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Finn91 · 8 · 1153

Finn91

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Hello

T4/5? Soldier map

Looking for any kind of feedback, especially on spacing

You can slam every jumps but that's ok, I don't want the map to be frustrating, but if you feel like you did a jump with a really shitty attempt let me know.

I'll add connectors someday Done :)

DL link : latest version (rc2) https://drive.google.com/file/d/1oUikcXHW-KCsB8t9TOp5tb6tAc5KMGIz/view?usp=sharing

Showcase



Old versions




« Last Edit: May 26, 2023, 04:57:50 AM by Finn91 »


Finn91

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Update to a6
  • Reworked jump 2 because it was meh
  • Changed spacing of jump 3, for the better I hope
  • Made end of jump 6 more funky bonky

I might revise jump order but this map is spooky and I never struggle on the same jump so... Idk
Need to add anti cheats and then sink into the despair of making connectors (fuck detailling)

Jump 2 works but I'm not sure if the spacing is good


Finn91

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Consequent update, jumps aren't in big boxes anymore and map has connectors, some jumps changed a little.
Let me know if connectors are unplayable

Edit : Just found out one trigger_teleport on jump 3 tele you back to jump 2. Will be fixed in next version :)
« Last Edit: April 26, 2023, 09:12:40 AM by Finn91 »


Finn91

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Map is fully anti cheated and should be done
Only concern is that you crash on some places with showtriggers_toggle, and I don't know how big of an issue this is. Map is running fine otherwise
Gonna update fixed version soon after I check everything else
Added showcase on main post
« Last Edit: May 09, 2023, 10:27:48 AM by Finn91 »


Finn91

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Updated to rc1

No more crashes as far as I know
Added little secret room

The white texture on the jurf of jump 2 is meant to be shootable, it's just a try to indicate that going low is better, but maybe some strats from connectors could use the whole thing I've no clues.

I'm done with the map (I hope)
« Last Edit: May 10, 2023, 07:29:43 AM by Finn91 »


ixam

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Hey, just got a little feedback for the map, overall really enjoyed gives me jump_pow vibes.

I think the first 3 levels but are all a bit too difficult (especially for being the very start of a t5 map), otherwise difficulty progression is fine.

I'd make the end a bit closer on level 1 especially as right now the jump is very finicky and harder than many other jumps on the map. For level two I'd also get rid of the white texture on the ramp as it's using the same texture as the nonade floor and doesn't really add anything, and make the second wallshot wall closer to make the jump easier (or move end slightly closer). https://imgur.com/On0l9MG
Likewise on level three I'd move the end slightly closer (16 units?) to help with the difficulty progression being more linear but this isn't as bad as the first two levels so up to you.


Also, remove the anticheat rocket deletors on levels 6 and 10. On level 6 it's bad forspeedruning (trying to prefire a double to save time) and preventing a triple would be easy by just making the overhang on the roof lower. This would also prevent a speedrun strat where you can ctap double at start of the jump which is pretty unfun https://imgur.com/a/dH2mbgC
On level 10 preventing a double on the ramp is also not great, if you do want to enforce there's no alternate way of doing the jump try enforce it through map geometry instead  https://jump.tf/forum/index.php?topic=3476.msg28411#msg28411

Lastly I'd also try make the textures a bit more consistent overall for indicating where shootable walls will be. For some jumps its extremely clear https://imgur.com/a/7icOGJg however for others there seems to be no indication (or the texture is blending in with the shadows and very hard to spot https://imgur.com/a/HRaYt1N


Hass

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Somewhat agree with ixam, jumps 1 and 3 are a tad bit too unforgiving. Jump 2 is easy and needs no changes. Also, not knowing which walls were meant to be shot is also something I agree with ixam.  Most jumps end up with seeing white first for every wall, with no indications of which one to shoot. This is deffo your best map, very interesting jumps, good spacing. You should add maybe a diff colour for ramps so I don't get sick of green or something.
« Last Edit: May 25, 2023, 05:41:17 PM by Hass »


Finn91

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Thanks both for your feedback

Updated to rc2
  • Made end of jump 1/2/3 closer
  • Slightly changed connector of jump 2/3
  • Fixed a nonade on jump 10
  • Re-textured side of shootable walls (more green, sorry Hass)
I tried some others colours for the ramp but it felt odd so I stick with full green
Hopefully no more changes, I consider map done again