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myria · 16 · 1641

myria

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A demoman map designed to teach players hardpogo concepts in small bits.

Download (will always be latest ver): https://tf2maps.net/downloads/jump_ipos.10899/

Note:
Bonus 1 is literally just jumping over the hedge. That's it.
Bonus 2 syncing two stickies to double across.
Bonus 3 is phase slant climb stuff with tele on backside
« Last Edit: June 15, 2021, 06:47:42 PM by myria »


Waldo

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Feedback:

In general, pogo maps are much more fun to speedrun when they use mostly playerclip and high (128u+ and preferably visible) teles for anticheat -- rollers just mean that there are inconsistent garbage strats to save time, you sometimes shoot 1 unit too far to the side and the sticky goes very far away, etc. Same goes for nonade; it's disconcerting to have the air be nonade half the time. You can still prevent airpogo, just need to make sharp turns or low ceilings.
I don't know if the textures are final, but they're pretty hard to judge distance on (I played a lot of the map with luxels on because of this).

Levels:
First 2 are good
3 can just be single -> double at the bottom of the slant and strafe to end

4 Can skip the 2nd 180 with a double to end, first one can be cheated with rollers or just a good singlepre

5/6/7: You can anti-airpogo these just by bringing the outer wall closer and replacing the roller floor with high tele; would make it a lot less weird to go fast on

8: Roller floor at end means that you don't really need to catch on the sticky wall, plus you can do a roller air to make it much easier either way. Good jump though; replacing all the roller walls with playerclip would make it more fun/harder to cheat.

9: Can cheat by preplacing a double/triple really low; if you have the jump start with 1-2 stickies of easy pogo then it's not an issue. Can shoot the floor at the end.

I don't really get the point of the glass box in b2; I just did a charge + uncharge straight up pair from the platform.


hex

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+1 about the textures / rollers / hightele

#3 the slant is skippable and the jump is just a pre to an airsticky

#4 you can do aids airpogo over the hightele which is made almost impossible by just swapping from roller walls to playerclip walls (or ig nonade) + maybe adjusting the length of the hallways a little

#9 seemed like a large spike in difficulty if youre not supposed to use any rollers but that could be my bad talking. the wall -> dont bonk -> hole -> 180 catch jump in case i cant count

on b2 i would probably do something along the lines of removing the nonade and then pushing back the skybox so that it can't be used at the start. not sure what intended is but what waldo said works and if you use the glass box you can fit a triple with  what i'd guess is intended + that strat which is pretty neat but is t0 to aim well enough to squeeze in the tiny shootable cube


myria

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+1 about the textures / rollers / hightele

#3 the slant is skippable and the jump is just a pre to an airsticky

#4 you can do aids airpogo over the hightele which is made almost impossible by just swapping from roller walls to playerclip walls (or ig nonade) + maybe adjusting the length of the hallways a little

#9 seemed like a large spike in difficulty if youre not supposed to use any rollers but that could be my bad talking. the wall -> dont bonk -> hole -> 180 catch jump in case i cant count

on b2 i would probably do something along the lines of removing the nonade and then pushing back the skybox so that it can't be used at the start. not sure what intended is but what waldo said works and if you use the glass box you can fit a triple with  what i'd guess is intended + that strat which is pretty neat but is t0 to aim well enough to squeeze in the tiny shootable cube

workin on fixing the rollers, nonades and such ye. #3 I'll extend the slanted wall as to avoid being able to cheese easily. As for #9, do you think it'd work better as last in terms of progression, or how would you personally change the order to fit that in better? And as for b2, I just removed the box entirely so you have to sync 2 sticks from the lower platform, which is less awkward.


shakez

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I dont have that much to add but here are a few things:
Atm you can rollerpogo jump 5,7,8.
Jump9: I agree that this feels a lot harder than the previous jumps. Probably because im quite bad. Tbh idek whats intended on that jump. I ended up doing a double through the hole and catch with a double
But last felt harder so i guess it is fine where it is

Also +1 to the texture issue
« Last Edit: February 18, 2021, 04:01:50 PM by shakez »


myria

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New version:
https://tf2maps.net/downloads/jump_ipos.10899/

same link but reposting link anyways
Changes:
-exchanged roller walls for func_illusionary + playerclip walls except for last since it doesn't matter on last
-removed roller floor on everything in exchange for a more clear pit sorta thing
-extended the slant on 3rd
-added a little pogo start to 9th so its harder to cheese
-changed b2 to just be syncing 2 sticks from the bottom platform instead
Please let me know if the textures are really bad still. I personally really do like the look of them but if they truly are impairing gameplay, I'll try to exchange them for gonk-like textures. As well, I kept the nonade in most parts of the map just to guarantee prevention of airpogo cheese, as it shouldn't impair the intended methods.
Thank you for the feedback on the previous version! I hope this version plays much better =]


879m

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something's wrong with jump 2. pretty sure my head shouldn't be going through the wall, although it does make for a good jump not being able to shoot until you get to the hole. on 2nd last there are a couple spots you can shoot at the top.

way too much slant and clipped/high tele pogo for my liking. those are fine in moderation but entire jumps of them are just boring. it's just "oh now i must go 50% slower" rather than something challenging. add more holes if anything

textures are fine tbh


seras/roberto

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getting the same problem on level 2 - needs a big fix here


you can place stickies here to cheat the jump, seems like thats not intended. this jump seems quite hard to do it normally. maybe i just suck

I think some of the earlier levels need anti-airpogo too since its very easy to skip entire levels
« Last Edit: April 25, 2021, 12:56:44 AM by seras/roberto »


SlaM JaM

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Played this, here's some feedback:

1: It's fine.

2: It's... kind of an annoying/boring jump if anything. I think it could be replaced with something more interesting.

3: It's extremely easy to cheat with single into double on the slant, with airpogo also being possible albeit pointless. Otherwise I guess it's fine. I think someone learning slants might struggle with the slant walls being a little too short in the height department (this also goes for the corner slant jumps later on, and applies more to them as well).

4: It's just way too easy. The tele isn't high enough to be a hindrance at all. It could use a buff.

5: Very easy to cheat the second 180 with a double from the previous wall. Just shorten the size of that wall. Otherwise it's fine.

6: It's fine but maybe a little too easy. Also think it could use a little buff to the playerclip. The slant jumps are just way harder in comparison.

7/8: They're fine. If anything I just think there could be a little more variety with the last 3 jumps being just two corners on atypical walls, but I understand this map is more of an introduction to these concepts.

9: It's fine besides it being possible to cheat as stated before. I don't think it's really harder than the other jumps or anything, and I suck at strafing.

10: It's fine. Good spacing to start the slant pogo here.

I also agree with 879m's sentiment that there's not enough holes in the map. And the hole thingy on jump 2 is just one sticky to the finish, you don't even need to do a wall transfer or anything.

As for the textures, I think they're fine, though maybe the map is just a tiny bit too dark? It's not really a big deal.


J

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Hello, I play soldier and decided to load up the map and try it out. I realized that many jumps are not possible as soldier.

Jump 1: Might be possible with a telesync into the wall, but will be hard.
Jump 2: Impossible; soldier goes right through the initial red wall. Not sure if the hole part of the jump is possible; would be very difficult if it is.
Jump 3: Impossible
Jump 4: Impossible; can't pogo.
Jump 5: Possible but quite difficult. Making the red walls slightly thicker may make the jump more palatable/not rely on high sens as much.
Jump 6: Impossible
Jump 7: Impossible
Jump 8: Impossible
Jump 9: Impossible
Jump 10: Impossible

Bonus 1: :)
Bonus 2: Impossible

Conclusion: Allow soldiers to wallpogo on gray walls, and add floors where necessary to allow soldiers to wallpogo. (If that is possible without changing the map for demo somehow.)


myria

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NEW UPDATE:
https://tf2maps.net/downloads/jump_ipos.10899/

SORRY FOR THE LONG WAIT!! Hammer++ and CompilePal broke after a few things i did messing around with registry, but here it is. Please let me know any feedback ya have (ive decided i will not be changing the textures because i like them too much)


myria

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Updated again with some early feedback:
https://tf2maps.net/downloads/jump_ipos.10899/

Version b9:
-Updated bonus 3 to be actually something sort of difficult
-Changed jump 9 to have glass textures, so the catch isn't entirely blind
-Changed playerclip pogo jump to have 44u playerclip as opposed to 72u. 44 is closest to give corners with 64u which seems decently challenging but not impossible like the 72u clipping


Syphilis

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  • The floor being really dark + the textures make it hard to tell speed
  • It's not necessarily bad but it just feels wrong that there's nonade on the air in certain parts and not in others in the first slant, don't know if that's intended
  • On the playerclip wallpogo jump you can do some aids airpogo by deting the sticky the moment it passes the illusionary wall where the nonade ends
  • You can sticky the back grey wall on jump 2
  • on the jump where you double through a hole, nobody will bother with the catch if you can just do a t3 downair sticky. If you like that alternative at least make it hard.
  • The slants and the playerclip wall feel like they are on the more challenging setting, so the high tele being that easy feels out of theme


    myria

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    NOW POSSIBLE ON SOLDIER (sorta, last might still be t0)
    same link as always, heres the latest version: https://tf2maps.net/downloads/jump_ipos.10899/

    Also nonaded last to prevent downair cheese, forcing you to do the funny catch


    myria

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