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jump_shittyt4

washed up

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Hi, this is my first map.
soldier T4? (intended)
demo T3? (i think)
The map has 13 jumps + 2 bonuses
No, it's not a shitpost.

renamed version: https://drive.google.com/file/d/1qrddd5c61YwBWMxrfAs17Bw1-wrgo4Ld/view?usp=sharing

Any kind of feedback is appreciated.
Discord: washed up#8572
Steam: https://steamcommunity.com/id/vlastnikoncovkaurladresy1/

guide:
Spoiler (click to show/hide)
« Last Edit: January 18, 2024, 03:08:17 AM by washed up »


fivecheeseburgers

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Hey man.. here's my feedback

Jump 3: Should accommodate for a ctap at the start

Jump 4: You may want to consider extending the last ramp

Jump 9: Had trouble getting enough height at the start with stock

Jump 12: speedshot seems very inconsistent

Jump 13: stock unfriendly

Also, some trigger_teleports are quite low and should be moved up for quicker restart


washed up

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Changes: (I don't understand how versioning works so I'm calling it _a2)

new dl: https://drive.google.com/file/d/1QBJa-NkipDsvmqlIyQahfrydYp592D6k/view?usp=sharing

3   ->   made the walls taller and put them a bit higher, the ceiling is also higher now
4   ->   extended the last ramp a little, changed the ending
6   ->   fixed a missing nonade
9   ->   flipped, made the last wall bigger, lowered the first wall, put the fail tele a bit higher at the end
11 ->   fixed the nonade on one of the walls
12 ->   I tried to make it better by changing the height of the ramp and the ss platform. (I'm not sure if I can make it more consistent because the amount of speed and height that you have depends on the way you skip which makes it random from my perspective. I don't want to remove the whole jump so...idk)
13 ->   put the fail tele higher

I was able to do last perfectly fine with both the original and stock, so I'm not sure what you mean by that. You just have to turn your view to the right and behind before you shoot on the bottom part of the jump.
Maybe it's just not very clear how you're suppose to do it. I'll try to work on that later.
You've helped me out a lot. Thank you.
« Last Edit: August 05, 2023, 05:37:05 PM by washed up »


Finn91

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Hey

Jump 5 -> It feels a bit weird that it's not a triple at the end but Ig it's fine. The wall between the 2 syncs is very long for nothing tho imo (I just use one rocket on it and triple the end)
Jump 6 -> SS platform feels too small, but I assume it's to indicate you have to go low/fast ?
Jump 7 -> I hate "blind" skips like this, especially when you don't even have any indicator on the wall. Add a line to help ? Also the start feels too claustrophobic but that might just be me (I'm bonking the side wall everytime and it does feel weird)
Jump 8 -> You can basically do this jump with the worst catch ever on the second wall, it feels very/too easy if you do a good start
Jump 9 -> This jump feels like you have to do 2 rockets per walls but also it feels too short for this... I don't know I dont like the spacing at all but I'm maybe doing it wrong
Jump 12 -> Yeah it's look hard to make this consistent, something feels wrong but can't really help with it.. jump is cool tho. Maybe make end slightly more forgiving
Jump 13 -> bottom part looks inconsistent but maybe I just suck ass

Map is far from garbage, be proud it's a cool map


washed up

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Hi, thank you very much for the response. It was really helpful.

new dl: https://drive.google.com/file/d/1rIXn_4s-RUahCj-x4GRgAGblU2_w1YpE/view?usp=sharing

Reasons for why I made some of the decisions are marked as spoilers if you care about them. They are basically responding to Finns post.
Changes:
5 ->   made the wall shorter, tweaked some other things to make it more comfortable
Spoiler (click to show/hide)
6 ->   made the ss platform bigger
7 ->   I tried to make the jump more spacious, added a line that should make it easier to do the skip, changed the spacing to hopefully make it more comfortable
8 ->   made the sync platform smaller, put the first wall further and higher, put the second wall further + higher and  made it shorter at the end and top
Spoiler (click to show/hide)
9 ->   changed the spacing a lot
Spoiler (click to show/hide)
12 ->   put the lower wall a bit higher and extended the ending
13 ->   put multiple auto edgebugs down
Spoiler (click to show/hide)

I have also tried to connect some of the jumps a bit better by making the connectors more spacious and removing/ reducing the amount of player clip and nogrenades where it was unnecessary.

Well, that's it for now. I'll try to focus on detailing, maybe try to improve the lighting and optimizing the whole thing a bit better.
If you think that something should be done differently, please post it in here or add me on Steam or Discord. I would always love to hear what you think or have to say.

Also sorry for my grammar, I did my best. :)


rellort

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map is interesting. Not necessarily a bad thing, but the sudden t2 > t6 jumps was kind of jarring.
anyways, feedback:
jump 4: I managed to be too fast for the first rampshot, should also probably make the second skip a little longer as well.

jump 5: make the arrow illusionary

jump 9: make the first wall start lower, and make all the walls much taller, I'm overshooting by the second rocket

jump 12: put a line to indicate where best to aim, this is the spot I found worked best, but you should also try it.
Spoiler (click to show/hide)


washed up

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Hi, thank you for the reply. I watched the vod of the stream where you played the map and tried to implement most of the stuff you talked about. Not everything is related to it, but the vast majority is. If you care about the wall of text with explanations and details, they are marked as spoilers.
I have also added a guide. (check the first post)

new dl: https://drive.google.com/file/d/17v2klQdoxAFXMjfJamPbgBQFtnDh0VSp/view?usp=sharing

Here are the changes:
3 ->   the green wall before the triple goes all the way to the top, the wooden wall is now nogrenade (had the nogrenade hidden when I compiled the map, but going over it should be possible)
Spoiler (click to show/hide)
4 ->   moved the start a bit back, second skip platform is bigger, first ramp is longer
5 ->   the green wall is now taller, you can go over the wooden wall now, the arrow is illusionary
Spoiler (click to show/hide)
6 ->   changed the texture of the 3 platforms that you have to strafe around, removed the nogrenade from walls at the end
8 ->   made the sync platform smaller
Spoiler (click to show/hide)
9 ->   tried to fix the spacing, added a midair nogrenade wall
Spoiler (click to show/hide)
10 ->   the third platform is now a phase
Spoiler (click to show/hide)
11 ->   put the ending a bit further
12 ->   changed the sign, the intended strat, the spacing a little
Spoiler (click to show/hide)
b1 ->   put the tele inside the end room
b2 ->   previously intended jump 12 strat with anticheat, tele is also in the end room

I'm sorry about the difficulty spikes. I just made stuff that I felt comfortable with and tried to put it in an order that made sense to me. I guess that I'm really bad at some stuff (like walls), so that makes sense. I don't think that it's bad enough for me to change the order of the jumps or to cut some of them out.
Lastly I wanted to say that I haven't played 5cheeseburgers's map before I released mine and the inspiration for texturing is this album cover art:
Spoiler (click to show/hide)
I know that it's just a joke, but you never know.
I hope that the map is close to being finished at this point.

Thank you for your feedback and patience that you had with me and my map.
« Last Edit: August 20, 2023, 09:32:47 PM by washed up »


washed up

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Hi, the next version should be the final one.
I tried to fix every detail on the map that I could find, so if you think that anything needs to be fixed or changed I'll try to do it asap.
Otherwise the map should be done.

new dl: https://drive.google.com/file/d/1rOBibYkMVAvzTeqZSnv7FDG92pQVlzeQ/view?usp=sharing

changes:
Spoiler (click to show/hide)
EDIT: By done I mean spacing, I still want to improve the map visually.
« Last Edit: August 31, 2023, 09:15:42 AM by washed up »


washed up

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Final version.
Despite what I said in the post above, after I played the map for a bit I decided to change a few things. Nothing major, usually just qol stuff or whatever (excluding b1). Speaking of which I tried to make it more interesting.
I think I'm happy with how the map looks and plays now.
I have also fixed the guide above.

new dl: https://drive.google.com/file/d/12k4SHxZ2xSvbi2M5ttibYD1mUXklLkTD/view?usp=sharing

some changes:
5 ->      reduced clip at the end
6 ->      clip before the wall
8 ->      added a ledge that demo can use (so you don't have to do wallpogo if you can't do airpogo)
9 ->      changed the spacing
b1 ->   changed the spacing to only be doable with a powerbounce (It's harder now but I really don't know what tier it is)
some small changes in connectors
added some detailing

If you find anything important that needs to be fixed, please tell me so I can post a fixed version as soon as I get to it. I don't really care about jumps being cheatable or anything like that, it's mainly about the map being functional.
That's it, the map should be finished.
Thank you for reading.
« Last Edit: September 12, 2023, 11:34:27 AM by washed up »


washed up

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new dl: https://drive.google.com/file/d/1CADd6g_e8vF-m4VS9KTeEPcLwWu63c4-/view?usp=share_link

5 - I removed the walls, they are straight up useless so not much of a change really. I put the second sync platform closer.
Other than that, there are just a few minor changes in connectors, some detailing, fixes and I "optimized" some of the bad parts.

That's it, I hope you enjoy. :)


washed up

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-fixed 2 headbug spots (connector from 8 to 9; b1)
-moved some triggers
I hope I didn't fuck up anything.

dl: https://drive.google.com/file/d/12hOtocqYLgtFyvzXRVjw-bTjA31y7h9i/view?usp=sharing

sorry for wasting your time


rellort

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yo, sorry for only testing again after youve made a final_fix :p
in general a lot of the jumps (1 especially is bad on this) where you start with a skip tele you in the middle and you have to walk to the side you want to wallstart off of. I know youre trying to give people options, but 99% of people will just use the right wall anyway, so you should tele the player onto that side.

misaligned nonade on 4
Spoiler (click to show/hide)

small thing on 9, its kinda easy to do the wallshots in such a way that you dont make it with one rocket on last wall, but youre too high to do 2, not sure how common it would be for people, but might be worth it to make last wall taller

10 is very dark

on last make this ramp illusionary (or equivalent) and overlay a clipbrush+phase, or blockbullet to prevent bugging the seam between texture changes
Spoiler (click to show/hide)


other than that the map seems good


washed up

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new dl: https://drive.google.com/file/d/1iySksmhv6W9ruRcldqdjCVLMyAk0VLgY/view?usp=sharing

I did what you said in the post above.
I also added some detailing on 10, some lights on 12, fixed overlapping textures on 11 and some other details.
Thank you for the reply.