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mike_ers

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New Soldier map from the creator of jump_pump. Has a "I don't know I just like the rd_asteroid textures" theme, guess you can call it a factory since there's a lot of boxes-on-conveyor-belts aesthetics?

Tier 3, 25 jumps, and 2 bonuses.
Has several slopes, walls, and jumps lined up in a way that allows for plenty of speedrun tactics whilst not going overboard with it. (Ya know, like the speedrun-focused maps that can basically be done in one long jurf with all the stages ignored.)
Screenshots: https://imgur.com/a/jDYAvSl
Download (Ver. B4): https://www.mediafire.com/file/4xrszp6e7zg6zsa/jump_codegreen_b4.zip/file

To-Do List:
- Completely re-do the spawning room so it looks better and matches the rest of the map's design better. (Still needs to be done better.)
- Jump 25 could use some more detailing/aesthetics somewhere in the sync area.
- Remove the diagonal upper wall on Jump 23, as it is no longer remotely required to speedrun-strat 23.
- Slightly adjust the position of the divider at the end of 25 so it lines up with the wall textures a bit better
« Last Edit: October 19, 2019, 06:54:50 AM by mike_ers »


BQE

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Played this last night on ECJ and enjoyed it.  The triple bonus feels cramped and the ceiling feels too low sometimes, but yknow it's a bonus so whatever.
The pogo bonus can be jump bugged if you don't want to do that downpogo business.


Klowwd

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Nice map! I really liked how it played :) My only gripe is the texture inconsistency. All speedshot and skip/pogo platforms are the same texture which is fine but it really helps to differentiate the two. For example, on 19, if the strat is speedshot>skip>rampslide then you would want to texture the two platforms differently. I honestly don't know if that is the strat, it just works for me.

Sidenote: is the ramp right before 15 part of the speedrun strats? if it is you should consider putting a 1 unit clip to make players edgebug off to make skipping easier


mike_ers

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Nice map! I really liked how it played :) My only gripe is the texture inconsistency. All speedshot and skip/pogo platforms are the same texture which is fine but it really helps to differentiate the two. For example, on 19, if the strat is speedshot>skip>rampslide then you would want to texture the two platforms differently. I honestly don't know if that is the strat, it just works for me.

Sidenote: is the ramp right before 15 part of the speedrun strats? if it is you should consider putting a 1 unit clip to make players edgebug off to make skipping easier

Trying to find a solution to that for the "final" version of the map I plan to make and release sometime next weekend after a good amount of people have playtested the map enough. Problem is I don't really know yet which texture from the rd_asteroid set would work best for that. Gotta play around more with it, might try seeing what I can do with some of the moon terrain textures. And the idea with that ramp you're talking about was originally supposed to be a slide into a speedshot-sync but it never really worked quite the way I wanted. I might make it a curved ramp instead so you can do some kind of jurf with it, do what you said, or remove it altogether.


donuttt

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after playing it, i gotta say:
-no jump sticks out overly negatively, some of them are really creative and fresh
-last is a taaaaaaad bit too easy for my taste but i might have shit taste (maybe make the pogo more challenging, put some gaps or something)
-over all this has a very nice length, look and feel. very epic


buuuuuuuuuut yes i agree 100% with klowwd. not only the pogo/ss/skip platforms are problematic, pretty much every grey wall is.
i see some solutions, some of which are easy, some of which aren't and/or ugly:

-use different textures (making custom textures is actually pretty easy, maybe recycle the current texture set and change shade/colour, then replace the problematic faces (nogrenade walls especially)

-put some transparent func_illusionary brushes over the areas in question, sometimes it can work aesthetically, very often it doesn't though

Quote
- Gotta do something about the lights on the ceilings so demos don't hit their heads on them. Probably just gonna make them brushes with no solidity and call it a day.
personally i don't think you should worry about off-class stuff that much but this sounds like an appropriate solution
Quote
Sidenote: is the ramp right before 15 part of the speedrun strats? if it is you should consider putting a 1 unit clip to make players edgebug off to make skipping easier
please do this, itll make a lot of people happy


looking forward to the final version, you are making really nice maps and people, myself included love them!

 :-*
« Last Edit: September 03, 2019, 04:00:44 PM by donuttt »
_____________________________________________
wew lad


mike_ers

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Update 09/06/19 - jump_codegreen_b3 is done.

Download: Obsolete version.

------------Changelog:------------
- Fixed many minor graphical / texture problems throughout the map.
- Fixed several instances of teleport triggers needing adjustment.
- Added clipping on top of many red walls throughout the map so you can't get on top of them.
- Added a few new pieces of geometry for speedrun strats.
- Adjusted Jump 9 so that in a normal attempt you have to use both walls.
- Adjusted several things about Jumps 10 and 11 to allow for more speedrun strats.
- Changed the texture/look of speedshot platforms (on jumps 10 and 19) so they're easier to differentiate.
- Adjusted the aesthetic pieces of the room for Jump 12 for speedrun strats.
- Greatly reduced the angle of the ramp at the bottom of the drop between Jump 14 and Jump 15 for speedrun strats.
- Slightly adjusted nogrenades spots on Jump 17.
- Removed a piece of wall on Jump 18 so that it doesn't block a speedrun strat utilizing the connector between 18 and 17.
- Changed the "no jumping" spot of Jump 18 so that it's more obviously not the end.
- Changed the corner struts of Jump 18 so they can't be climbed all the way to the top.
- Reverted Jump 19 to its b1 state, requiring a speedshot and a skip to hit the ramp properly. The Speedshot platform is appropriately designed like Jump 10's speedshot.
- Removed the red square on the floor of the start of Jump 20.
- Reworked Jump 22 to be significantly less awkward-feeling.
- Adjusted some visual elements of Jump 23 to look better.
- Made the opening into the connector between Jump 23 and Jump 24 a bit easier to get into if you're going higher than the original opening.
- Adjusted the geometry of Jump 24 to allow for speedrun strats.
- Adjusted the teleport trigger on the platform before the end of Jump 24 so it's harder to hit when you're not intending to hit it.
- Reworked Jump 25 to be more interesting.
- Reworked the Pogo Bonus a bit, it's now more difficult to do bounces and the bottom's geometry is quite different. It should be a fair bit more difficult overall.
- Raised the roof and dividers of the Sync Bonus as per suggestions.
- Fixed the end door on the Sync Bonus not having its teleport trigger properly aligned.
- Replaced the placeholder sign at the end of the map with the proper credits sign.
- Added signs above the Bonus teleport doors to say what bonus each goes to.
- Added a stage select room.
- Removed Herobrine

Extra note: Jump 25's pogo section was reverted to the easy and simple platform with no obstacles. In testing other versions of Jump 25, I realized something. It's really, really, really annoying to try and make pogo more difficult on jumps that don't focus on pogoing, and thus I decided to revert it back to its easier form. I feel the slight increase in difficulty of the rest of the jump makes up for this.

Will continue to update the to-do list in the OP post as more things are reported. There are already a couple more things I want to do eventually, but I'm fine with waiting until the true final version of the map.
« Last Edit: September 13, 2019, 10:06:53 AM by mike_ers »


Klowwd

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Nice rework! I may be nitpicking (and somewhat biased) but I think the skip platforms' textures should be switched with the speedshot platforms' textures. To me, it's just because the surf/rampslide ramps are also red and it helps with consistency if every red platform is safe to stand on. You could also replace the slopes with the speedshot textures but it might not look as good. Then again, it's just my opinion and it would honestly be fine to keep it the way it is. Nice choice for the texture though!

P.S. on the right side of the sync platform on last the diagonal slope cuts through the wall and is visible in the tele hole


mike_ers

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Jump_CodeGreen version B4 is done.

Download: https://www.mediafire.com/file/4xrszp6e7zg6zsa/jump_codegreen_b4.zip/file

------------Changelog:------------
- Optimized the map, thus reducing the filesize significantly.
- Fixed more minor graphical bugs/problems
- Changed the spawn room a bit, I still want to do more but it looks better now.
- Removed a random "1" that was next to the "2" on Jump 2.
- Fixed Jump 11's divider being off-center.
- Raised the ramp and skip platform on Jump 19 to make it more consistent.
- The walls before the dropdown of Jump 20 no longer have nogrenades, allowing for better speedrun strats.
- Fixed a flat surface on Jump 24 existing just before the final ramp.
- Fixed the slope cutting into the fail teleports on Jump 25.
- Fixed some problems with the signs at the finish area.
- Created a very professional room for BLU team to spawn in.
- Fixed the Pogo bonus so it's possible to do again.
- Fixed the clipping of the red walls on the Sync bonus.
- Added an extra, small wall on Jump 23 for speedrun strats.
- Removed Herobrine

B5 will be released whenever there's enough things to fix/adjust to warrant it. I feel that B4 is very close to Final though.
« Last Edit: September 13, 2019, 10:16:57 AM by mike_ers »


Larry

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Very nice map, big fan.

Got some minor nitpicks about detailing:

  - Jump 19 has a red platform right before the ramp, and it's not immediately obvious if it's going to teleport you since the map has a lot of red floors, some of which do and some of which don't. Jump 24 for example has skip platforms very similar to the one on 19 but they do teleport you.

  - On jump 21 I wasn't initially sure where the end was because the sightline is blocked by the conveyor belts running horizontally across the jump (See: https://i.imgur.com/eMmUyk2.jpg).

However both of these things are only really issues when someone is doing the jumps for the first time, so it's not a huge deal.


mike_ers

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It's been a while and I haven't had any major problems reported nor has anyone told me anything about the map that should change for the sake of its playability and smoothness. (Referring mostly to Discord, of course), thus aside from the small aesthetic changes I still have planned for whenever I have the time and energy, b4 will be essentially the final version, and is safe for speedrunning and uploading to servers with timers. Nothing about the map will change anything about how it can be run or the routes possible in the true "final" release of the map.

Thanks to all that tested and gave feedback. Look out for new jump map projects by me in the coming months.


hexx

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ran through it and only found one small problem, in the connector from jump 14 to jump 15 there's a clipping error and you could possibly kill a run by hitting it
screenshots
https://i.imgur.com/UYRJNzU.jpg
https://i.imgur.com/gpgqLUJ.jpg
https://i.imgur.com/G3nP3LM.jpg


League

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