Thanks for the comments! It's really appreciated
it'd be nice if the map had tick regen
not sure if it's too problematic but i only ever noticed the hint cubes on second last, i just thought were detailing
added the tick regen, and a thing to explain the hint cubes at the start.
Finn: Jump 1 -> End platform is maybe a bit too high (I play with stock tho) or I'm just shit
Hex: jump 1, like finn said, the starting platform seems pretty high. it's not too difficult with original but i couldn't get it in ~10 minutes with stock, though thats probably just me being bad. some sort of anti-telesync tech might be helpful so theres not something stupid you do when running this on tempus
I'd like to keep the platform at the same height, I think it's an unusual jump but it teaches players a useful skill. I might change it if I get more feedback on it.
There's also already a one way nonade at the start, I used the method shown by starkie here
https://jump.tf/forum/index.php/topic,3069.0.htmlfinn: Jump 5 -> You can ctap from the speedshot platform to the right wall and just do it with wallshots, Idk if it's really an issue tho
hex: jump 5,maybe add an "easy" on the right and some other blue textures to sorta match the left?
it seems strange that the 'harder' strat uses a right starting wall
steve: The text "HARD" on jump 5 has collision on it
I added a glass block above that platform so you can't cheese it.
I added the easy to the right side and made the wall stick out so it should be more obvious. Also, I made both sides teleport you to the right wall. I think the strafe you have to make to do the easy route from the right side isn't that unnatural, but I might be wrong.
And the hard text is now non-solid
finn: Jump 6 -> You forgot nogrenades on the first wall
hex: jump 6, you can telehop sync from 5 and completely skip the jump, not sure if that's a intended as a strat or not but it's pretty awkward because of how low the ceiling is.
The nonade is fixed.
The telehop strat is intended, and I think I'll keep the ceiling low so its not as easy to do the speedrun strat, especially because it skips the triple entirely.
finn: Jump 7 -> You can ctap from the end of ramp to wallshot and sync (actually you don't even need to ctap)
I was trying to fix this, but I'm not quite sure how I could without making the intended jump worse. I'm fine with leaving it in but if I can find a anti-cheat method I'll put it in.
klowwd: it's really easy to cheese this jump by going slow
hex: jump 8 felt very confusing and disorienting since i tried doing it slow my first playthrough
I shortened the wallshot wall, and extended the glass to make it harder to go by slowing. Still possible but I think I'm okay with it now.
I added a hint box to make it more clear what you're supposed to do
steve: I would add a marker on the 2nd ramp for a sync on 2nd last
Yeah I'd agree that 2 sync catches seems to be the easiest and most common option, so I added the marker onto the 2nd ramp.
finn:Jump 10 -> Jump is fine but why is it last jump ? It's clearly the easiest jump of the map
Honestly I just like having 2nd last be the hardest and "last" being something really easy thats not that much of a jump. jump_home and a few others do the same thing
I've uploaded the map with the changes listed above, here's the link:
https://drive.google.com/file/d/1GMf58JGfnRiw3YCqclKr_lsSfv_cgnel/view?usp=sharingThanks again for all the feedback