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Jump_Vape_RC2

donuttt · 14 · 3957

donuttt

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Yo lads

Making my first map, jump_nutto taught me a shit ton of stuff about mapping so I started a new project, jump_vape.

CURRENT VERSION:
https://mega.nz/#!F4BXAS4b!Wx1749wlnnUCEObxZckgSZ3l_IHNO1PgiA_-osSBxjc

- Easy, jurf-heavy T3 Soldier map (Possible as demo, probably like T2)
- 12 jumps
- So far, the entire map can be done in a single big ass jump
- Lots of SR strats

It has a couple weaknesses (the shitty light spots, you'll see what i mean) but apart from that I think it's in a very playable state. I don't think i can work on it any time soon as I have loads of other stuff to do in the near future.


[Old Versions with changelog]
Spoiler (click to show/hide)

Thanks to everybody who helped testing and also the lads in the RJWeekly discord mapping channel for helping me out





« Last Edit: November 26, 2017, 07:34:25 AM by donuttt »
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Dr. Heinz

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Seems good so far, last needs work, too hard to get into the hole


scotch

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P4 disps are fucky if you have physics collision, if the disps are outside of a jump/the player doesnt interact with them you can keep them and tick no physics/hull collision under the disp tab in face edit


donuttt

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new version, could use some feedback on the last jump :)
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Dr. Heinz

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Sometimes I when going pretty fast you slam into to upward ramp part of the wall (if you know what I mean). And kills all your speed. Not sure why you move the yellow shootable part a bit of the wall.

The jurf ramps can be more apart I think.

Everything is shootable as well, except the few walls on last.

Also on the telesync lvl, move the jurf higher, it's really awkward low.
« Last Edit: October 04, 2017, 03:58:06 PM by Dr. Heinz »


donuttt

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the jurf is as low because of the SR strat, which skips the syncs entirely. maybe i'll make a second ramp for that :thinking:

thanks!
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donuttt

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new version online  8)

shoutout to RBT, Scotch and Pants for helping me out with a bunch of stuff i needed to get done for this version
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generic

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I am not a big fan of what you do with slanted walls for wallshots. I feel like you end up getting less then optimal distance from them. An example is the first jump. https://imgur.com/a/mIz3S

The second jump is fine, but I fail to see the point, I suppose. You have a jurf and wallshot theme going on, but have quite an easy (and slightly slow) Pogo. Its fine though, but I think you can come up with something more creative then this. I would like to see at least a way to wallshot past if you are going fast or something. https://imgur.com/a/1F6AJ

The connector between the second jump and the third is at a very weird angle, and was easy to rampbug when I played on it. I would try making it a bit more standard, without the curve. In addition, the first jurf ramp on jump 3 is a little awkward due to its slant, and is too easy to slide off if starting the jump new. I would playing around with it perhaps? https://imgur.com/a/PN8pd

The fourth jump is fine, but perhaps a bit too far? usually ss is a bit closer, and is more comfortable for alot of people. It is fine though. https://imgur.com/a/cbTl8

The slanted wall on the fifth jump is a pain to get a good wallshot on, and the jurfs are small, and are not fun to get speed on imo. I would enjoy this jump more if you made the second ramp a bit longer to let me get 2 rockets off on it instead of one. https://imgur.com/a/nRuOn

I found it a bit difficult to judge distances with the texures and lighting on the sixth, but the autoeb was consistent, and it wasn't too hard once I got the hang of it.  https://imgur.com/a/fbe31

I am not a fan of the slanted sync surface triple on jump seven, or slanted sync surfaces in general. It is a bit annoying getting right underneath rockets due to how you slide down a bit when one lands. I also found it a bit confusing on where to go first, so make sure that is clear. https://imgur.com/a/5W2Xz

I would love to see a platform so you don't need to fall so far for the telesync on eight. In addition this would clearly define where the tele will happen, which would make things easier. somewhere where the white square is perhaps? https://imgur.com/a/tRRij
In addition I remain adamant against all slanted single wallshot walls, and find this one that this one also is a bit too easy to slip under and bonk, which is unnecessarily annoying imo. Perhaps add player clip? Wouldn't be a big deal if I was good though. https://imgur.com/a/6VqIC
This ramp after though is rampbug city. I would definitely make it perfectly horizontal, the upwards bit along with the side makes it very easy to rampbug on, and I would aurgue doesn't help one much to even beating the jump. https://imgur.com/a/GXI8B

The ninth jump is good. I enjoyed ss to wallshots. It does feel a bit cramped though, but that may be personal taste. https://imgur.com/a/YNdx2

The tenth jump is ok, but I fail to see the point in the staggered ramps, tbh. I know it is interesting aesthetically, but I feel like it also fucks a bit with the timing, and sorta complicates things? I didn't struggle too much with it though, so it might be fine. https://imgur.com/a/cS2SS. I remain defiant against slanted wallshots though, and would advise instead a straight wall perpendicular to the player start position; drawn here in blue. https://imgur.com/a/dxBei also was unsure about where to go at the end of it, unaware of the backwards wallshot. Please put a line of some sort that symbolizes you are suppose to jump behind, or maybe take that bit out entirely.

The eleventh jump is fine in concept, but awkward in execution, imo. The jurf is small, and feels claustrophobic, and the last ramp doesn't quite have enough space to support 3 rockets, and makes it awkward to get in the hole. I think reevaluating your spacing from a dead stop here would do you some good.https://imgur.com/a/rUNtU

Overall, I think there are three main things you need to focus on with the next revision. First is making high quality ramps. There are alot of surf mapping guides I know for a fact that would probably able to provide you tutorials on how to make high quality ramps, but as your map stands; your ramps often feel claustrophobic, with little room to pick up speed and often seem to be at strange angles. I like the concept of the jumps, but I feel like the ramps let it down a bit.

The second thing I would focus is how each jump plays from a dead stop. I can see you are putting a speedrun flow into it, but it's as important to make sure the jumps play well from a dead stop as well.

The third thing is your lighting. Don't do a mireal and put lights too close to surfaces; it makes slightly blinding circles and doesn't dissipate light in an efficient way. Alot of the map is dark, hard to see, and kinda foreign, but with a few changes in lighting, it could look a bit more lively. Mess around with the light fade away settings, and how close you set them to surfaces. If you haven't I would also recommend looking up lighting tutorials; I know afterglow links a very good one in his basic lighting jump map tutorial thing on youtube. I also know sitood does a very nice job on destination v2 with subtle lighting that isn't straight away apparent there is a light there, I would suggest decompiling his map just to see how he does it.

havent slept in around 2 days, so this is going to be littered with all sorts of spelling, grammar, and whatever else errors, but hopefully you can understand what I am getting at. let me know if something doesn't make sense though











donuttt

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excellent feedback, thank you very much.

the lighting will definetely get an overhaul when i got all the jumps done.
about the slanted walls; i think it's mostly a matter of taste and (not) being used to them. i used them because they are forgiving at high speeds and they contribute to a more dynamic look.
the sync platform will definetly be straightened, i just always forget doing it when working on the map :D
adding another platform to the tele sync jump would be more confusing than anything i think, though i might raise the teleport trigger a bit to decrease the tele distance. good point with the playerclip for the wall, will do. i don't like the ramp on that jump myself, but it's required for the most epic of strats on the entire map. i'll redo it though.
the last jump isn't done, and what you currently see is only half of it. it will see lots of changes.
thank you very much though. good critisism.
« Last Edit: October 25, 2017, 09:36:21 AM by donuttt »
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donuttt

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Did a lot of the stuff generic suggested. b1 now.
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donuttt

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b5 now!
« Last Edit: November 07, 2017, 12:13:06 PM by donuttt »
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sorry was testing b4 not b5 but whatever
200 word essay coming thru
Spoiler (click to show/hide)
I regret doing that
Also a video of some cheats or strats depending on how you look at them but some of them Id definitely call cheats
Spoiler (click to show/hide)


donuttt

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RC1 is now out. Thanks for the feedback friends


Wouldn't be a proper release if i didn't have to fix some things last minute. RC2 now
« Last Edit: November 26, 2017, 07:35:03 AM by donuttt »
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wew lad