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crEdward

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~ T5 Soldier map  (12 Levels)     No bonus.

map contains pogo ,wallpogo , walls , bhop bounce ,skips,  some syncs and wall bugs.

Map is fully completed.

Download : https://mega.nz/file/5cMGRCBS#HVempwOqV_oS_Kn5MUdkc0c90Dx9CNMVkeZ4NRjoEdU

Any feedback will be a bless for me. Ty!
Pics: https://imgur.com/a/amoAbC6


cagi

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Beagle

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I tried this map with couple of my jumper friends and we concluded that this map needs more work. Alot more.


Gourmet_Salad

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Sorry these guys didn't give any feedback, though your map can definitely use improvement.

In general:

Your regen isn't working very well and you can definitely get killed by accident, but i don't know enough to say what the issue is. When I map, I put func_regenerate over places where regen is needed, and that seems to regenerate health every time you take damage.

Your start location tele on various levels is too high, so every time i fail the jump, i fall down a bit. this also means telehops happen which can be annoying.

I get that limited regen is nice to control unintended methods, but you should pretty much have regen everywhere in any jump whose concept isn't specifically about limited regen (like soar 16 or those kinds of jumps). Limiting regen prevents various cheeses, but it's a detriment to speedrunners and to people who get screwed over by a bad regen cycle. if your jump isn't a limited regen jump by design (like jump 4, i think?), do full regen, and anticheese using other methods like nonades and well-designed geometry.

The difficulty curve is a little all over the place, jump 2 3 4 6 are some of the hardest and then 8 9 seem easyish (outside of the low ceiling on 8 ) and 10 is actually just one bhop.

1 - I suppose this is an acceptable way to start your map
2 - It would be nice to have a good visual indication of where the ceiling is, please :) I also want to question if you really think this is a nice, fun introductory jump to have as jump 2.
3 - you can collide with the panels on the side which is annoying if someone gits the quint but bonks one. You can either make them func_illusionary or put a playerclip.
4 - the spacing is wonky here, maybe move the first skip farther forward, and also the ramp forward, i keep overshooting.
I assume you put a tele after that to prevent someone from doing a triple? using air nogrenades is probably much nicer, or just designing the geometry so that a triple is impossible (e.g. raising the platform for the double so that you can't get high enough for a triple regardless. The tele is disorienting, especially since it forces your viewmodel to face forwards.
Try to give more indication of where the regen happens in limited regen jumps (i know you have the white strip but that's hard to see. maybe a more visible indicator, or particles). I personally feel the regen is too far, if i shoot a rocket on each slab before it i end up running out of ammo before hitting the regen
5 - neat concept. only thought is it would be nice to also allow a right wall start, left wall starts with stock feel bad :[
6 - I see how you wanted to do a cool thing with having jump 6 and 7 intersect, but I think everyone's first instinct will be to think 7's end door is 6's end door, and get confused when flying towards it (and hitting the red lined area) fails the jump. If you really really wanna do the silly crissy crossy, lower the sync location in jump 7 and just generally hide the elements of jump 7 from view so that no one will expect them to be part of jump 6 and try to go to them.
This is made a tad worse by the pitch black ceiling on jump 6; it's an aesthetic choice but from a distance, the wall where you're supposed to do a u-turn just looks like a dead end going nowhere, i think a different textures around that area, and *especially* some lighting to indicate that something is up there, would help clarity come thru.
I do like the concept of instead of a typical end platform just having a big ramp at the end to fly into and then wallclimb to the end. But it's so steep as is that it pretty much kills all speed I get from the ramp triple. It would be cool if the ending ramp was less steep so that some speed would be kept, and then maybe you can have a steeper ramp after it to direct some velocity upwards for the wallclimb.
7 - i think the concept of the tube that turns you is neat and feels cool to hit, but most of my attempts flew directly into the right and left lips of the jurf. Getting around this just needs a clever change of geometry; try doing a ramp before the jurf?
8 - I'm assuming i'm supposed to do 2 wallshots, do a double, wallshot, do a triple, 1 wallshot to the end. The wall to climb is a tad short so i kept overshooting it while setting up the double. Unless you intended to do a kind of half-sync thing, but then the wall is already short enough that someone can do a full sync anyways.
But more importantly, the ceiling is really bad on this jump. Once again i see the point of the pitch black aesthetic, but you can't really tell the roof is there. I hope you opt to raise the ceiling (or carve it out to be angled). But I guess in general you can make these things clearer with strips of white light, it would fit your aesthetic and help clarity.
9 - this seems much easier than previous jumps? Anyways, i think you're trying to do that autoedgebug ramp double thing, like on apex last or inimica 1. I suggest you use the prefab for that, which you can probably find somewhere on this forum (probably one of the pinned posts), that has some fancy trigger and playerclip logic to make things 100% consistent, and it's worth the trouble cause it works so well.
10 - this is just a bhop? I can't help but feel this is dramatically easier than some previous jumps, like 6.
11 - i'm guessing this is just wallpogo? or maybe pogo and wallbugs? it's really awkward, not difficult by design but difficult by being awkward. If you wanted wallpogo, please make the walls not slanted to prevent buggy stuff, and you wanted wallbugs, wallbugging to go upwards is weird so maybe replace that. (just read in your post it's wallbugs. still think the wallbug to go up is weird)
12 - few things here:
make the fail tele closer to the telesync location, it's just how telesyncs usually are because having to waddle over to the telesync location and failing because the waddle was too long and your rocket already made it feels bad.
The wallshots are way too small here, no one is going to hit the same telesync twice so you need to leave big walls (usually, just really tall walls are a good way to go) to accommodate the variance of how a telesync might go. Also, the second wall is definitely too close, i overshoot it a lot.
Also, the limited regen simply leaves me with no rocket for the second wall most of the time.
It's silly to have the end platform be bonkable from below. put playerclip or a solid black wall or something so that someone who just slams into the wall doesn't fail their world record pace run by bonking.


I thought your jump on jump_tempus was great, so I think you can definitely bring a banger out, but the jumps here are a little all over the place and could use some leniency, clarity, and polish. I hope this feedback helps =)
« Last Edit: April 17, 2024, 11:35:49 PM by Gourmet_Salad »


life__exploit

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x64shit update got me playtesting maps so here we go
1 is fine, bit weird having the end of the jump be notele and also be on the same height as the pogo ground, maybe raise the end a bit?
2 as gourmet said an indicator for the ceilling would be nice, didnt really have any issues difficulty wise but maybe thats just me
3 playerclip the side panels off so we dont bonk on them
4 move the ramp further away and also have the tele automatically point you down, or just not have the tele there at all, also you can skip the wallshots with wallpogo since you didnt nonade the midsections but if thats intentional then whatever
5 PLEASE playerclip the walls off so im not bonking on the sides of them, make the floors phase to prevent edgebugs(if u want) also add an indicator for which walls the last one
6 took me way to long to figure out what to do here and where to go, anyways the ramp needs to be moved further out, every time i hit the sync it was on the very end of the ramp, add better indicators for where to go after rampsync also PLEASE playerclip the start walls
7 clever jump but i kept just bonking the sides, please fix this! also is it a double or a triple? double never seemed to send me far enough yet triple completely nuked it
8 basically everything that gourmet_salad said
9 yeah feels way too easy, could add a wallcatch instead of sync like bangarang lvl2 that goes into some wallpogo sync wallshots or something? definitely needs a buff in some form or another though
10 you can stand ontop of the door that youre supposed to open with a button, also having a jump thats just a bhop would suck for speedruns while contributing absolutely nothing to completionists, scrap this one or add something else to it, maybe powerbounce instead and have you go up 2 holes with it similar to 5holers last? dunno
11 momentum cancelling teles please also the wallbugs are kind of inconsistent when theyre this short(make angled walls taller), would suck for speedruns and probably skipped with jds setup bhop (phase floors would fix but honestly optional)
12 expand the walls that you wallshot on, by a lot, skip platform after the tele move forward very slightly maybe, could also move the first sync platform back a bit because i keep nuking it, otherwise pretty fun jump :)
i played through it with a regen script so im sorry if theres something i missed as a result
« Last Edit: April 30, 2024, 12:41:05 AM by life__exploit »