jump.tf Forums
Welcome B)

Jump_nevar is finished

TheRaven

  • Newbie
  • *
    • Posts: 31
    • Frags: +0/-0
    • View Profile
I can't stop making maps... So today, I started making jump_nevar (really creative name, I know)

So today I finished my map:
https://drive.google.com/file/d/173tNIv_0YLvVuhP8IIIDzBcWXPHSguMl/view?usp=sharing

It will most likely be a 15 lvl t4 map is a 15 lvl map, and it's probably high t3 or low t4. Don't really know.

« Last Edit: May 23, 2019, 03:05:54 AM by TheRaven »


False_

  • Administrator
  • Intermediate
  • *****
    • Posts: 152
    • Frags: +0/-0
    • View Profile
looks neat, keep at it while you got the mapping juice!


Dr. Heinz

  • needs to stop posting
  • *
    • Posts: 1036
    • Frags: +0/-0
  • Relax.
    • View Profile

porkie

  • Intermediate
  • ***
    • Posts: 104
    • Frags: +1/-0
  • play momentum mod instead
    • View Profile
Honestly mate jump_raven is a really good first map. There are a couple of dodgy jumps but otherwise really good effort. This looks good already, looking forward to what you make in the future.
:^)


Superchuck

  • Proficient
  • ****
    • Posts: 413
    • Frags: +0/-0
  • y-you too
    • View Profile
The next QuBa

jump_raven
jump_nevar
jump_narev
jump_varen
jump_vearn
jump_ranev

the possibilities are endless*!

*not actually
The Rat Master


shakez

  • Novice
  • **
    • Posts: 72
    • Frags: +0/-0
    • View Profile
The next QuBa

jump_raven
jump_nevar
jump_narev
jump_varen
jump_vearn
jump_ranev

the possibilities are endless*!

*not actually

isnt it 5! possibilities
so 120 in total


Superchuck

  • Proficient
  • ****
    • Posts: 413
    • Frags: +0/-0
  • y-you too
    • View Profile
The next QuBa

jump_raven
jump_nevar
jump_narev
jump_varen
jump_vearn
jump_ranev

the possibilities are endless*!

*not actually

isnt it 5! possibilities
so 120 in total
technically but a lot of those are unusable imo (nvrae, aernv, etc)
The Rat Master


TheRaven

  • Newbie
  • *
    • Posts: 31
    • Frags: +0/-0
    • View Profile
I think I'll have enough map names, even if we don't count the weird ones like nvrae and aernv.

Small update, being on vacation gives you way too much time to work on stupid things.


Nvm, no more spoilers from here :)
« Last Edit: May 03, 2019, 02:45:59 AM by TheRaven »


dipp

  • Novice
  • **
    • Posts: 80
    • Frags: +0/-0
    • View Profile

TheRaven

  • Newbie
  • *
    • Posts: 31
    • Frags: +0/-0
    • View Profile
The first version of the map is now done: https://drive.google.com/file/d/1taOHL84x_DIBwRItGSXbi9oG7wtebMLD/view?usp=sharing

15 jumps. I wanted to make it t4, but I suck at jumping, so most t3 jumps feels like t4 jumps to me. Oh well, guess it's a high t3?

Currently, I think 10 (triple skip) is too hard, while second last (speedpogo) is too easy. Might tweak them later in the future.


LJ

  • Newbie
  • *
    • Posts: 31
    • Frags: +0/-0
    • View Profile
Hey,

Overall there were some cool jumps and some jumps that could be improved, in its current state I would probably say it's a low t4 and not a t3.

This is just my personal opinion but when using displacements it's generally cleaner to make them non-solid (tick no-physics collision) and use clips to seal the area off, instead of using mass nogrenades like in jump 8. I think it's also better optimized. For demo these nogrenades will be pretty annoying because your air stickies will only detonate in some parts. In jump 3 and 4 this should be easy to change, on the right side of 8 it might be harder.

7: Small thing but it could be annoying if you beat the jump and accidentally touch the ceiling and get sent back

8: If you get a good water sync you will go too high for the 2nd (and probably 3rd) wall

10: Not sure about the spacing of the first few skips, skip 3 seems way too high. Could fix this by putting the 2nd and 3rd skip closer and maybe adjusting the height a little if necessary
Also the skip platforms are really bright

11: I'm not sure what the intended way of beating this is

13: You can cheat this by standing on top of the walls

15: The nogrenades of the 3rd pillar are on the wrong side of the wall



TheRaven

  • Newbie
  • *
    • Posts: 31
    • Frags: +0/-0
    • View Profile
Hm... Those displacements are quite annoying to work around. I figured that too late lol. I think I will make them non-solid and then just put a tele behind them. Could this be a solution? Then I don't need to worry about nogrenades.

7: That needs to be fixed.

8: I rarely got the good water syncs, so I didn't notice this. No one should be punished for doing the jump too well. Making both walls higher is the way to go i think.

10: I made the last skip exactly as tall as I could while still being possible. It's probably a bad thing. Will remake it.
I don't really know how to make the textures any less bright... Just choose another texture?

11: I'm beating this jump by shooting two shots at the right wall, syncing on the last wall, then catching the rocket. Maybe I should add a x1 sign somewhere? Or is it just bad design?

13: This will be fixed too.

15: And this. Oops.

Thanks for the critique! I will likely update it tomorrow.


TheRaven

  • Newbie
  • *
    • Posts: 31
    • Frags: +0/-0
    • View Profile
https://drive.google.com/file/d/1UtRY7jyRmEznYA6wA19pTvyz4sUN26cG/view?usp=sharing

I've updated the map with everything you said and a little more. Hope the walls/nogrenades are better on 8.


CrackuhJax

  • Newbie
  • *
    • Posts: 22
    • Frags: +0/-0
    • View Profile
So there's a few things that really need to be addressed/fixed before you put the final version out:

The map doesn't have any built-in regen from what I can tell? You literally have to use full regen, which makes certain jumps easier because you have unlimited ammo. It's not a big deal if that's what you want, to have unlimited regen, I just think it should be built in to the map if that's the case.

Jump 5: If you land on the water in front of start of this jump you get sent back to jump 4: https://i.imgur.com/wyR7eZw.jpg I think you should add a fence/wall/something so that on the side of jump 5 you get properly reset.

Jump 6: Is this supposed to be backwards? https://i.imgur.com/gt3Cb5B.jpg

Jump 7: You can stand on this part of the glass near the beginning of the jump: https://i.imgur.com/pIl70Tx.jpg and more importantly this part of the glass right at the end: https://i.imgur.com/yGQNNEE.jpg Makes the jump very easily cheatable.

Jump 9: The invisible barrier that makes it so you can't smack the sides of these shootable walls is good https://i.imgur.com/dF6lN5r.jpg. But the next 2 walls don't have that, and it's really annoying to have to deal with, so I think adding that same thing would be a good change.

Jump 11: There's really no indication of how you're supposed to do this jump, adding "x2" or just a simple marker on the end wall is a good enough way to tell people what they're supposed to do. I think the biggest problem I have with this jump personally, is that it's more difficult to get then the next 2 jumps, so it kind of feels out of place. I think lowering the height you have to get by a bit is a good way to make it so you still have to hit the wallsync, but doesn't require it to be as good.

Overall I like this map, the jumps are pretty well spaced, and personally having it be entirely connected together makes it more fun to run. And I like the mixture of dev textures + actual detailing throughout the map. I think if you address the things I've pointed out, this would be a really good map.  :)


TheRaven

  • Newbie
  • *
    • Posts: 31
    • Frags: +0/-0
    • View Profile
I've updated the map again: https://drive.google.com/file/d/1GxWAdoQAfYjgFbZMu6uMgPW_XCJ-01Ft/view?usp=sharing

I've basically done everything you've said CrackuhJax, the feedback is very nice! I've added x2 to every sync jump, so it's hopefully easier to figure out what to do. I've lowered jump 11 quite a bit, and I hope it's not possible to cheat it without syncing.

I believe the map is very close to being done. If someone with a lot of speedrunning experience could point out any jumps that might be problematic, it would be very welcome :)
« Last Edit: May 19, 2019, 10:17:15 AM by TheRaven »