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jump_observatory

Snowblind2

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Soldier tier 5 map demo t4-5?

finished version: https://www.dropbox.com/s/95fz0rd28113un0/jump_observatory_fix2.bsp?dl=1

Version without demo restrictions (demo t3?)
dl: https://www.dropbox.com/s/xtffp6ghuq8sfjw/jump_observatory_fix3.bsp?dl=1
https://www.dropbox.com/s/1zgvn39vfo2rffx/jump_observatory_fix4.bsp?dl=1
https://www.dropbox.com/s/afq2zdrol8a7zxl/jump_observatory_fix5.bsp?dl=1

jump descriptions for clarity:
1: pogo rampshot wallshots
2: wallshot rampshot wallshots
3: wallshots to pogo / wallshots
4: wallshots downwards in a spiral and strafe to corners
5: wallshots
6: speedshot skip wallsync wallshots strafe
7: wallshots
8: pogo wallshot rampslide  wallshots / pogo rampshot wallshot
9: skip speedshot ramp double wallsync
10: wallshots in a spiral and wall catch
11: wallshots strafe double on ground, wallshot, wallsync
12: pogo catch, wallshots and wallcatch
13: skip rampshot, ramp double, wallsync
14: timing quad: slide, start firing at red line, prefire 4 at red line and shoot once you hit ramp
15: wall/ramp quad: wallshots, prefire 2 at redline where ramp and wall meet, ramp slide, prefire 1 more up while sliding and 4th as you reach prefire spot

skybox by Mr  Who (https://gamebanana.com/members/1585148)
« Last Edit: January 25, 2023, 03:12:32 AM by Snowblind2 »


Snowblind2

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added simple detailing, lights and name.
some changes on levels 6, 8, 11, 13
also fixed missing skybox, sorry about that


Crollikk

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cool map

feedback:
1) Jump 2 seemed confusing, wanted to do some weird rampjump into skip into walljumps thing.
2) Jump 4 is cool af, but I think walls to strafe to need some more light (hard to see them when strafing).
3) I would make third wall on jump 5 not that thicc, found myself slaming it's edges too much. I think telezones on top of first three walls are needed.
4) Jump 6 is good, but adding telezones on glass walls of strafing part wouldn't hurt
5) I think last wall on the right of jump 7 isn't needed to complete the jump (atleast I didn't need it)
6) Jump 8 is best jump on map, change my mind.
7) I would put wall for wallshot on jump 9 a little bit closer to upward ramp, yet jump feels good even in it current state.
8 ) Jump 10 can be easily cheated with sync, idk if you can change anything about it.
9) A lot about jump 11 seems strange. Strafe part in itself is fine, but you need to get your prefire as far as possible on platform after it for a sync. If you don't, you can't really complete jump - you don't have enough speed to reach second wall after wallshot. Spacing of the walls after sync also looks weird. I was thinking about making second wall further from first and make first one larger, so you can do two wallshots. In it's current state it's too hard to get wallsync.
Maybe it's just skill issue lol
10) Jump 12 is a second best jump on a map imo. I was thinking about making ramp higher, but it would kill whole challenge of the jump so idk
11) This black walls between second ramp and white walls on 13 have invisible walls, yet they don't have them after white walls. Kinda inconsitent. Otherwise, everything is fine here.
12) Jumps 14 and 15 are both good. On 15 you might need to do some rampshot after all prefires to reach your rockets, but I did jump without it.

As said, cool map. Maybe add golden/yellow textures from jump_escape on this map, they can look good here. Petition to change it's name to jump_testwhat.
Death to rampbugs


Snowblind2

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Update a1:
added some lighting on jump 4, for me it felt fine before and i couldnt really tell the difference now. hopefully walls are easier to see after this
jump 8 ending changed slightly
jump 9 wall after rampshot moved closer by 128 units
jump 11: i might have spaced this for ctap double, id like to hear more thoughts of it
jump 13: continued clipping after wallsync walls also raised roof
Added starting room and cp can be captured now.

forgot to mention in previous update, moved speedshot platform on jump 6 and added glass to launch player towards the right height


Snowblind2

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Map is finished, willing to do qol updates if needed.

Added tick regen, anticheat and some detailing,  limited walls that demo can use, levels are now mostly airpogo (t5 ish?)
For demo, connectors and walls with lighting around them are shootable.

https://www.dropbox.com/s/00uspojnsqssgf7/jump_observatory_a5.bsp?dl=1


Snowblind2

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Added obstacles for demo in level 5 and 14.
slight changes in lvl14 and 15 detailing
fixed some cheats

feedback from demo side is very welcome

latest dl: https://www.dropbox.com/s/m9v90tanxjzo6ol/jump_observatory_a6.bsp?dl=1


riot

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on 5 i would have the walls be 90 degree corners, just feels better to wallshot. Also there is a missing tele

sometimes i feel like i edgebug a bit too high on last so i cant do the skip after
« Last Edit: April 07, 2022, 11:57:49 PM by riot »


ixam

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Super fun map, just make sure to prevent resyncs on 11. Also with last I thought I was meant to slam into the glass roof, and I kept on edgebugging which felt very annoying. Maybe make the roof jut down a bit or something else to discourage this, as soon as I tried just not touching the roof the jump felt much better. Also it's possible to texturebug going up the ramp which isn't a big deal but was annoying the time it happened


Snowblind2

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Update a7: https://www.dropbox.com/s/vmdnllex8jt8ypx/jump_observatory_a7.bsp?dl=1

changes:
jump 15 (last):  slightly extended downslide ramp to reduce random edgebugs, also made ramps out of clips to reduce texture bugs
jump 13: extended wallsync wall downwards by 128units
jump 11: cannot resync triple, double still possibe
jump 5: cut off angled edges from walls, added missing tele
jump 1: dropped ending slightly and moved it 64 units closer for more consistent start

for demo:
lvl 5 obstacles made easier
lvl 8 is no longer long airpogo, instead it has two walls to catch on
lvl 9 gap made larger for better play
lvl11 sync platform is pogoable

P.S. thanks for all the feedback
« Last Edit: April 09, 2022, 10:40:11 AM by Snowblind2 »


Snowblind2

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Update a9: https://www.dropbox.com/s/emchh6xubihpa79/jump_observatory_a9.bsp?dl=1
Completely changed textures
Jumps are the same, apart from 9 which has been slightly changed by moving ceiling ramp closer and end to the left.
small qol updates here and there which ive already forgot about

known problems:
lvl14 has a clip you can stand on
lvl15 "?" jump description displays 2 lines on one line.

since compiling takes an hour i decided to post it in its current state incase somebody wants to try it out as im going away for the weekend

Map should be actually finished pretty soon


Snowblind2

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... change of plans so i spent weekend finishing the map.
Fixed bunch of stuff for demo and made all floors nonade instead of roller.
Fixed issues mentioned in previous post and some others that i found while flying around in hammer

Thank you for everyone who provided feedback and played the map during its development!

https://www.dropbox.com/s/yua93y2kv79yeqq/jump_observatory_b1.bsp?dl=1



Snowblind2

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Snowblind2

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updated to fix2

fixed tele for demo on prelast and probably something else, i had put wrong dl link there.

my hammer file is corrupted so this is the final version


Snowblind2

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_fix4

another version without demo restrictions (roller walls / few teles)
changed some objects on end cp to illusionary
removed demo tele/catapult on jump 8
fixed random nodraw on jump 14
« Last Edit: January 13, 2023, 01:34:56 AM by Snowblind2 »