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jump_weirdshit

shakez

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Weird name, i know. It's just a placeholder and will  therefore change.

Since im mostly happy with the jumps i figured i should post it here to get feedback, rather than asking the same 3 people in my friendslist over and over.
I'm looking for feedback on spacing, jump order and the jumps themselves.
There is no anti cheat yet since the current textures, walls and stuff are temporary and will probably change once i get around to detailing / get someone to detail it. But i think the textures are clear enough to see what should/shouldnt be used.
I'm planning on adding connectors in the future and jump numbers once the order is set.
There will also be bonuses.

Map has 16 17 jumps and is probably around t4 difficulty.
Download: https://www.dropbox.com/s/vy7pivjzlf337gh/jump_weirdshit_a24.bsp?dl=1


Jump descriptions:
Spoiler (click to show/hide)




old versions:
a23
a19
Spoiler (click to show/hide)



« Last Edit: October 02, 2022, 10:23:42 AM by shakez »


Syphilis

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1. nice
2. wallshots kinda boring and too easy
6. A normal speedshot works fine, didn't need to prefire
9. cool tho sometimes one of the end ramps stops my horizontal momentum and shoots me up
10. nice
11. nice
12. Hardest jump just cause water
13. it's possible with a weak normal triple idk if that's an issue



shakez

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updated to _a23:
https://www.dropbox.com/s/1e5h7ly5cji9meo/jump_weirdshit_a23.bsp?dl=1

changelog:
added 2 new jumps: jump 4 and jump 10
jump 9 (now 11): changed the end part of the jump
removed jump 12
jump 13 (now 14): changed the end part of the jump


I'm still looking for any kind of feedback



hooligan

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5. for the love of god please make this skippable with a sync in the actual map, otherwise the jump is fine
7. make the skip platform a bit longer, the height you get off the ramp is variable, sometimes you can overshoot, also opens the possibility to do a sloppy catch rather than just a single skip, makes the jump more comfy
10. if you make it like the diamant jump where you can shoot the top its fine, otherwise the spacing for when to wallshot vs skip needs some work to get proper height
11. ceiling is way too low, end of the jump right now requires tons of horiz speed which is very awkward to get, make ceiling higher to allow for vertical speed getting you to the end
12. to me it felt like the skips were a bit too high between each of them, makes it so you have to do a very wide strafe at the start to get enough speed and height to clear the wall before the phase skip, but when you get enough speed the jump works fine, just awkward atm
15. the first slidesync feels fine (for the most part), 2nd one is very unforiving for where the final plat is, very easy to get horiz speed but very difficult to get enough vertical and horiz speed to clear it without a cringe wallcatch, imo the plat should be like half the height it currently is (also gonna be pretty shit on ping)
17. PLEASE move the first prefire slot where you do the double to against the wall, it blows having to sync backward to get close enough to the wall for the 2nd sync, otherwise cool jump




shakez

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small update, i have changed most of the things hooligan pointed out

as for jump 5, it will be skippable in some way in the future.
jump 12 also remained the same for now, as lowering the skips felt awkward. in case its actually that bad and more people complain about it, i'll change it or rework the jump

dl: https://www.dropbox.com/s/vy7pivjzlf337gh/jump_weirdshit_a24.bsp?dl=1


ixam

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3: Probably should make sure you cant just resync the double, but I assume you'll implement anti cheat where needed later so not gonna mention any other examples where resync cheats jump until map is more finished
9: Idk this jump feels very easy especially considering some of the other wallshot jumps that come before it, also idk why the back wall is so massive when you only should be needing the very top if you're doing the jump correct
10: I'm not sure if blue is meant to be shootable but if it is once again this jump is way too easy considering its place in the map, if you don't build speed at start you dont get punished. Especially the final wall at end its so unessecarily lenient with being so big, doesn't make sense to me
11: You can rampbug on the glass if you get unlucky with angle at start, not a big deal but thought I should mention it
12. Not really sure why the skip is phase but whatever
13. Cool level geometry dont even want to think how long that must have taken lol
14. Clipbrush extends too far at bottom of the ramp, can be annoying if you got a bad triple and you're trying to reset faster
15. Triple sync at end feels way too easy, also blue line at start should be very slightly higher imo

Last is epic also map is cool, look forward to seeing more