/file/d/1z3wEdmnlwcH6JD16NaGrrpU8tnN2csfm/view?usp=drive_link

Also thank you for feedback Grendal
« Last Edit: July 24, 2024, 12:38:59 PM by Thunderous_NaN »


Kozen

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Cool map, it felt really nice to play. I agree that most of it is tier 3, only the last jump could be tier 4 imo. Here's one of those Imgur things with some comments.
https://imgur.com/a/4p0Kq7u


Thunderous_NaN

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Updating to b3. Made some new changes:

Removed nonade from block on first jump
Added line before jump 2 to distinguish nonade area
Shortened sync pogo platform on jump 14
Changed text on jump 15
Added sign on jump 11 to indicate switching walls
Moved text to below the players crosshair so it isn't obscured
Added playerclip on jump 5 above the beam
Removed part of the structure on jump 2 so you don't bonk on the speedrun route

Download link: https://drive.google.com/file/d/1mw0zHK13oKyXNBVhFttPKCl_ThQb5P8s/view?usp=drive_link

Thank you Kozen for the feedback, however I haven't implemented all changes you suggested. I don't want to put a teleport trigger on the structure on jump 2 since that is part of the speedrun route and doing so would complicate things. I also don't see the need to change the roof as it's such a minor detail.


Thunderous_NaN

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Updating to b4. Made a few changes:

Added some signs around the map
Added playerclip on the walls on jump 3 and 8
Added bonus (wallpogo btw  :D)

Download: https://drive.google.com/file/d/18D2uUb9ewT5asWLO-Row-nFzDFM_Yl9n/view?usp=drive_link

Also are there any little details you would like me to add? Pls gib feedback.
« Last Edit: July 25, 2024, 10:11:18 AM by Thunderous_NaN »


Gourmet_Salad

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sweet map! the difficulty curve feels right and the jumps generally feel well-spaced.

You might wanna learn real quick about func_detail and func_illusionary. They're quick to learn and improve your map's performance. the various detailing geometry on the walls should be func_detail and the exclamation point indicating the powerbounce should be func_illusionary. most jump elements like wallshots and skips should also be made func_detail, and the fancy detailing on the end cap as well. (you can "load portal file" in hammer to see your visleafs and find parts where the leafs are unnecessarily complicated to figure out what could use some func_detailing/illusionarying. if none of this makes sense a short tutorial on func_detail / optimization should make it clear)

I'm someone who naturally does wall starts (e.g. the one on 8 or 14) as late as possible, but the nonade keeps eating my rockets as i end up shooting them barely at the start of the nonade. idk if anyone shoots them so late like i do but just in case you could push the nonade forward. I really like the concept of "coyote frames" which applies to lots of games

the watershots in the connectors are a little shallow and maybe a bit thin, seems like it'd be tough to land them consistently on speedruns

3: the connector to 4 being this tiny doorway might not be fun for speedrunners to try to slot through
3 and 8 and maybe some other jumps i missed: the start being flush with the wall while the wallshot is sticking out makes it a little awkward, maybe have the start also be sticking out
5: i see that you playerclipped the beam up top to prevent the skip kozen mentioned. i was trying to come up with speedrun strats and initially was sad you can't go up there but then found an alternate strat that's still reasonably fast (speedshot at the start and two rockets on the far wall make it and are reasonably fast). your choice: you could remove the playerclip and instead have a nonade so that the skip isn't easy but speedrunners can fly above that beam if they have some cool strat, or you can keep the playerclip but make it more visually clear that you can't go above the beam cus i was misled into thinking you can fly above it.
also make sure you use the autoedgebug prefab for the edgebug on the 5-6 connector, it reduces the chance that the edgebug just fails.
7: i overshoot the second skip if i hit the first skip well, maybe move the second one forwards a bit?
10: playerclip the wall you go up - i texturebugged it by accident on first try haha.
11: i don't know if the start is at some kind of bounce height but if it were it could reward skill for a faster strat! don't need to exclamation mark it or anything
12: i go too high on the 2nd wall with a good ctap double (by like 128hu)
14: the second half of the black ramp being nonade trolled me very hard; i thought the ramp was nonade and you were just supposed to get a crazy enough speedshot to make it just by sliding on the ramp. turns out i just should have shot the first part of the ramp? either remove that nonade or make it visually clear (with textures e.g.) or make the ramp shorter. (p.s. if you go with option 2 make sure to playerclip the ramp to prevent rampbugs)
15: i died first try from the sync - add some overheal here pls! also i bonked my head on my first good quint, maybe make the vertical shaft wider so that someone who flies off a little forward doesn't smash their head. lastly, more of a window would be helpful for getting a better view of where the rockets are. I feel where the window is right now it actually kinda helps with timing because walking off the moment the rockets are visible in the window kind of works, but you can achieve that with having a stripe or some sort of detailing indicating that when the rockets pass this line you should walk off (see this jump) without limiting the player's view of the rockets. if instead you make the area more open and you just get a massive view of the jump, then that could also be a chance for some more epic Last Jump detailing, while also making the rockets more visible AND dealing with the bonking problem!!
bonus: the white walls around the pole look shootable at first. you could turn them into grates or something that doesn't look shootable.

detailing-wise, the map has a nice aesthethic. i think if you find some props that fit the aesthethic and throw them in (with caution to them not interfering with playability -- making them non-solid is the way) it'll make it look extra nice. and as i mentioned earlier making the detailing func_detail or func_illusionary will be good optimization practice.

hope you see it finished one day =)
« Last Edit: August 17, 2024, 10:11:32 PM by Gourmet_Salad »


kjr :d

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Jump 1: Not sure why this wall is the only one nonaded. (https://imgur.com/a/zlXntK3)
Jump 2: Missing tele on the concrete structure.
Jump 3: Left wall is missing nonade.
Jump 5: Front wall is missing nonade.
Jump 8: Nonade on the walls are extending past the end. Cut this.
Jump 10: Add a game_text (channel 3) to the side and provide the bounce setup.
Jump 11: Same thing if there's a bounce, I couldn't check.
Jump 12: Use a lighter texture for the sync platform. The black trim would look nice.
Jump 13: Either remove the nonade from the ramp or add an indicator of it with a different texture. Nonade extends past the end.
Jump 14: Lighter texture for the ramp.
Jump 15: Add playerclip that extends from the ceiling down to the trim to prevent players from bonking.

Decent map, I haven't bothered speedrunning since I'm bad  ;)



kjr :d

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I completely forgot to mention that the missing nonade on the walls is totally fine IF you clarify it with a different texture. It's highly recommended to have consistent texturing for what is what (tele/nonade/illusionary/etc.).