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jump_sweetnawful

Dr Gains

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Hey guys, Ive been working on this map for a while now. This map is kind of dedicated to my brother, which explains the name. It has a total of 50 levels and 4 bonuses. You can noclip to drexens timer behind where you start (You can see where it is without nocliping to it). The map starts as T1 and moves towards maybe a light T4, or heavy T3.
Heres a playthrough:

Heres some screenies and a download:
Spoiler (click to show/hide)
Download: https://www.dropbox.com/s/ljwilvbhfppftco/jump_sweetnawful_rc2.bsp?dl=1
Old Versions:
Spoiler (click to show/hide)
Feel free to tell me what you think of it. ^.^
« Last Edit: August 05, 2016, 07:21:47 PM by Dr Gains »


Dr. Heinz

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CyanBoterham

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Looks decent enough if you would add some lighting?
Also on jump 28 you might want to add a teleport underwater so you can just letgo of space to reset instead of using that sidething, but thats up to you.
is 47 an intended wallbug? Was also somewhat confused by the other 2 options there.
Also what heinz said. No cp. You kinda just hit a dead end.
Maybe build in some kind of timer, but you dont reall have to.


Dr Gains

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LOL Heinz, theres just no pleasing you. :b Therell be a cp made, but nothing fancy, also a timer that will be visible once you start the timer, that you will noclip into. 47 is either a walllbug to pogo, waterhop, or edgeshot. Already mentioned that Ill be working on lighting. Im aware of no numbers on 42 and 43 (the overlays were giving my map errors). Probably not going to touch 28, I dunno. Anything else you see?


Dr. Heinz

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I said cool map :'(
Just saying it because that's something you can improve


plep

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Haven't played it yet but I can already tell the textures are looking awful because of fullbright. I'm sure you can get something out of these if you do a very good lighting work :)

Gonna try the levels soon!

EDIT: The thing that kills the overall design is the red "carpet-ish" texture you're using. I think going for something like dirt would go really well with the stone theme.
Now about the jumps themselves: great job on making the map speedrun-friendly. The first tricky wallpogo should have something more than a bounce to complete faster cause it really kills the fun and dynamic feeling of the map. I really like the map overall :)
« Last Edit: May 19, 2016, 02:32:44 PM by Sir Plopy »


Gorge004

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wallpogo is fun there shouldnt even be a bounce -.-

I like the difficulty curve, it reminds me of rayner, but better. Cool jumps (:

On last, is there a ceiling bounce at the bottom? I got a few random bounces from bad catches and hit my head on the ceiling, would be cool if you could recover and bounce/bhop from that.



Dr Gains

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Ive just added basically white light, it doesnt really change the look all that much. Im open to just changing the carpet texture. What do you think looks better:
Spoiler (click to show/hide)
Should I also consider changing the light to a colour? Im not doing anything too fancy.
The first tricky wallpogo should have something more than a bounce to complete faster cause it really kills the fun and dynamic feeling of the map.
Are you talking about 45? I can throw something else in I suppose.. Even just a headglitch would be good enough for me there.
wallpogo is fun there shouldnt even be a bounce -.-
I like the difficulty curve, it reminds me of rayner, but better. Cool jumps (:
On last, is there a ceiling bounce at the bottom? I got a few random bounces from bad catches and hit my head on the ceiling, would be cool if you could recover and bounce/bhop from that.
I honestly didnt think about throwing a ceiling bounce there, think I will now. :D The reason the white wall at the bottom is there is to kind of save you, also. That being said, anyone with /bcheck feel like double checking the 2 floor heights for not possible?
I said cool map :'(
Just saying it because that's something you can improve
No I hear ya. no hard feelings Doc. L:


Gorge004

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I honestly didnt think about throwing a ceiling bounce there, think I will now. :D The reason the white wall at the bottom is there is to kind of save you, also. That being said, anyone with /bcheck feel like double checking the 2 floor heights for not possible?

bouncetool didn't return any bounces for both floor height. White wall saves you if you get a good triple catch, wich I assume is intended way, because with a quad catch I was going too high most of the time.


Dr Gains

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Updated map, now has lighting (white), added a cp model to the end, added number decals to 42 and 43, gave 50 an uncrouched ceiling bounce for if you jump to high (1085hu). Will be working on bonuses now, not going to change 45 at all (you can do a weird double from the uncrouched bounce). Havnt picked a better texture yet, so just going to leave it as carpet for now. Dont mind textures since it makes things really obvious for what you can shoot or not.
bouncetool didn't return any bounces for both floor height. White wall saves you if you get a good triple catch, wich I assume is intended way, because with a quad catch I was going too high most of the time.
~Merci~


plep

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wallpogo is fun

We don't all have the same definition of 'fun' when it comes to jumping :P
Also I was just suggesting adding yet another speedrun strat since the map is already pretty long.
The lights from the screenshots are looking pretty neat, can't wait to check out the new version ingame.

About which texture to use instead of the red carpet, judging from your screenshots I personnally like everything except the grass and dirt ones.


Dr Gains

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Updated map to rc1, map is finished, but would like some more testing before it hits tempus. The tele floor textures have been replaced, added 4 bonuses, drexens timer, some minor fixes here and there. You wont be able to see any clocks until the timer starts. Bonuses are above the cap, just look for the red arrows... Added new screenshots..
« Last Edit: May 23, 2016, 01:34:31 AM by Dr Gains »


Dr Gains

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Added a video to op. Think map is ready for tempus cannot find anything wrong with it.