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Dr Gains · 59 · 11729

Kowai

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Ah wonderful, thank you. Think Ill leave the speed alone, though.
1-5 and 1-6 was kind of intentional to be able to jump straight up, but I may change that now that you have mentioned it.
1-7 I may extend the white walls to 2-4 rockets at a good pace per wall. We'll see
1-8 Id prefer to leave the walls as is as it promotes height control
2-1 And a hanful of other jumps use the 60% wall as an indicator for hitting head on the ceiling or coming up to a nogrenades
2-3 How should I approach this, keep the narrow walls the same length and move the back wall further? I should do the same for 2-4 regardless to what I do with 2-3
2-7 Hmm, might leave it as unshootable. Was however considering taking out 2 of the drops, feels fairly lengthy.
B-1 Didnt pan out the way I was hoping for, should have tested 1 or 2 rooms prior to making the whole jump. In the future Ill be adding button walls in only the corners, shortening yhe length of the hallways, and probably raise the bottom section of the walls. Its supose to be 90's in a pseudo-random direction.
B-2 Had a lot of issues as stated in the known issues spoiler, was all fixed in a2

Were there no problems with c3?
Also how was the difficulty curve over all?

The difficulty curve is more stiff than on attached1. But it doesn't feel bad at all.
Also didnt see the update. Sorry about da't.

c2 level 3. Moving the wall back i guess is the best way. You can test it if you feel like it. The way it is now is fine too.
c2 level 7, it indeed feels lengthy.  Taking out like you said 1-2 drops will make it a more enjoyable one.

Took a lill closer look at C3
c3 level 1. At least make the second drop the same as the start or at least 2 tiles long. Having it just 1 feels too easy for a c3 level.
c3 level 5. Aaah nice to see you again the famous smash-keyboard pogo. Can rocket jump ontop of the red mat from the start might be an issue. Feels a bit short also.

I dont have enough determination and time right now to even try to make the last 3 levels.

So far i really like the map. Well done! I'm looking forward to your creativity on course 4!


Dr Gains

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The difficulty curve is more stiff than on attached1. But it doesn't feel bad at all.
Also didnt see the update. Sorry about da't.

c2 level 3. Moving the wall back i guess is the best way. You can test it if you feel like it. The way it is now is fine too.
c2 level 7, it indeed feels lengthy.  Taking out like you said 1-2 drops will make it a more enjoyable one.

Took a lill closer look at C3
c3 level 1. At least make the second drop the same as the start or at least 2 tiles long. Having it just 1 feels too easy for a c3 level.
c3 level 5. Aaah nice to see you again the famous smash-keyboard pogo. Can rocket jump ontop of the red mat from the start might be an issue. Feels a bit short also.

I dont have enough determination and time right now to even try to make the last 3 levels.

So far i really like the map. Well done! I'm looking forward to your creativity on course 4!
Oh good, was kind of skeptical on it going from way too easy to way too hard, Im thinking 3-8 will be moved to 4-4, 3-7 will be moved to 3-8 and what ever jump I have planned for 4-1 to 4-3 comes too easy for c4 will be moved somewhere in c3.
Nice catch on 3-5!, Dont know how I missed that. I find that it doesnt need to be long, just challengeing
Decided not to do anything to the other jumps.

Ill start working on c4 as soon as I got the current jumps a little more buffed out, I do have a full 8 ideas for the course and 1 bonus, which will be b3s and have b3 moved to b4.
msiter gain.. . ...

am not capbable of for troture pog e...
But I has so much rottrue p o g e for you to get moar gooder :\/

Anyway,
Updated to a3: https://www.dropbox.com/s/6wsigi7sxub4ahx/jump_attached2_a3.bsp?dl=1
Made changes to: 1-5, 1-6, 1-7, 3-4, 3-5, and 3-7
Still working on the 1st bonus, but its really tedious...


Dr Gains

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Updated to a4: https://www.dropbox.com/s/6lq5bg5xnj69v75/jump_attached2_a4.bsp?dl=1
Redid b1, could use someone to test it, struggle with getting the last section done on it :l This was what I was shooting for initially.
Also slight change to 2-2, wall stretched too far, probably unnoticeable...

Oh! To xhappy,
Would you be able to tas test another jump sooner or later, Im going to start working on c4 pretty quick, and I want to make sure last is atleast possible...
« Last Edit: November 13, 2016, 12:08:31 AM by Dr Gains »


xHappy-

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Updated to a4: https://www.dropbox.com/s/6lq5bg5xnj69v75/jump_attached2_a4.bsp?dl=1
Redid b1, could use someone to test it, struggle with getting the last section done on it :l This was what I was shooting for initially.
Also slight change to 2-2, wall stretched too far, probably unnoticeable...

Oh! To xhappy,
Would you be able to tas test another jump sooner or later, Im going to start working on c4 pretty quick, and I want to make sure last is atleast possible...
Sure, when you ready.


Dr Gains

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Heres B1: https://www.dropbox.com/s/78bi334163wts2q/jump_attached2_b1.bsp?dl=1
Added C4. Needs testing on a handful of jumps, Ill work on the bonus later. Jumping is finally dying on me, but I will finish this map before Im done. L:


879m

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I spawned as both teams in what I assume is c4-8, but there is no number on at the start and the exit doesn't send you anywhere.

c4-7: after going over the thin bit for the second time, you can stand on top of it next to the wall. Also, the exit doesn't send you to the next jump or to the c4 cp room.

I can't help with testing any of this, but thank you for making soldiers have to do a hole jump backwards.


Vexon

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theres a special place in hell for you gainz, how could you make ANOTHER ONE
5:01 PM - john | jump.tf: 👌


catfoosh

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Dr Gains

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Added end room, now teles from 4-7 > 4-8 > 4cap. Still no b4.
Might get rid of b3 since that jump is now on phase.
DL: https://www.dropbox.com/s/d57d66nbl1f9eag/jump_attached2_b2.bsp?dl=1


Kowai

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Oohh. Nice to see C4 arriving.

Some small feedback.
C4 level 5. You can continuesly shoot the side/corner of the pillar(precision jump strats). It also clips a lot. Not sure what way you did this level on. The way i did it on my map was texture switch with a func_button brush. Make the button fire a trigger to a relay(that controls texture switch and the nogrenade) and then let the relay disable/enable itself.
C4 level 7 is crazy. Doing that shit 4 times in a row is just yeeeeeeeeep. Determination x4. But its C4 so its all fine :^) You can also stand on the edge after the second one. http://puu.sh/ti1Uy/7f82ae3aae.jpg (edit: ooops, 879m already said this. missed that)

Otherwise i like all the new levels except for the sync one. (mainly because im shit at it)
Nice work!


Dr Gains

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Fixed wall in 4-7
Changed cornerpogo walls in 4-5
Still need to know if jumps are possible, or way too easy for: 3-8, 4-1 to 4-6
b3 was removed, new bonus isnt finished yet, havnt started on b4 yet either

Download: https://www.dropbox.com/s/rjr0ce8khps0d9n/jump_attached2_b3.bsp?dl=1

Edit: 4-4 is fine, 4-3 is possible, but dont know if its too easy, I have lots of options if it is.
« Last Edit: January 20, 2017, 05:33:04 PM by Dr Gains »


Dr Gains

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b4:
Moved the 2 sync jumps to b3 and b4. 3 new jumps, would like to remove either 6, 7, or 9 from the map, would like you guys to decide. 9 hasnt had much testing, and 6 is pretty gimmicky. Made 2-7 shorter. Fixed nogrenades on 3-7. Changed spacing on 4-1, Made the columns on 4-4 (was 4-5) thinner. Increase wallpogo height and made 1/2 as short on 4-8 (was 4-7).
DL: https://www.dropbox.com/s/3marb3mcr42w4gh/jump_attached2_b4.bsp?dl=1

Need feedback on order for c4


879m

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4-6 is really easy, I did it in less than 5 mins with the original.

On 4-8, the left wall at the start is shootable. Also, above each of the thin bits you are meant to pogo over, on the wall in the middle there is a very small gap that you can shoot.

I like the idea for 4-9, I think it should stay in the map. Then again, I won't be trying to beat it as soldier so eh.


Dr Gains

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rc1:
Big map re-order. Old 4-6 has been removed. Added back wall to bottom of 4-2. Blocked bullets and added timer to nogrenades on 4-4, might remove now that Im looking at it. Made walls longer on 4-1 (now 4-5). Changed 4-5, removed half, can go for either side, made unbhoppable. Fixed nogrenades on 4-8, remove nogrenades on top of narrow walls. Wont be able to block bullets on other altwall jumps, oh well. Maps almost done now. :0
Thanks Boshy
Thanks 879m
DL: https://www.dropbox.com/s/2freohpt9r5kq09/jump_attached2_rc1.bsp?dl=1


Dr Gains

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rc2:
Added unbhoppable teles (2.1hu high) to jumps 3-3, 4-4, 4-7 and 4-8
Made jump 4-4 more uncheatable for tempus
Need stock OR original testing on jumps 4-2, 4-4 and 4-5
Need stock ONLY testing on jumps 3-5, 4-3 and 4-7
Other than a little more testing the map should almost be ready for tempus.
Can someone tell me if 144% entdata will be problematic, such as crashing, etc? If so I could hopefully lower that by maybe a good 40-ish%
DL: https://www.dropbox.com/s/6pnhpu3uhxfkd24/jump_attached2_rc2.bsp?dl=1