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jump_mhx_b1

mohaxish

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This is my first soldier map.I hope you enjoy it.

***lighting on the map is many times better than lighting as presented!!!***
https://www.dropbox.com/s/3tsk0awdtfibtn1/jump_mhx_b1.bsp?dl=0
Thanks.
« Last Edit: October 26, 2014, 01:19:09 PM by mohaxish »


Dr. Heinz

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You didn't pack the skybox...

You can cheat a lot because you can shoot every single wall.
« Last Edit: October 26, 2014, 08:02:47 AM by Dr. Heinz »


mohaxish

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RNC1839

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2 things

1. add a version number to your map. _a1, _b3 that kinda thing.
2. For the video before recording with lawena/bandicam/whatever "cl_drawhud 0; crosshair 0; r_drawdecals 0;" Also don't use a regen script when making ANY video that isn't a trick jump or a map that actaully needs it.

I'll try to give a jump by jump critique soon.


BQE

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2 things

1. add a version number to your map. _a1, _b3 that kinda thing.

Definitely this. It will help you, and anyone who dl's your map, keep track of the latest version. 


BQE

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Jump Critiques:
1 - fine
2 - fine
3 - Not a fan of the invisible walls.  Put up a glass texture or something and make it func_illusionary, or just put a func_nogrenades against the walls. 
4 - The starting platform isn't flush up against the wall.  It's not a big deal in terms of execution, but aesthetically it just looks 'wrong'.  Jump is fine otherwise.
5 - Fine
6 - Like #4, the ending platform isn't flush up against the wall.
7 - Personally, I like when textures are consistent, in terms of shootable/not and touchable/not.  First time I did the jump I was going fast enough that I couldn't tell I was at a new thing (going from speedpogo to rampslide) because the texture was the same. 
8 - I'd like to see the ceiling raised up in the sync section.  I nearly always hit my head.  Also, you can just land and then use the walls to complete the jump.  If you want to force the player to sync, you'll have to make the walls not shootable and maybe lower the floor to make pogoing across not an option (or just make the teleport trigger high enough). 
9 - Purely an aesthetic issue but the starting platform here doesn't line up with the change in wall textures. 
10 - 'cheatable' by using the walls.  Also, be careful what you nodraw.
11 - Easy to cheat if you can't make a triple.  It may be ctap-able, but you can definitely just fall down and then sync two rockets. 
12 - What's up with these walls?  You should probably put a func_nogrenades at the wall where you intended the player to sync a rocket too.  As it is, you can just wall climb up.
13 - I just skipped this one because it's set up kind of awkwardly.
14 - Good jump, the ending teleport is weird though. 
(lost track here, you really should number your jumps)
16 - the one with the speedboosted rampslide to wall sync - too easy for where it is in the map
17 - I skipped this one too, I couldn't tell what was intended.  I really do not like the invisible walls. 
18 - Pretty easy for where it is in the map....yknow, being the last jump and all. 

My recommended changes would be to do something about the invisible walls, add jump numbers, add back teleport doors to all jumps, fix the platforms/textures not lining up, and make all jump endings a platform you can land on, and not a block which instantly teleports you. 


RNC1839

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Jumps:
1. Can shoot the floor and walls. Shouldn't be able to.
2. Can shoot the floor. Shouldn't be able to.
3. Fine.
4. Can shoot the floor. Shouldn't be able to.
5. Very easy to cheat because the back wall is shootable.
6. Can shoot the walls but imo it's not an issue, so it's fine.
7. You have a teleport trigger to stop people from pogoing which is good but why is it so far back? Fine otherwise
8. The triggers on the platform with the hole are 16 units thick they should be 1 unit. The triggers at the bottom are 32 units thick that's fine if you drop the floor by at least 32 units otherwise 1 unit. Also you can just shoot the walls in the sync area so there is no need to sync.
9. You can shoot the walls. Shouldn't be able to. Also the end of the first not skip teleport should be 1 unit thick for s1k edgeboogs. And you should raise the teleport underneath the skips up a lot so you don't have to fall realy long.
10. You can shoot the walls. Shouldn't be able to. Also don't make teleports to other jumps horizontal like this always make doors. Texture and size are up to you.
11. The teleport destination needs to be 1 unit above the ground so you don't get stuck in the terrain. I can shoot the wall next to the sync area and everywhere else for that matter. Shouldn't be able to. And you should raise the teleport underneath the jurfs up a lot so you don't have to fall realy long.
12. As much as I love telesyncs this one is just weird. If I hadn't watched the video I would have no idea what to do. If your going to keep it this way make the teleport a door instead and teleport the player next to the door when they first get to the jump. Also less important you can to a triple on this jump kinda cheaty but not a big deal.
13. You can shoot the walls. Shouldn't be able to. Again make the teleport out of the jump a door not a floor. This jump is also way to easy to be this far in the map. You don't even need to shoot the ramp at all. imo you should move the end platform up 2048ish units and back 512-1024 units so you actually need to shoot the ramp. Or just get rid of the push trigger and leave everything where it is.
14. This needs to be made way more obvious that it's a left wall. You don't need the sync you did in the video and imo you shouldn't be able to sync because it just messes up the difficulty curve even more.
15. Fine but it would be nice if the ending platform was on all 4 sides not just 3
16. I had no reference of where I was going to be teleported but that's not a big issue. Instead of playerclip between the sync area and the start area you should make some rocketgothroughable glass there. Also make the teleport on the door 1 unit thick.
17. You can shoot the walls. Shouldn't be able to. The second platform should be made longer, too easy to overshoot. Otherwise fine. imo you should raise the teleport on the bottom of the jump up to the white ring on the walls, not important just a thought.
CP. Add a teleport either back to the start of the map or to a level select room. Also you could just put the CP on the end platform of 17.


Textures & aesthetics:
Dev = good
Could use more textures to define teleports and other such stuff better.

Other shit:
If you teleport the player to the next jump you should add a door that goes back to the end of the previous jump.
The map wide regen was a bit weird because it just made cheating everything that much easier.
The jumps are so far away from each other on the hammer grid, which isn't important just annoying if you want to noclip back to the start.
Number stuff and be sure to use RNCFONT  8) 8) 8)

Overall:
Certainly not the worst first map I've ever seen, just needs a few tweaks here and there.

Don't listen to BQE, invisible walls are great 8) everyone loves them 8)

Also I should mention that either BQE fucked up his counting or I fucked up mine. Not sure. But one of us certainly did.


BQE

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^^Just another reason to add jump numbers.  I assume (hope) that OP named his triggers something like level1_start so that referencing our comments isn't a headache. 


mohaxish

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reuploaded with hot fixes.BQE and RNC1839 thanks for your time.