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jump_glue

prismoid

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Demo/Soldier Jump Map by Quesadee

(EDIT:

Changelog + downloads:
jump_glue_a0 ~ Demo side only: https://db.tt/pwehhbDb
jump_glue_a2 ~ Soldier side added, retextured, cp and messages fixed: https://db.tt/XMu7J0L2)

Tutorial/Proof that it is possible (A0 ONLY TEMPORARILY):

Demo: https://db.tt/hLw31o1z
Embed: It's on one of the replies.

Upcoming features for jump_glue_a4: Adding teleport buttons to previous levels, No idea what else, but keep an eye on my progress! I have planned to make jump_buildin; an engineer map, jump_kaboom; a grenade jump map, and sj_bomber; a demo jump training map similar to rj_rckteer etc.

WARNING: I am not sure if the last level of the soldier side is possible.

Have fun and give me feedback!
« Last Edit: August 08, 2014, 07:01:51 PM by Quesadee »


RNC1839

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Why are the last 3 jumps the easiest? Those should definitely be at the start.

The real problem is the difficulty curve goes a little like this currently:

        _______
       |       |
       |       |
      /        |
     /         |
    |          |
    |          |
   /           |
__/            |
               |________


To fix this I would say put the last 3 jumps at the start then make a bunch more intermediary jumps between what would be the new 5th jump (currently 2nd) and 6th. To get a really nice difficulty curve I would say this map would need 15-20 jumps total. So like 10 medium difficulty jumps scattered about would round this map out nicely.

I feel like the last jump's cieling during the pogo is just a little too low. I understand that you can pogo in there but it's not fun.

Also any map that has teleport doors to another room should have back teleport doors as well IMO.


BQE

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Also any map that has teleport doors to another room should have back teleport doors as well IMO.

Just be sure to put them in a convenient but safe spot, and not somewhere dumb like directly behind the level respawn.


prismoid

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To RNC's points, I got the same suggestion after Dellort reviewed it. The eighth jump was VERY hard for me, so I didn't think that I could test any harder jump. I just decided that if you were hardcore enough to beat the "last jump", you would be "rewarded" with easier levels. I'm gonna fix that soon, but the thing about the 15-20 jumps for a decent difficulty curve, I'm not really going to work on any more levels than the ones I had. On BLU I will make a Soldier Side in the next map update, that would probably come to a total of 20+ jumps. Oh and the low roof thing, I'm not really sure about that, because the experts who made it to that level are probably DYING to speedpogo. Since you can't do that uncrouched, it ultimately gives more of a challenge. Last but not least, teleport doors to the previous level piss me the hell off, but I may consider. Thank you for the feedback.

Also, in case any of you didn't feel like downloading the demo and watching a bunch of fails, here's the edited video embedment.

<iframe width="560" height="315" src="//" frameborder="0" allowfullscreen></iframe>

-Quesadee


Oatmeal

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Quote
Very well done map. I know this isn't exactly feedback, but I need some help with my map, jump_glue, because the control point will not capture. If you would be a sir and test this and tell me the problem, I would be grateful and I would put your name in the credits. Thanks.

-Quesadee

Here I fixed your control point. You were missing a control point master entity and the point was still locked because you didn't define a previous control point (in this case the point itself). You don't have to mention my name in the credits.

https://mega.co.nz/#!fJRgFTTZ!9c5XpNzrF47aVBFqxZNUbLdPx__mH-0wCAUclnLg2pQ
« Last Edit: July 08, 2014, 11:54:09 PM by Oatmeal »


JoinedSenses

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I havent added this to ECJump, since at the moment it feels unfurnished and incomplete. If you add more jumps in the future and reorganize them, I'll reconsider.

Keep up the good work.


prismoid

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If you add more jumps in the future and reorganize them, I'll reconsider.

Working on the next version right now with more levels, retexturing, and fixed difficulty curve. Thank you for the feedback.


prismoid

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I havent added this to ECJump, since at the moment it feels unfurnished and incomplete.

DONE GLUE_A2. Just giving you the heads up


Oatmeal

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DONE GLUE_A2.

Now it's broken again :( . The capture point on the red side is locked because the Capture Area has "cap_finish" as control point value instead of the new name "cap_finish1". Also you only need one control point master entity in total, not one for each control point.


prismoid

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Now it's broken again :( .
[/quote]

It doesn't matter if any of the control points are locked, it's not like twermywermy didn't have the same problem, and it's a really fun map. Besides, all of them will be locked if and when my map is on a jump server with a jump plugin.  :P