jump.tf Forums
Welcome B)

jump_detonation for Pyro (WIP)

Roffbist

  • Newbie
  • *
    • Posts: 22
    • Frags: +0/-0
  • I like music and rocket jumping
    • View Profile


This is the first course (and first jump of the second course) of my Pyro map. The final map will contain 3 courses, 2 of which focus on the detonator while the 3rd focus on synergy between rockets and the detonator. I have also planned a bonus course for scorch shot. I chose to do this because I believe that the detonator has a lot of unexplored potential for creative jumps. Let me know what you think and if you can come up with an idea of your own, please tell me and I'll happily consider it + credit you if I use it.

Map dl: https://www.mediafire.com/file/xj5cdh77o78p2ix/jump_detonation.bsp

Have fun!


AI

  • Administrator
  • Proficient
  • *****
    • Posts: 417
    • Frags: +0/-0
  • Plugins Developer
    • View Profile
    • Jump Academy
Very nice.

But you may want to rename the map file to include a version string so we do not end up with multiple versions of the same file floating around at the end.


VAVLIE

  • Novice
  • **
    • Posts: 62
    • Frags: +0/-0
    • View Profile
I remember playtesting this a while back, I'm glad to see it progressed a little bit. Here are my thoughts:

-Level 10: https://i.imgur.com/w4M9RCU.jpg I still think this telesync setup is wonky, since you keep your momentum while walking through the door. I think a teleporter you touch by jumping would be a lot easier to use. Also maybe have a faster way back up, like you have on the other sync level. The height feels good though.
-Level 12: https://i.imgur.com/bXXuuwH.jpg Are the blue lines supposed to indicate where to go? If so I think a wider shape would make more sense and would catch the eye better.
-Level 13: https://i.imgur.com/zUiuIDw.png I still hate how you cant see that the top part of this glass wall is actually pretty wide, it's super misleading, which sucks considering its the last jump of a longer sequence.
-Level 14: https://i.imgur.com/n3ExA9P.jpg The layout of that whole room just feels weird. I'm sure there's a better way to structure the whole thing while keeping the same jump idea.
-Level 15: https://i.imgur.com/CRTaAue.jpg Your flare should be able to go through the glass wall, the arc of the flare can be a bit dumb to work with.

Overall, the map is ugly and has terrible lighting, but I'm guessing this is gonna be addressed once the levels are done. Nice jumps though.
« Last Edit: September 09, 2017, 01:32:19 AM by VAVLIE »


Roffbist

  • Newbie
  • *
    • Posts: 22
    • Frags: +0/-0
  • I like music and rocket jumping
    • View Profile
Thanks for your criticism! I do agree with some things mentioned and will take a look at said things.


Roffbist

  • Newbie
  • *
    • Posts: 22
    • Frags: +0/-0
  • I like music and rocket jumping
    • View Profile
I remember playtesting this a while back, I'm glad to see it progressed a little bit. Here are my thoughts:

-Level 10: https://i.imgur.com/w4M9RCU.jpg I still think this telesync setup is wonky, since you keep your momentum while walking through the door. I think a teleporter you touch by jumping would be a lot easier to use. Also maybe have a faster way back up, like you have on the other sync level. The height feels good though.
-Level 12: https://i.imgur.com/bXXuuwH.jpg Are the blue lines supposed to indicate where to go? If so I think a wider shape would make more sense and would catch the eye better.
-Level 13: https://i.imgur.com/zUiuIDw.png I still hate how you cant see that the top part of this glass wall is actually pretty wide, it's super misleading, which sucks considering its the last jump of a longer sequence.
-Level 14: https://i.imgur.com/n3ExA9P.jpg The layout of that whole room just feels weird. I'm sure there's a better way to structure the whole thing while keeping the same jump idea.
-Level 15: https://i.imgur.com/CRTaAue.jpg Your flare should be able to go through the glass wall, the arc of the flare can be a bit dumb to work with.

Overall, the map is ugly and has terrible lighting, but I'm guessing this is gonna be addressed once the levels are done. Nice jumps though.

May I ask what you dislike about the map's aesthetics and lightning, because it looks fine to me.


VAVLIE

  • Novice
  • **
    • Posts: 62
    • Frags: +0/-0
    • View Profile
The lighting is just really uneven, in some places you can't see shit: https://i.imgur.com/YfaluEf.png I'm not a specialist but I would guess it's because you only used a light_environment. As far as aesthetic goes, well it's just really bland and has no detailing, but that's normally something you work on when the layout is done. I would suggest looking at a lot of jump maps (especially more recent ones) to get ideas on that regard. However your texture code looks pretty good to me so far.
« Last Edit: September 11, 2017, 12:50:37 PM by VAVLIE »


Roffbist

  • Newbie
  • *
    • Posts: 22
    • Frags: +0/-0
  • I like music and rocket jumping
    • View Profile
Yeah, I agree that I can work on the lightning on that particular place, but I am going for a very jump_quba-esque style of mapping because this is meant to be an exploration of the possibilities of the detonator more than a flowing map if you know what I mean by that. Also, we are already friends on Steam so we can talk about this there.


Ladyboog

  • Proficient
  • ****
    • Posts: 405
    • Frags: +0/-0
    • View Profile
    • ladyboog
Also, we are already friends on Steam so we can talk about this there.
I am all against telling you the platform on which you want to discuss your map's flaws, but if you want proper improvement both on your mapping and your map, keep the discussion here.


VAVLIE

  • Novice
  • **
    • Posts: 62
    • Frags: +0/-0
    • View Profile
I am going for a very jump_quba-esque style of mapping because this is meant to be an exploration of the possibilities of the detonator more than a flowing map if you know what I mean by that.

One does not exclude the other. jump_phase is a map exploring the possibilities of phase walls, and pants still put a decent amount of work on detailing to also make the map look good. jump_air is all about soldier airpogo, still a lot of detailing. A pretty map just means a more enjoyable experience. I think that when someone isn't putting work on their esthetic, its because they are either lazy, or not good enough with hammer. Or they are making a meme map Exile-style.


fishy

  • Guest
ultimatebuttfucker has the best detailing in hammer history okay


False_

  • Administrator
  • Intermediate
  • *****
    • Posts: 152
    • Frags: +0/-0
    • View Profile
Please spend the time to at least find a nice basic texture palette, rather than use dev textures. And if you really like dev, then use custom dev textures which take out that gross text on each tile. It'll help the map be more pleasant to play on, and make it stand out visually since there are already way too many dev textured maps out there.


MrHappyCamper

  • Guest
Cmon guys... it's not like we have many detonator jump maps and you are going to shut it down based off how it looks. Visibility should be fixed but think about the jumps, that's what these maps are made for. I think the map is good and the pyro airpogos are especially nice, I would like to see more of them.

And vavlie, when someone isn't putting work on the aesthetic, maybe they are just putting that work into the JUMPS.
« Last Edit: September 13, 2017, 04:00:57 PM by MrHappyCamper »


Ladyboog

  • Proficient
  • ****
    • Posts: 405
    • Frags: +0/-0
    • View Profile
    • ladyboog
Nobody was trying to shut it down, he just recieved proper criticism.


scotch

  • Administrator
  • Proficient
  • *****
    • Posts: 335
    • Frags: +0/-0
    • View Profile
Ultimately it is up to you, but if you want your map to gain any sort of traction and to be remembered more than 5 min outside of someone playing it, you should follow the advice that has been given.

Quba's detailing is very simple, but still manages to be unique and somewhat aesthetically pleasing. A map like sync combines a simple and consistent texture scheme with flowing directional geometry, and  these are arranged in what was a fairly unique layout, it's a fairly good baseline to aim for.


Roffbist

  • Newbie
  • *
    • Posts: 22
    • Frags: +0/-0
  • I like music and rocket jumping
    • View Profile
Thanks for the criticism all of you! I will consider what you are saying and put some effort into finishing this map.