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jump_midnight

Snowblind2

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Soldier wallshot map with 18 levels and 1 bonus. Difficulty tier 5.  Bonus t5/6


download: https://www.dropbox.com/s/p1m68hwqogyh6cx/jump_midnight.bsp?dl=1

skybox by K.i.t.t. (https://gamebanana.com/members/2104941)
thank you to everyone who provided feedback: warped, maxxy, math, riot, vice, rellort, cygnus, ixam, teardrop, salty, hool, fluffie, Hass, resistance, ronv45, elandi!!

Special thanks to elandi for making the showcase!

« Last Edit: March 25, 2023, 11:27:28 PM by Snowblind2 »


Snowblind2

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updated to _a4

CHANGES:
changed surf ramp steepness and ceiling steepness in 1st connector for better play
level 2 lowered starting platform to reduce wait and raised roof by 32 units
level 5 end platform hole moved closer
level 6 extended wall after tight corner
level 8 added nonade between walls
level 10 extended sync platform,  large white wall made slightly wider and upper end platform lowered
connector 10-11 water level adjusted
level 8, 15, 17: moved nonades that prevent telesyncing so they dont eat up starting rockets
level 17 extended 2nd wall to avoid crashing to its side
level 19 moved end further

prevented telesync on some levels

lets not talk about the detailing


Snowblind2

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ive decided not to detail it any further since i always run into problems when i do that.

Changes:
added bonus and minimal detailing
added hints for lvl 17 and 18
« Last Edit: January 30, 2023, 01:18:53 PM by Snowblind2 »


Snowblind2

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updated to _a8

added automated buttons for demo
lvl8 connector modified little, made shootable walls more clear
lvl9 no longer has wallshot option, end moved further and wallsync line raised slightly
lvl10 end wallclimb no longer possible
lvl11 added tele on top of fence
lvl13 starting wall modified
connector 13-14 changed to not allow cheating so easily
lvl15 first walls made shorter
connector 15-16 changed to block triple sync strat
lvl 16 ending edgebug ramps removed
lvl17 added indicators on walls that can be prefired

end cp rockets/lights can only be triggered once


Hass

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Spacing is really good for most jumps. 17 is my fav, very fun jump. Good job on the map, it feels much more polished than your previous maps.

Jump order is weird, for example, 1 jump is much harder than both 7 and 9.

The corner is way too tight on 6, I would add a diagonal cut in the corner to make it less annoying.

I would get rid of filler jumps such as 8, 10 and 14, they feel boring. The map would be much more fun to speedrun if you got rid of these filler jumps since the map is already long enough.

Delete 18...delete it, weird unfun gimmicky water jump on an otherwise fun wallshot map.
« Last Edit: February 18, 2023, 06:10:25 PM by Hass »


Resistance

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Delete 18...delete it, weird unfun gimmicky water jump on an otherwise fun wallshot map.

While I can agree it's a little bit out of place, it's not a bad jump literally at all.

I also agree 14 should probably just get nuked because even with the skip being harder now, it's still pretty easy and will just result in people resetting back to the connector if they fail it.


Snowblind2

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updated to _a9

removed level 18
changed level 6 to fit better in early levels

minimal detailing:
added wood and rock textures
added water
changed some lighting


Snowblind2

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updated to _a10

map is no longer dev texture
lvl12 has sync at the end

this will be final version unless some major problems are found.


Elandi!!

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really fun map, only criticism I have is some area's are a bit dim, mostly level 1 and 10
would help if u added lights to the back of the buttons, they blend in to the wall cause it's so dark

demo of first run:
https://github.com/Elandi-rj/tfdemos/raw/main/midnight_first.dem


Snowblind2

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finished version
https://www.dropbox.com/s/p1m68hwqogyh6cx/jump_midnight.bsp?dl=1

Added lights to lvl 1 buttons and improved lighting on levels 3 and 10.
Added 6 collectable crowns that are hidden around the map.


Snowblind2

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added a showcase made by elandi in the main post