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jump_toot_RC6 (lol)

donuttt · 22 · 3770

donuttt

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Hi friends,

after vape and nuttwo, i've started working on yet another map a couple months ago. This time around, I'm aiming for it to be a low-mid T4 soldier map. It currently has 15 jumps and 2 bonuses (t6 and prooobably t4-t5).

Screenshots (b5): https://imgur.com/a/7ITYK4L

The difficulty curve is wonky to say at least, but that's one of the things I definetly won't change as my way of working is really dumb and it makes changing the order of jumps a huge pain in the ass. Maybe in the next map I'll actually make jumps first and then detail them  ::)

Some jumps intentionally have different ways to do them, some ways are slower, some are faster but this map isn't as packed with SR cheats as vape and nuttwo are. There some ceiling smash strats and other little gimmicks for my epic TAS friends though!

download the latest version here:
https://drive.google.com/open?id=1L4zu7oMERl1xBk3G22ZSr60UI0W_EA7c
(this version has HDR as well, no need to recompile, SFM friends)

.vmf for people who want to use it for whatever (no custom materials used):
https://drive.google.com/open?id=13ct711Z1rJAt5AqGTwIU2NXj8NpMrLwH

current state: RC6
This should be the final version unless major fixes are needed.

changes/to do:
Spoiler (click to show/hide)

Thanks in advance for your input!

donuttt



« Last Edit: November 03, 2018, 02:53:05 PM by donuttt »
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wew lad


yeye

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my game crashes when trying to load map  :'(



donuttt

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oof

will investigate

(recompiled. works for me?
i guess i'll have to use even less expensive lightmap scales)
« Last Edit: August 06, 2018, 04:23:10 PM by donuttt »
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wew lad


Adolf The Toast Jesus?

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I also get a crash with the engine hunk overflow error.
JA Support Admin, Lounge Admin


donuttt

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updated to b6, map looks slightly worse now but maybe you guys can play it now
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wew lad


LJ

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Map worked fine for me (downloaded at 10:12 pm UK time)
Overall I think the map is alright (except for jump 15), I liked it more than your other maps.

jump 2 is definitely harder than jump 3, I'd recommend putting the end platform of jump 2 closer, rn you have to get a pretty good pogo / ss

jump 10: easier than the previous jumps (7 is similar but more difficult), but I guess there is no easy fix.

jump 11: the spacing on the first shots to skip is very awkward (though it works perfect with a ctap)

jump 14: feels a bit like an easier version of 13 to me

jump 15: jump is very awkward in its current state, it's barely beatable, the first half is very precise and even when I hit the catch I wouldn't make it to the end, imo something in the spacing needs to change
If you can't get the spacing to work with the catch you could add a nogrenades ramp after the last skip (kinda like dahl prelast but smaller) to slow the player down and give him some upwards momentum for easier catch, but this is just alternative
« Last Edit: August 06, 2018, 06:19:02 PM by LJ »


Syro

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After playing b6, I have to say that I'm really impressed. Playing through this has been one of the few times in recent history that I've genuinely had fun. The jumps are really well spaced and creative, and the detailing is distinctive and great. Maps with those attributes under t5 have been dwindling recently, so to see this map is really exciting.

Great job!


All_Over_RS

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Ok I have given it an almost full playthrough now on b6.

  • The jumps are really nice, creative and straightforward.
  • Jump 3 feels a bit awkward but that is probably because I was on 0 ping and I hate water syncs.
  • The platforms and especially the left wall on jump 5 feel awkwardly spaced and difficult to gain enough speed.
  • The upside-down ramp after the double on jump 8 is a bit difficult to hit if you have any sort of forward momentum from the double. Making it bigger or extending it a bit couldn't hurt.
  • I find the wall after the sync on jump 11 too high to get to from the sync most of the time.
  • The brushes used to jump off of at the start of jump 13 needs a clip on it so the rockets don't get stuck in the space between the two brushes: https://i.imgur.com/8ETp1Zc.png
  • Lighting is still a bit dark in places, adding a skylight or something to the darker underground jumps would be nice

Overall it's a nice cohesive map with great detailing and interesting jumps. Just a few kinks to work out in some of the jumps to make it a more streamlined experience IMO. I love the ramp up to last btw


donuttt

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thanks for your epic feedback, i'm a bit overwhelmed by the praise considering i'm looking to detail this waaay more.
did some changes and updated to b7.
« Last Edit: August 08, 2018, 05:23:40 PM by donuttt »
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wew lad


LJ

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last jump does feel better now, but still personally not a big fan of it.

Also I'm not sure whether this is intended, but you can cheat the jump by either doing a double into wallshot into wallsync, or by doing a triple into wallshots (both of these were also possible in b5). By adding the extra wall you made these strats even easier, to the point where these strats are way easier than beating the jump normally.


Hellbent

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Playing b7

imo jump 13 has bad spacing. Pretty much have to s tap some to get the sync pogo. The ramp is such that it's too short to sync most of the time with the speed you have, and the ending is quite far for no rampsync. I ended up doing it without a rampsync. Also the wallshot debris at the beginning could be longer. Sometimes when I fail the jump i will walk onto the other side of the wall.

Jump 15 is quite difficult too. I think it's comparable in difficulty to that one jump on stella where u have to get very good skips from wallshots.
I'm not sure whether there is a wallsync on the last wall. It's quite hard to hit but that's probably because im bad. I ended up doing it without a wallsync.

And yeah what LJ said the triple/double cheat is likely easier than intended.

Everything else though is really good. I liked all the jumps outside of those 2.

Oh and this wall could go down to line up since you can shoot there anyways.
https://steamuserimages-a.akamaihd.net/ugc/968723881728413555/3A57E271462841D2741FBAFDCC24B41000CEA2F6/
« Last Edit: August 09, 2018, 09:29:49 PM by Hellbent »


donuttt

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jump 13 is intended to be done without ramp sync. i'll get back to testing it, might move the catch back further a little bit.
« Last Edit: August 10, 2018, 07:10:01 AM by donuttt »
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wew lad


Superchuck

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https://imgur.com/a/9V6eUp2
^ just some bugs and things

I think jump 11 is fine since you can just triple it, but if intending for a double, maybe move it down a tad.

jump 12 I honestly have no idea whether it's a telesync or pogo. If a telesync the ramp isn't steep enough

13 is fine as well, Brae is just crazy
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donuttt

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jump 12 is a downwards speedpogo/skip into the ramp.
the visual errors are what's gonna be the end of me. you need to use hint & skip to fix it and i am too dumb to do that. will probably need somebody to help me with it

thanks!
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wew lad