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tyjle · 16 · 2758

tyjle

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Klowwd

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missing textures everywhere :( please pack :( *sad*


tyjle

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missing textures everywhere :( please pack :( *sad*
I updated the link. Not sure why my first attempt at packing the map didn't work.


Hass

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-some parts are too bright
-add playerclip to wallshots so you don't crash into the sides/bottom on jump 2 and 3
-not a fan of this bump in the ground
-jump 3, you can land on this
-jump 4, move the last skip a bit to the right, make the ramp longer
-jump 5, move the sync plat a bit closer
-the strafe jump is a bit tight imo
-jump 8, hard to see the wallshot cuz the textures are too similar, also make the pogo plat a bit higher
-jump 9, make the 3rd wallshot a bit lower, raise the ceiling cuz you can hit it too easily/make the hole to the jurf bigger
-last, make the end a bit lower so you don't have to resync (resyncs gay)
https://imgur.com/a/enw9Meg



tyjle

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jump_keep_b4
download updated in main post

-changed starting platform on jump 3
-fixed bugged spot at the top of jump 3

-moved the last skip of jump 4 slightly to the right
-made the ramp on jump 4 slightly longer

-moved sync platform closer on jump 5

-made jump 6 (strafe) easier

-changed wallshot texture on jump 8 to improve visibility
-moved pogo platform slightly higher on jump 8

-slightly raised the sync floor on last

-added a frog

-made the outside areas of the map less bright (it's still really bright though, I'm still trying to find something I'm happy with)

I was playtesting and noticed that you actually don't even need the second sync on last; I'm curious if you guys think it's cool to have a 'fast' strat for last or if it would be better if I 'fix' the jump so you have to do it intended. I just don't want to add a massive floating wall on the last jump, personally.



dipp

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Hey, just played through it.

The outdoor parts of the map are too bright, especially with the white textures. Can't tell depth, so doing speedshots, jurfs, wall catches, syncs on them are harder to tell. Use a darker shade for the textures.

The indoor parts of the map are too dim. I can't discern between ground and wall sometimes, make them all brighter. Some jumps are also harder since I can't really clearly see what's in front of me. Can't tell if it's my monitor or something though, so take this with a grain of salt.

I personally dislike speedshots, which this map has a lot of, but that's only own opinion.

The map design is pretty cool too, but it's short.
Spoiler (click to show/hide)

There's prob some other technical stuff I'm missing but I think otherwise it's okay.
« Last Edit: October 31, 2019, 01:12:30 PM by dipp_ »


tyjle

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Thank you so much dipp-- that's a lot of really great criticism.

I'm going to finally let go of those wood textures-- I personally love them but they are a hindrance to gameplay/comfort, and I don't want to have to dim the environmental lighting anymore than I have.

Big tree stays. I like the big tree.

Currently working on changes.


yeye

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Thank you so much dipp-- that's a lot of really great criticism.

I'm going to finally let go of those wood textures-- I personally love them but they are a hindrance to gameplay/comfort, and I don't want to have to dim the environmental lighting anymore than I have.

Big tree stays. I like the big tree.

Currently working on changes.

I personally love the wood textures. I'd say just make the light sources stronker.

but i like other textures too, so as long as you dont replace them with solid black void poop walls lets see em ;)


tyjle

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Beta 5 is now out!
Original post has been updated


Patch Notes:

-first jump changed to make the movement less awkward and allows for speed strat

-jump 9 was also changed to be less awkward; there's a lot more space to hit the wallshot

-added nogrenades to some spots on jump 9 where they weren't before

-changed the white wood textures outside to darker wood to avoid ungodly brightness

-made underground/inside sections a lot brighter to avoid ungodly darkness

-added some detailing

-fixed some misaligned textures (skybox ones will get fixed, they're still a little off)

-removed collisions from many props
« Last Edit: January 25, 2022, 01:28:47 PM by tyjle »


Klowwd

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Alright so I probably should've playtested this map more thoroughly before but I have a few issues with it:
The cannon models are all errors for me :(
The wall on 2nd to last which you have to set up a sync with is incredibly wallbuggy
You can escape the map at the end because there is no playerclip behind the capture point
On last, after the speedshots you don't need to sync because you can climb either side of the wall to complete the jump


tyjle

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Alright so I probably should've playtested this map more thoroughly before but I have a few issues with it:
The cannon models are all errors for me :(
The wall on 2nd to last which you have to set up a sync with is incredibly wallbuggy
You can escape the map at the end because there is no playerclip behind the capture point
On last, after the speedshots you don't need to sync because you can climb either side of the wall to complete the jump
Thanks for pointing this out, I'm gonna update it tonight when I have time to compile.

Don't know why the pack missed a model for no reason but got everything else?? oh well

Being able to explore the outside of the map is intentional


tyjle

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Alright fr this time, jump_keep_final is finished

fixed the exploit on last
tested in sv_pure 2 and everything's packed correctly this time


tyjle

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Fixed a coordinate based wallbug; this is the version of the map that will go up on Tempus.
DL: https://www.dropbox.com/s/ljxnnxbekk81qrv/jump_keep_final_fix.bsp?dl=0

Might be renamed back to just 'final' on the server, so if you have the old file just delete it.
« Last Edit: April 08, 2020, 07:09:58 PM by tyjle »


League

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very well detailed map!
was fun to play through
would say its t4 though
hmm