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wickEd_

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Hello fellas,
Your triple pre airpogo map is here. Demo T5 for now, T6 when completed (planning on doing 22 levels unless hammer brush limit says otherwise). Red outlined entrances and platforms are only usable by Soldier


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15 Levels T6 demo map after revamp (need to confirm diff from other playtesters).
Will be released as is unless any critical issue occurs.

RC1 showcase
RC1 screenshots
RC1 download

# Changelog:

- B2--> RC1:
Code: [Select]
* Tele's are Demo-only
* Revamped the entire map:
** Re-created the start and ending
** Re-created and replaced some levels
** Combined some levels for reasonable difficulty and removed filler jumps
** Re-ordered the difficulty of the levels
** Removed soldier-only routes and brushes since it's not required anymore
** Changed glass textures of the walls to concrete for better visibility
** Changed Skybox to sky_hell (https://gamebanana.com/mods/381865)
** Changed level numbers texture
** Replaced lightspot props to torches to match the theme
** Most of the props (torches, railings, metal pillars) are non-solid except for stairs
** Added some open areas between levels
** Added arrows for path finding
** Added RED team spawn
** Added soundscapes, dustmotes and decals

- B1--> B2:
Code: [Select]
* Finished all levels (from 13 to 21 level)
* All new levels are dev textured until finalized
* Changed red outline to blue for now to avoid conflict with water lava brushes
* Changed red outline to blue for now to avoid conflict with water lava brushes
* Raised the normal walls and added illusionary brushes on jumps where you can stand on the platform and resume mid level
* Changed vphysics walls chicken wire texture to combineglass texture (chicken wire walls are now illusionary brushes)
* Removed light props for some levels (will be re-added when detailing is done)
* Added arrows on some levels for path finding
* Adjusted level 13 (previously 11) to have the water sync in the start
* Adjusted level 16 (previously 12) to have a soldier speedrun route
* Added end point level
* Added secret entrance to intel
* Fixed previous known issues

b2 showcase
b2 Screenshots
b2 download


b1 showcase
b1 Screenshots
b1 download

« Last Edit: August 01, 2024, 07:39:15 PM by wickEd_ »


wickEd_

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Upcoming versions will be dev textured to save time and test gameplay functionality. Detailing will be done when each jump is ready and no change is required.

Current version is fully detailed to be submitted during jump jam

Also any suggestions for alternative to chickenwire texture since it's hard to see?
« Last Edit: July 03, 2023, 12:04:58 AM by wickEd_ »


hex

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Also any suggestions for alternative to chickenwire texture since it's hard to see?

you can increase the scale a bit, or use combineglass, or make your own transparent grid texture to use. really anything that's not too flat works fine


wickEd_

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Hello, took a while due to multiple surgeries :)

Big massive juicer changes and additions:
  • Finished all levels (from 13 to 21 level)
  • All new levels are dev textured until finalized
  • Changed red outline to blue for now to avoid conflict with water lava brushes
  • Changed red outline to blue for now to avoid conflict with water lava brushes
  • Raised the normal walls and added illusionary brushes on jumps where you can stand on the platform and resume mid level
  • Changed vphysics walls chicken wire texture to combineglass texture (chicken wire walls are now illusionary brushes)
  • Removed light props for some levels (will be re-added when detailing is done)
  • Added arrows on some levels for path finding
  • Adjusted level 13 (previously 11) to have the water sync in the start
  • Adjusted level 16 (previously 12) to have a soldier speedrun route
  • Added end point level
  • Added secret entrance to intel
  • Fixed previous known issues
Might do a level re-ordering on some jumps like 15 and 17. Let me know if anything feels off even for the tiniest stuffs.


False_

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I found the early levels pretty uninteresting as they're just big simple airpogo and 3pre spaces, and kinda just take up time until you get to the core of the map which is like halfway onwards. But, the later levels are fun airpogo and I liked them

The map does suffer a bit from just being really big overall, I think if you can add some more geometry to fill up blank spaces that would help make things feel better, give you a better sense of space as well for airpogoing.

Also, I found myself getting baited by a lot of the soldier only areas, but the map is a demo map primarily, so it made the flow of the connectors and stuff kinda weird. I feel like the demo paths are kinda hidden compared to the soldier, so it almost feels like the soldier map with a demo side path instead of the other way.

Pretty good tho I think I think the later parts of the map are solid!


wickEd_

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thanks boss man. noted, gonna make the needed adjustments


wickEd_

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Wake the fuck up, a new version just dropped.