jump.tf Forums
Welcome B)

jump_if

Waldo · 9 · 1021

hex

  • Intermediate
  • ***
    • Posts: 118
    • Frags: +0/-0
    • View Profile
cool map, does a lot of interesting stuff with phase. the difficulty curve and levels themselves seem to be in a pretty good place but it's definitely t6 as it is. lots of the later levels get very confusing to try doing blind but there's probably not much to be done about that, they're all fun once you figure out what to do. having jump numbers would be nice too so it's easier to talk about individual jumps.

jump 8(ish) you double -> double with a low ceiling, which feels very out of place and more like a bonus than a pogo jump.


Syphilis

  • Intermediate
  • ***
    • Posts: 137
    • Frags: +0/-0
    • View Profile
yes more waldo
feedback edit:
  • I think it's impossible to make this t5 considering estrogen is t6. there's about 4 jumps that would be t6 i think.
  • the transparent textures on the sphere jump overlap a bunch
  • The column jump im pretty sure would be t6. In terms of difficulty would be second last or last as it is imo so if you try to make it easier don't remove the last part please it's cool.
  • on last on the big curved wall, the blue stripes are too thick and when transitioning from one side to the other you can't see the sticky from the other side
also no idea how the bonus is done


« Last Edit: July 02, 2020, 05:50:13 PM by Syphilis »


Waldo

  • Novice
  • **
    • Posts: 76
    • Frags: +0/-3
    • View Profile
Update to b2:

  • Added arrows to most jumps to show where to go
  • Improved visibility on last
  • Moved pillar jump to 2nd last

Probably just going to be t6 since any pogo that requires arms is Insane on tempus


Waldo

  • Novice
  • **
    • Posts: 76
    • Frags: +0/-3
    • View Profile
Update to b4:
-Made 8 a bonus, made a new jump in its place
-Increased vertical spacing on 10 to make it more fun to do quickly
-Reworked end of 12 to make it easier
-Map now playable on soldier (thanks gorge!)
Also a bunch of smaller/aesthetic changes along the way.


Waldo

  • Novice
  • **
    • Posts: 76
    • Frags: +0/-3
    • View Profile
Update to b6:
-Raised floor on L5
-Added a velocity-sensitive tele to L7 to prevent falling for a long time if you fail high up
-Shortened L8
-Made L12 easier
-Visual changes to make jumps easier blind
-Soldier is now more cooler


Waldo

  • Novice
  • **
    • Posts: 76
    • Frags: +0/-3
    • View Profile
Update to rc1:
-Visual changes to end
-Restart tele at end
-Catapult 0 on bonus teles

Unless something is horribly broken, I'll upload a plain jump_if soon.


Waldo

  • Novice
  • **
    • Posts: 76
    • Frags: +0/-3
    • View Profile
Last update, rc2:
-Fixed intrusive nodraw brush


Waldo

  • Novice
  • **
    • Posts: 76
    • Frags: +0/-3
    • View Profile
Showcase:
No soldier showcase because tas doesn't like airstrike