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firestabber

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My first jump map - still in progress! 

There's a theme of performing a double sync after rocket jumping off, then eventually creating a larger sync on the same platform to complete the jump. 

I'm new to mapping, and I'm not the biggest fan of detailing, and I think it shows.  However, I think the jumps play cleanly and last especially is a lot of fun. 
I'd love to hear feedback on my map, whether it be mapping advice, bad difficulty scaling, a jump is fun or lame, I should add X to the map to make it better, etc. 

Have fun, and I hope you like moving triples  ;D

Current latest version
Old versions:
a4

Jump descriptions
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« Last Edit: January 11, 2021, 12:46:05 AM by firestabber »


hex

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cool map, im a fan of the theme of the jumps even though i didnt finish each one. i cant test spacing but it seems good for a first map, lots of unique ideas. the only thing id really change is how each jump basically just looks like a bunch of platforms in a box, itd be a lot more visually interesting if the areas were smaller rather than completely wide open imo, even if you dont do a ton more detailing work besides that


Elandi!!

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cool map :)

level 7: can be cheated with a ctap double because of missing nogrenade behind the ending platform wall

level 9: it would be more enjoyable if the wall u had to turn the corner on was glass so u could see where to aim faster/easier

level 11: at the build a triple part, the lights can get into your face and confuse u into shooting early/late, should move it to another wall

general: please scale the grid texture to be 128 units, when it's at odd scale values it's hard to tell where u are in the world and confuses jumpers just because they're so used to classic 128 unit dev textures


firestabber

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New version (first post was updated with a download link):

- Added spawn area and an "end" area
- Replaced overheal with soldier-only health buff
- "Checkpoints" added for demo on jumps 1-4.  If this is a cool idea, let me know and I'll look into adding it for the rest of the jumps.  There's also issues I'll fix with the visuals when playing with others (though the jumps should still operate perfectly fine) and lingering visuals after completing a jump. 
- nonade fixed on 7 (thanks Elandi)
- Textures scaled to 128 hu (thanks Elandi)


I plan to fix the other issues Elandi mentioned, they make sense to have cleaned up in a final version of the map.  I'm probably going to redo some of the lighting/light props, too.  Hex's comment about the map feeling like 'platforms in a box' is spot-on, and I plan to try to bring walls closer and connect platforms to the walls in a meaningful-looking way, but only after I know what I'm doing with the demo stuff so I don't ruin a good idea there. 



The biggest change here is probably the checkpoints for demo.  You need to go to the areas marked in yellow before you can go to the end, which is marked green when it's available.  Let me know if this is a fun mechanic or a useless gimmick that'd be better left out.  If it's received well, I could use some feedback on the routes.  I have ideas for some of the remaining jumps, but I don't know what to do for others:
5: ??
6: ??
7: Add checkpoints so you roughly follow the soldier route
8: Add a checkpoint in the far upper-left corner so you doublepre to it and strafe to the end (you can probably just double to the corner though, my demo is bad lol)
9: ??
10: Perhaps a checkpoint low on the last pillar to encourage them to pogo/vert up it?
11: Triplepre from top of wedge
12: Checkpoint way above far platform to require you to go over there and vert up to it, then come back and go to the top
Bonus: some airpogo around the tower (or twice around, idk) and to the end

I was thinking about making the external walls have larger nonades to prevent demos from using them to wallpogo, too.  Perhaps I should use another texture to differentiate. 

« Last Edit: January 11, 2021, 01:12:11 AM by firestabber »