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What do you hate in jump maps?

BoogieManTF2

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I'm about to start on a new map. What are some things you absolutely don't like or even hate in jump maps.

Some examples from my personal experience:

  • The teleport spot being far away from the jump itself so you have to walk a bit before you can try again.
  • Miss-aligned textures.
  • Textures that make it hard to see where you're going.
  • ...

Let me know what yours are so I can avoid them.


Dr. Heinz

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Superchuck

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HyperDan

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plep

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Poor optimization (includes: bad fps, glitchy stuff etc.)

Ugly detailing

Luck-based jumps (put them as bonuses)

Buttons

Any boring wallpogo that you can't skip with like epic wallshots, bounce or bhop

C O R N E R P O G O S
AAAAAAAAAAAAAAAAAAAAAAAAAAH

Walls that wallbug a lot (when they shouldn't)

Ramps that rampbug a lot

auto-edgebugs that aren't consistent (example: jump_claustro_v2 edgebugs are 100% consistent ; jump_flashback first auto-edgebug fails a lot)

TELEPORT_DESTINATION NOT BEING 1 UNIT ABOVE THE GROUND (except when having it higher to build up speed is actually fun and useful)

And like Heinz said: jumps that don't allow you to reset quickly after you fail (like falling forever down a pit)
« Last Edit: March 12, 2017, 05:08:49 PM by Sir Plopy »




gibus

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textures with no depth (e.g. concept, dahl, yona, keratomy)
˄˅



Syro

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Here are some of the things that I hate the most:

- A lack of effort in a map's detailing
- Inconsistency in any regard
- Designing things at the wrong scale (tends to make things feel cramped when they aren't)
- Clashing colors/textures
- Prematurely "finishing" a jump, thus making it less than what it could have been
- Ill-advised spacing
- Idiotic design decisions

ctaps

ᴾᶫᵉᵃˢᵉ ᵃᶰᶰᶦʰᶦᶫᵃᵗᵉ ᶜ⁻ᵗᵃᵖˢ ᶠʳᵒᵐ ᵉˣᶦˢᵗᵉᶰᶜᵉ
« Last Edit: March 12, 2017, 10:00:16 PM by Syro »



879m

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Something that I've been noticing in recent maps is size. Unnecessarily large jumps and connectors ruin good maps and either make strats prefires or airpogos that <5 people could do in runs. Instead of adding more units, add a turn at the end, or make the jump harder as is.