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What do you hate in jump maps?

John

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too many t5-6 maps because people feel like they can't compete with sitood in the t2-t4 department even though we need a TON of maps geared towards intermediate jumpers to keep players interested


Vexon

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airpogo maps and wallpogo maps should all burn
5:01 PM - john | jump.tf: 👌


Reich | Jump.tf

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Demo maps that don't have a fun way for soldiers to complete jumps. Most of them have the obligatory bounceable floor and downpogos.


Lopez

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Detailing that doesn't convey what is/is not a walkable surface. The textures used or the layout and context of the jump should convey what surfaces are have teles and which do not.

Tele destinations that are too close to the start of the jump. I like to walk forward a bit after failing a jump to get a kind of 'ramping up' feeling when going for the jump again. Generally a tele destination shouldn't be less then 128 units from the start of the jump.

Tele destinations are more then 1 unit off the ground when the jump doesn't require it, or tele destinations that are 0 units from the ground.

A good example of a jump that has a poorly placed tele destination is the crouched bounce to triple on Christmas. It's a good 8 units off the floor, and only 64 from the start of the jump. Every time I fail, I need to wait until I hit the ground, and back up a bit before walking forward and trying again. Which gets old quick cause I fail that jump alot.

When the starting teleport for the jump is at the same height as the part you walk on, unless the jump is a pogo. jump_steel is a good example of this one.

When a map doesn't have a secret or bonus jumps.
ultimate hammer mapping tutorial here


porkie

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anything with really clunky props (lights in the hecking ceiling)
FORCED ctap jumps are stupid, jumps that can be "cheated" with ctaps are fine
quint syncs as the final jump (especially on easy maps like jump_above, like what the actual heck)
maps that have a terrible difficulty curve
textures where you cant tell how far you are from the hecking floor
roof syncs
maps that dont have a different texture for speedshot platforms and pogo platforms
text that appears on your screen for no reason (unless its a bounce hint)
anything with ridiculously long connectors that dont have ramps in them
gimmicky jumps should ALWAYS be bonuses and NEVER in the full map, unless you are going full gimmick (like jump_phase or _strike)
and dont give up halfway throught (jump_ayers2)
:^)



fishy

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Demo maps that don't have a fun way for soldiers to complete jumps. Most of them have the obligatory bounceable floor and downpogos.

this is why i like mohr, always lookin out for the soldiers

or yknow just removing every trigger


League

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-bad ramps (especially with water)
-telesyncs but with no wall
-awkward and long paths for wallpogo (dont mind them being there though..ust not too long:)
-ugly textures
-walking a while from respawn
-very little time for quints




Just a few that bug me. Seems others share the same annoyances as well
« Last Edit: March 13, 2017, 12:34:16 PM by League »
hmm


catfoosh

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Removing triggers for demo maps is the worst thing ever even if it makes the map possible


Superchuck

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Removing triggers for demo maps is the worst thing ever even if it makes the map possible
I thought it was really fun in the case of neptune...
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HyperDan

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Gorge004

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Everything is fun in jumping. Except one thing. If you make tele doors, make them tele you from every side and not just the front side...........those only face side tele door will kill jumping.


Vexon

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Everything is fun in jumping. Except one thing. If you make tele doors, make them tele you from every side and not just the front side...........those only face side tele door will kill jumping.

also quba teles...
5:01 PM - john | jump.tf: 👌


Mario

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Long slanted pogos such as the ones on chambers and gateway


Dr Gains

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I feel like someones going to make a jump_cancer with this information...
Things I dont like seeing in jump maps are ctaps/ wallpogos/ edgebugs/ bounces in maps where those arnt the main theme. (I really dont like bounces to begin with)
Rampbugs, wallbugs or anything that will completely stop you.
Plain verticle quint syncs, theres enough of these now, do something different... And as porkie said... Not at the end of the map.