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jump_ramparts_a5

Little Shayman

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Download the map here

A map that stemmed from my appreciation of jurf. Ramparts being a pun alluding to such. As of writing this I plan to make this map have a medieval castle aesthetic to match its name. Hopefully it will be an enjoyable map for you, if you have any constructive criticism, please don't hesitate to comment improvements.

I'm not sure I can comment on its difficulty, but considering that I can do it, its not that hard I'd say. I wouldn't really want it to be either, my main goal is for it to be fun.

As of version a5:
This should be basically how the map functions. The only plans I have right now are the aesthetic overhaul that I will be working on, that shouldn't change the execution jumps much, if at all. So enjoy the skyboxes and dev textures while you can. Here's a jump through of the map.




Finn91

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Hello

Here's my feedback

J1-3 : Working fine
J4 : Ending really easy, you can go to the pogo platform from the jurf
J5 : Working fine, not a big fan of the jump
J6 : You can skip the 1st jurf using the wall, and the last jurf because the ending is really not far, but cool jump
J7 : The transition is quite odd, building a lot of speed only to crash in the wall, maybe you could use a ramp like you did on jump 8? Also ending is once again really easy to get, you can even fly over and fail
J8 : Good, but again the same "issue", you can touch the back wall probably without shooting last jurf
J9 : Don't need to prefire the ramp, you can just go fast and make it to the end
J10 : Need a reset on the sides if you fail/bug, ending really easy
J11 : You can skip almost the whole first part if you go over the 1st jurf directly into the hole. Also I'd suggest to make the last jurf a ramp with an auto edgebug which should be a lot more reliable if you're using this https://jump.tf/forum/index.php/topic,3051.msg25569.html#msg25569, since this part is basically serving the same purpose than an auto edgebug (well it's up to you of course). Also this double sync is surprisingly harder than everything else in the map (for me at least) because you never really know where you land, and the angle you need makes it harder to reach the end.
J12 : the last rocket you shot isn't auto aimed like the others, Idk if it's intended or not
J13 : Good
J14 :  You can currently go fast into the renaming trigger,  get tp, and just use the wall to go to the end. Idk if it's faster or even an issue, just letting you know
J15 : Holding W on the push is enough to avoid every walls and go straight to the last jurf, the jump is doable with 2 rockets

So basically every jumps are working in their current state, you can skip some parts of them (which isn't necessary an issue), and some endings are really too easy imo. I know you said you don't want the map to be hard but currently some jumps aren't even challenging, like I could miss 2 rockets and still make it with ease. You could probably find a compromise.

Adding connectors would be a great idea, I think most people prefer maps with it. If you don't, just be aware that there are a lot of telehop strats in your map.

Also, if you want your map added to Tempus at some point, take a look at this post https://jump.tf/forum/index.php/topic,3276.0.html

Good job, looking forward for updates and detailling


Little Shayman

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Thanks for the feedback Finn91! I probably will make some changes and you've made me aware of a couple things that I didn't know about. Here are my responses.

J4: I'm not fully sure what you mean by this, if you mean that you can reach j5's pogo platform from the jurf then honestly I think that's a cool jump so I don't mind that being the case.

j6: I am aware of this, I noticed that I hadn't put a nogrenades on that wall when making it but I like when there's a couple ways to complete a Jump, especially for the more advanced jumpers.

j7: I do really like the premise of having to turn back on yourself for this jump, so I would like to keep it. Having said that I agree it could be smoother, I may change it to a corner ramp like on jump 10 (not sure what ramp you mean for jump 8, as you suggested). There are a few jump on this that are easy to overshoot and they most likely will be extended in the next iteration.

j8: another jump that I may extend, but I do want to leave some room for those who took the jump a bit slower.

j9: Yeah I'll probably extend the jump to make the prefire more necessary, with the prefire it's once again fairly easy to overshoot the jump.

j10: no arguments here, the reset will be added. The point of the jump is really the speedshot so I don't mind the end not being a challenge, though I'll probably shorten the initial ramp a bit so that you have less time to build more speed.

j11: I'm aware of this skip, and it's actually how I usually do the jump. I was okay with it though because I thought even a glass wall would make the jump feel more confined ,which to me doesn't feel as cool. I'm still trying to decide on a compromise. The suggestion of the auto edgebug is interesting but after trying it on the test maps provided, its far too jittery and not what I want for the jump. I would like the ramp to be more consistent without the need to hold A or D but I think I'll do this with some moving about of the individual wedges instead. As for your difficulty with the sync, I tend to land on the orange square every time, like in my video, so it intrigues me that you're having trouble.

j12: Hammer for some reason just wasn't having it whenever I used it's "point at" function, but I managed to get it close enough to the point where it only required a little movement to be on target, but I probably will just manually change the numbers in the next iteration.

j14: Another skip I'm aware of, I had a whole system where a bridge extended so that there was no gap and you weren't able to perform this skip, but I thought that this would make the jump frustrating if there was ever more than 1 player on the map as you'd have to wait in line while the other person attempts the jump, so I ended up removing it. Without just a complete rework of the jump I don't see how I could prevent this. I will try though.

j15: Now that you say it, I don't see how I didn't spot this. I'll probably just get rid of the singular big ramp and have 2 smaller ones, and turn down the power a bit.

Thanks for the feedback I really appreciate it. Connectors would require a lot of moving of the sections as a lot of these jump ideas were a stream of consciousness, and are all over the place, but I may do it. I don't think I'll make the jumps any harder per say, but I definitely will reduce the margin of error.

Thanks again :)