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maxxy · 35 · 4270

maxxy

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Soldier T5, 15 jumps

dl link:
rc5 - https://www.dropbox.com/s/qyurvpz8gpjwdm7/jump_forgotten_rc5.bsp?dl=0

Jump explanations:
jump 1: walljump -> wallsync on both walls
jump 2: wallshot -> speedshot -> wallshot -> double
jump 3: walk off uncrouched -> crouched bounce -> skip -> wallshot
jump 4: prefire speedshot -> prefire rampshot -> wallshot
jump 5: jump -> prefire 2 on ramp -> auto edgebug -> prefire skip -> ramp triple
jump 6: skip -> prefire left wall -> speedshot and get hit by the prefire -> wallshots
jump 7: walljump -> prefire orange wall -> prefire wallshot -> rampshot -> triple
jump 8: walljump -> prefire red platform -> speedshot -> wallshot -> sync skip
jump 9: telesync -> wallshot -> wallsync on the right -> rampsync
jump 10: skip -> wallshot -> skip -> wallshot or skip after rampslide -> wallsync
jump 11: walk off -> sync 2 rockets -> prefire wall and jump with the 2 rockets -> wallsync -> rampsync
jump 12: wallshot -> prefire 2 on orange wall -> slide in water -> prefire another -> walltriple into wallshot (or wallquad)
jump 13: 2 wallshots -> prefire on orange -> wallshot -> prefire another -> wallshot -> triple
jump 14: water double -> up sync -> wallsync -> rampshot -> wallsync
jump 15: speedpogo -> prefire rampshot -> wallsync -> wallcatch (double or triple)

bonus 1: jump -> prefire 3 -> speedshot -> ramp triple
bonus 2: shitty wallpogo cause I'm funny



Also here's a shitty showcase I made if anyone cares:
« Last Edit: October 25, 2020, 11:09:17 PM by maxxy »


BQE

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#2 needs faster healing/overheal. distance to the speedshot feels a little short (like I had to tap S a lot or get a very low wallshot) but maybe thats me?
#3 there's a spot in the ducts between 3 and 4 I assume you meant to block off?

that's all I have time for now, otherwise first 5 seem good, but I was kind of hoping you'd stick with the detailing theme of the first two jumps.


maxxy

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#2 needs faster healing/overheal. distance to the speedshot feels a little short (like I had to tap S a lot or get a very low wallshot) but maybe thats me?
#3 there's a spot in the ducts between 3 and 4 I assume you meant to block off?

that's all I have time for now, otherwise first 5 seem good, but I was kind of hoping you'd stick with the detailing theme of the first two jumps.

yea the vent on the right is supposed to be blocked, just havent found anything that looks good yet
the detailling of first 2 jumps will be on many jumps  :)


Finn91

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This map is pretty nice !

Regen is a bit weird, I should have died few times (thanks buddha) even with gunboats and not only on sync jumps

#1-4 seems fine
#5 sync the rockets is fine, I just feel the catch up weird, maybe it's just me
#6 really fun jump, nothing seems wrong, maybe you can cheat it idk
#7 thanks for the curved skip platform
#8-9 fine
#10 the 2nd wallshot on the black wall is unclear as you can shot every black walls, like I had to re-read your explanations to be sure I had to wallshot here, otherwise jump is fine, maybe curve the skip after the ramp?
#11 really good one when you figure out the timing
#12 I was dumb and tried to quad on the same spot when you have to triple into wallshot, another cool jump
#13 seems good
#14 I got blocked often when I sticked to the wall linked to the reversed ramp, like at the connection between ramp and the wall, otherwise seems good

I'd recommend to make these black walls not shotable even for testing
Overall jumps are fine and fun to play, can't wait for #15





Syphilis

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jump 10: If I wallsync really well  I bonk my head and still make it so I think the end could be further and the ceiling higher.
jump 12 13: water bad but also the curved ground is weird, i'm not sure what purpose it serves.
jump 13 14: water bad but also it feels like when I get good height off the upward ramp sync ill be too fast to hit a wallsync, and If I get good speed I'll be too high for the second ramp.
« Last Edit: May 29, 2020, 02:40:13 PM by Syphilis »


maxxy

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jump 10: If I wallsync really well  I bonk my head and still make it so I think the end could be further and the ceiling higher.
jump 12: water bad but also the curved ground is weird, i'm not sure what purpose it serves.
jump 13: water bad but also it feels like when I get good height off the upward ramp sync ill be too fast to hit a wallsync, and If I get good speed I'll be too high for the second ramp.

what do you mean by water bad? also what curved ground
« Last Edit: May 29, 2020, 10:38:38 AM by maxxy »


Syphilis

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I dislike water also got the numbers wrong


Klowwd

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3: the bounce seems a bit cramped but if thats what you were going for then sure
4: the speedshot platform is fairly close and very easy to overshoot
5: I went really far on my fifth or so attempt, you could probably afford to push the end platform back by like 1000 hu or somethin idk
9: you don't actually need to wallsync, you can just do 2 shots on the rampslide and you're good

The other jumps were fine or I just couldn't beat them. I love the detailing for the first few jumps, I'm excited to see how this will turn out!


maxxy

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3: the bounce seems a bit cramped but if thats what you were going for then sure
4: the speedshot platform is fairly close and very easy to overshoot
5: I went really far on my fifth or so attempt, you could probably afford to push the end platform back by like 1000 hu or somethin idk
9: you don't actually need to wallsync, you can just do 2 shots on the rampslide and you're good

The other jumps were fine or I just couldn't beat them. I love the detailing for the first few jumps, I'm excited to see how this will turn out!

the ss on 4 is fairly close cause it's more consistent to not go up at all from the walljump, i can try to make it a bit larger but idk if it wouldnt ruin the spacing, will see.
as for 9, you're not meant to shoot the black ramp at all (basically every black texture except at the very start are not meant to be shootable, sry if it wasnt clear)
and ye i might extend 5 a bit, idk tho, i dont rly intend it to be super difficult

im slowly improving everything according to what i was told so far, thx for all the feedbacks
a9 maybe soon
« Last Edit: May 29, 2020, 06:02:15 PM by maxxy »


obsidiian

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Imgur album with screenshots of feedback on the detailed jumps: https://imgur.com/a/eKcPq6x

Jump 1: Can just wallshot to end on the displacements on the right side. I would recommend lowering the teleport at the end, as players who are just barely going to make the jump (landing half on the end platform) will get teleported with the way it is right now.

Jump 2: This is more general but since I first noticed it here I'm putting it under jump 2 -- you should raise the texture scale of the larger bodies of water so the tiling isn't as visible. I usually use 1.0 but mess around with it if you want. Double platform sometimes felt a little bit too close, maybe move it back ~256 units. No visual indicator the clip brush at the end which threw me off when I hit my head on it once -- see imgur album.

Jump 3: Not really any visual indication that you should bounce and then skip since the area where you bounce looks just like the rest of the floor. I'm really glad you made the beam at the end nonsolid. Visible nodraw if you take a right in the vent connector (see imgur).

Jump 4: NUT detailing. Nitpick but would probably smooth out the displacements on the floor a little. Would probably disable shadows on some of the vines as they cast much denser shadows than they should. In terms of consistency, it's kinda strange that you can shoot the pillars that are intersecting the ramp but not the ones on the other parts of the wall. You can also see the skybox between the wall and displacements (see imgur again) if you are high enough in the level (isn't gonna matter for gameplay since it's clipped but potentially for cinematics).

Jump 5: You can hit the ceiling off the rampsync. You can also hit the back wall about 2048 units from the top, so maybe keep that in mind for when you connect other jumps.

Jump 6: I really like this jump, spacing felt fine to me.

Jump 7: Speedshot  and skip platforms feel too close when you ctap.

Jump 8:  Speedshot platform could probably be a little longer.

Jump 9: You can do the jump without the wallsync, just telesync -> wallshot -> wallshot -> rampsync

Jump 10:  Nothing

Jump 11: Can just ctap triple and rampsync to the end (maybe just a single rampshot if you do it really well?) but it kinda looks like you left this in on purpose.

Jump 12: You can make it off only a triple on the wall but it has to be really good. Maybe I was doing it wrong but I found it way easier to triple into wallshot instead of doing a quad wall.

Jump 13: Overall I would say this jump kinda just feels weird to do. I know this is early on but I would make your shootable walls flush with some clip brushes so it's not possible to accidentally hit the front instead of the side. Usually this is annoying but minor, but here since you're sliding up to it it's a lot harder to strafe and make sure you hit it right, especially since the timing seems pretty tight. Would also expand the water area at the start or make it easier to see where it starts getting shallower.

Jump 14: Sometimes went too high for the ramp if I did a good upward sync.

Overall I like this map a lot, the jumps are creative and you've done a fantastic job detailing the first few jumps. One thing I will say is that it will probably be difficult for people to figure out what they're supposed to be doing if you get caught up with detailing and are inconsistent with the textures you use, since it will be tough to figure out what you are supposed to shoot and not. For example, it is not immediately obvious that the double platform on jump 2 isn't the ending platform or that you're supposed to bounce and then skip on jump 3 instead of bouncing on the raised skip platform. Looking forward to seeing how this turns out!
« Last Edit: May 29, 2020, 11:12:33 PM by obsidiian »


maxxy

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Updated to a9: https://www.dropbox.com/s/917jge2mvb7gnji/jump_forgotten_a9.bsp?dl=0

changes:
added tick regen
spawn: removed some particles
jump 1: lowered the tele near the end
jump 2: made playerclip higher below the end, added a beam to indicate where it starts and made water look better. Might test some respace for the double and need to fix lighting issues
jump 3: fixed the lamps (still looking for different spotlight colors), different texture for bounce platform, more detail later. Also blocked right vent
jump 4: changed nodraw for normal textures at the top, removed some leafs shadows and made water look better
jump 5: no changes yet, might raise ceilling and make the end further or just keep it as it is and make a connector that plays better if you overshoot
jump 6: extended the wall for the prefire
jump 7: no changes yet, might respace it later
jump 8: extended speedshot platform and skip platform
jump 9: end platform is now higher, moved and changed last ramp angle and made the bottom part of it unshootable. spacing still isn't that great to me but not sure what to change
jump 10: raised ceilling, angled platform after rampslide a bit, extended wall and moved it a bit further, moved the end platform further
jump 11: no changes yet, will respace it later
jump 12: raised ceilling
jump 13: different version (old version is behind it if someone wants to compare) : removed water, changed it to 2 wallshots (it's harder without ctap but doable, might need spacing feedback around that), made the whole right wall shootable above ramp, made the triple less janky
jump 14: made it so you cant bonk the ramp for up sync, extended second ramp a bit
added jump 15

will add nonade in next version probably

Thanks for all the feedback so far  :)
« Last Edit: May 31, 2020, 01:41:17 PM by maxxy »



maxxy

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Updated to a10: https://www.dropbox.com/s/vdjqcbudgq9k0r8/jump_forgotten_a10.bsp?dl=0

mostly respaced jump 6, 9 and 11 a bit, fixed a few things and added some decals
still no nonade for now, i'll bother for next version
« Last Edit: June 02, 2020, 01:22:12 PM by maxxy »


Zyphon

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Having seen the first few jumps of this ages ago back with dev textures I am amazed at how awesome this looks now! Great job dude. Hope the rest looks as good as the start when you do it!

Just some thoughts while trying it out ^^ (I didn't see the no nonade comment before writing my thoughts, sorry if i mention it)

-J1: works well, but the wall you shoot off at the start is a little small and you can accidentally run into the back of it when starting the jump, not huge problem but just a note.
-j2: nice jump but chance of bonking with the sync :c maybe a playerclip wall so you don't hit under the endplatform?
-J3: Cool when you figure out timing :3 Maybe a signpost or something that tells you the bounce type?
-J4: Works great fun and simple
-J5: Works good when you figure out timing, -Note: There  you can shoot the walls atm there isnt a playerclip or nonade.
-J6: Pandemonium  trick XD Epic jump works nicely!   -Again no nonade on walls, sorry if you know about this already and there isnt any im just writing as i go.
-J7: Wall playerclips plss i don't like hitting into walls *cough cough shunix  Spacing feels a little weird/rng but i guess it works ^^
-J8:cool jump, skip felt awkward at first but when you hit it, pretty epic.
-J9: Awesome jump ^^ Maybe make tele at the end higher incase you fail the wallsync or ramp sync because it's a long way back down. Seems a lot easier than the past couple of jumps. Maybe just me idk
-J10: Really nice
-J11: love it when you get used to the wallsync aim works great. You can cheat by double then wallshot strafe into triple. Ceiling at the end might be a little low almost caused me to mess up a few times because i smashed into it but the end was a little further ahead and needed some wiggle wiggle to get to :3
-J12 Alot like Umaroth's jump in zyma but still cool. I feel like you have to aim under the line tho to slam it, idk if that's intentional.
-J13: Legendary jump ^^ nice touch, side wall tele back.
-J14: Pretty epic, just want walls to be playerclipped so I dont hit into them XD The wall sync at the end is so well spaced I love it, but end feels too close and ceiling too low I smashed into the ceiling everytime with good wallsyncs still hitting the back wall at the end.  *See Image link -J15: You had me at Wall doubles! It's so nice to do awesome jump.

Hmmm what to say. Love the map, as you know I love good wall syncs so you got that check ^^ Main issue is just playerclipping walls that stick out. Can't wait for this to be detailed and done! i figured no nonades yet as you probably know but not a problem.  Oh and it felt like the last 7 jumps were easier than jump 7 and 8 because of their RNG aspect I guess. Anyways....

Was super fun!


FAT BOY

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Soldier T5, 15 jumps

I'm aware of many issues but i'm still looking for lots of feedback so feel free to tell me about anything.
Also sorry if most jumps are really dark

dl link:
a10 - https://www.dropbox.com/s/vdjqcbudgq9k0r8/jump_forgotten_a10.bsp?dl=0

Jump explanations:
jump 1: walljump -> wallsync on both walls (can just wallshot second wall but i don't mind)
jump 2: wallshot -> speedshot -> wallshot -> double
jump 3: walk off uncrouched -> crouched bounce -> skip -> wallshot
jump 4: prefire speedshot -> prefire rampshot -> wallshot
jump 5: walk off -> prefire 2 rockets on orange and wait for auto edgebug -> prefire another 2 -> rampshot into quad
jump 6: skip -> prefire orange wall -> speedshot and get hit by the prefire after -> wallshots
jump 7: wallshot -> prefire orange wall -> speedshot -> skip -> triple
jump 8: walljump -> prefire green platform -> speedshot -> wallshot -> sync skip
jump 9: telesync -> wallshot -> wallsync -> rampsync
jump 10: skip -> wallshot -> skip -> wallshot or skip after rampslide -> wallsync (can wallshot for now)
jump 11: walk off -> sync 2 rockets -> prefire wall and jump with the 2 rockets -> wallsync -> rampsync
jump 12: wallshot -> prefire 2 on orange wall -> slide in water -> prefire another -> walltriple into wallshot or wallquad
jump 13: 2 wallshots -> prefire on orange -> wallshot -> prefire another -> wallshot -> triple
jump 14: water double -> up sync -> wallsync -> rampshot -> wallsync
jump 15: speedpogo -> prefire rampshot -> wallsync -> wallcatch (double or triple)
jump 2- move the platform you sync on further away
jump 3- move the skip tiny bit more forward
jump 8- make the skip higher
jump14- clip the walls so you can't hit their sides
also maybe make the current last prelast and current 14 a last