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jump_benroads3

Benroads

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The third and most likely final addition to the jump_benroads series, unless I broke anything major or some things need to be adjusted a1 will probably be the final version. I ended up going back and changing a handful of things, hopefully this is the final however it is very possible that I missed something so please do let me know if anything needs to be fixed before it goes up on servers.

Big thanks again to everybody who helped with testing and feedback. Also thanks to fubar + exactol for fixing a bug with compilepal so I didn't have to manually pack and do cubemaps.

Showcase:


Download:
A1: https://www.mediafire.com/file/jo816us6nsm7q5k/jump_benroads3_a1.bsp/file
Final: https://www.mediafire.com/file/ovlfwblfljtriol/jump_benroads3.bsp/file

Changelog:
A1: (20 Jumps 4 Bonus 2 Secret)
-Initial release
Final: (20 Jumps 4 Bonus 2 Secret)
-Fixed vices shoutout in cap room
-Replaced jump 7
-Changed jump 13 to have a shootable wall on both sides to make it less precise
-Changed jump 15, raised the ceiling
-Added vclip to ceilings so stickies would not stick to skybox
-Minor detailing changes in spawn and cap room
« Last Edit: April 17, 2020, 10:10:14 PM by Benroads »


Klowwd

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11 seems a bit hard but then again i am bad. cool map


Syphilis

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Yeah, I think 11 is the hardest jump on the map.
On jump 15 (triple to wallshots ) if you hit a pretty good triple you will go too fast and miss the last wallshot.
Also I don't understand what is legit for last. Is the first grey jurf just cosmetic? I just flew right to the second jurf and hit a double.



Benroads

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11 seems a bit hard but then again i am bad. cool map
Yeah, I think 11 is the hardest jump on the map.

I had a decent number of people test it and nobody ever mentioned it being overly difficult. I guess the timing is fairly tight and you need to get a fairly good sync otherwise you're not going to have enough speed to get a good rampshot. Not sure if it will help but here's a gif of me doing it.

https://imgur.com/a/Mwr0cj4


On jump 15 (triple to wallshots ) if you hit a pretty good triple you will go too fast and miss the last wallshot.

This and probably 13 are the jumps I'm still tweaking a bit. Originally this was meant to be wallclimb -> triple -> wallshot -> upwards double in the tube but that was really hard/inconsistent. I'll likely resize the tube a bit later but I did want to keep it lower so that if you get a lot of vertical speed out of the tube you have the option of resyncing on the top thin part if you can't get enough horizontal speed to get over. 


Also I don't understand what is legit for last. Is the first grey jurf just cosmetic? I just flew right to the second jurf and hit a double.

Intended for last is wallshot -> surf between the ramps with a strafe -> autoeb to skip -> rampshot -> wallsync.

However after testing a few people suggested I leave it a bit more open so that there are different ways of beating it, another strat is to prefire triple on the ramp and then just wallshot. Here's a gif of that (Made by sciens)

https://giphy.com/gifs/jump-tf2-YP1FKrxtONU0DOZXNg


Benroads

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Bumping this in case anybody else has additional feedback, I'll have time in the next few weeks to adjust this before it gets added to Tempus. Feel free to add me on steam or post it here.


dipp

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Love your maps, benroads. Sad this will be your last of the series :(

Most of the jumps are really great, well spaced, and fun to play.

Spoiler (click to show/hide)
« Last Edit: November 24, 2019, 09:38:00 PM by dipp_ »


Benroads

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Love your maps, benroads. Sad this will be your last of the series :(

Most of the jumps are really great, well spaced, and fun to play.

Spoiler (click to show/hide)

Thanks for the feedback, I hope that if I do end up making another map I will come up with an actual name instead of benroads4. The reason I made some of the walls red when you can shoot off them is to show that the top would be tele, I tried having the first wall be gray and top red but I was told it was frustrating to not know that you'd need to pogo at the top on a few of the jumps.

With 8 I only had issues bonking when I was trying to do a wall double instead of the intended 2 regular wallshots, I originally had some caution tape style stuff on the back wall but it wasn't really helpful.

On 11 I swapped between the forward and backwards falling ramp sync and I felt the backwards one was much easier to line up, when I was doing the ones going forward I would turn around to shoot my rocket most of the time anyway so I felt just having it start backwards works a little easier.

I'll likely rework 13 slightly, I basically just ripped this jump off from Lopez since I liked the concept but I agree it doesn't work very well in its current form. It's too precise/finnicky but I do have a few ideas for making it less so.

There is a gap on 14 because intended is to get a lot of speed (3 rockets on the long horizontal ramp) and if you don't have a gap you'll just slam into it and won't be able to start your wallshots correctly. You're meant to get a lot of speed and then try to get as much height as possible from the ramp before the wall so that you can transfer into wallshots and then strafe around to the end.

"13 was spaced well for me, even when I did a ctap triple it was still fine." I assume you mean 15 the triple to wallshots on the tube for that feedback? I also leave the top standable/shootable so that you can double on the top as a save if you hit a bad wallshot on the way up.

I don't think it's possible to make 16 fully uncheatable without breaking up the pillars and I wanted to leave it as open as possible, worst case if someone does want to wallpogo a t3-4 jump it's going to be so much slower than intended I don't think it's a large issue.

Not sure how I could make the question mark more obvious without just putting it on the tele spawn and since it's fairly obtrusive to have the text on your screen I wanted to have it out of the way.


gibus

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Benroads

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Updated to final, please let me know if you find anything that needs to be fixed prior to adding to servers. Also it would be very cool if somebody did a showcase because I am bad at editing videos.


cadence

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« Last Edit: April 16, 2020, 01:09:21 PM by cadence »


Boshy

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Cool map, couldnt find any issues on the final version, gonna add this to tempus.


plep

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It's just a good map.
Very nice :)

last is kinda strange tho