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rj_tartarus

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updated map, detailed and anticheated. Try to break it ty.


porkie

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Hi, cool map! Looks really nice too. Yeah very high T4, honestly I'd probably call this T5.

Just a few minor things and one larger 'problem':
Jump 2 - you can stand and rj on the rocks in the water (not really a problem, but inconsistent with the rest of the map)
Jump 7 - you can stand in a couple of the alcoves by the ramp on this jump. Also there's a weird hole in the wall by one of them
Jump 8 - you can shoot the sides of the upper floor (not sure if intended)
Jump 9 - you can stand and rj on the rocks in this one as well
Jump 11 - Lots of walls shootable on this one including all the final walkway area and the pillars with statues on them. You can even stand on top of the pillars. This could lead to some serious chicanery like this...
Spoiler (click to show/hide)
which is kinda cool I guess?


Areas I had problems with:
Jump 6 - not entirely sure what to do here. I imagine it's walk off, prefire two at the raised ramp bit, then prefire one at the lower platform, edgebug and then you kinda sync up?
Jump 8 - This one felt super awkward for me, low-ceilings and I keep edgebugging by accident (thanks mmod). Are you supposed to sync in the water in both sets of ramps? Guessing not because the 2nd set doesn't have the markings on the floor. Maybe it's just the current mmod water problems messing me up (thanks mmod).


Shoutout to jump 9. First time I've seen the mmod limited ammo thing in action and it's great.
:^)


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Thanks porkie, fixed the rocks being solid.

Jump 7 I made part of the wall a nogrenade brush, oops. Don't know how I missed that.

Nogrenaded a bunch of the spots you found too, except the pillars on 11 because I like the strats they open up.

From speccing people, jumps 6 and 8 were definitely knowledge checks, but once you know how to do them they're pretty easy. You're right about 6, but it's not an edgebug, just a hold W walk off. Jump 8 you only sync in the first half, then you need to surf the ramps more than you think in the 2nd half and barely even use the water except for stopping your vertical speed.


porkie

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Okay, jump 8 makes more sense now.

Still feel that 6 is awkward, mostly due to the wallclimb at the end. Feels like I can either get a perfect sync, 2 wallshots and easily make it, get a middling sync, only have room for two wallshots and don't make it, OR you can get a kinda bad sync but it gives room for 3 wallshots which allows you to make it. Feels bad that a bad sync does better than a mid one. Maybe extend the wallclimb wall up slightly? I know it's a skill issue but just a thought.
:^)


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https://drive.google.com/file/d/1cgRU-033dnlCMJoLv5ahgInPup0wvOlE/view?usp=sharing

Updated to rc1

- Added a headcheck to 6 to prevent cheese and limited regen to force 2 wallshots (mmod only sorry)
- Fixed random hole in the wall on 7
- Made water less shit on 8
- Fixed props being solid where they shouldn't be
- Nogrenaded more things
- Opened up the connector into 2nd last slightly
- Added end room

This should hopefully be the final version.


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