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jump_ionizer

Seere · 28 · 2027

Seere

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jump_ionizer
Levels: 12
Bonuses: 2
Soldier: T6+
Demo: T4


Hard Walls Map (because we don't have enough of these)

- Map is done (unless game-breaking bugs are found)

Versions
a1 https://www.dropbox.com/s/j75fowjqszkwuxn/jump_ionizer_a1.bsp?dl=1
a2 https://www.dropbox.com/s/hfv6f8cub9y8n8m/jump_ionizer_a2.bsp?dl=1
rc1 https://www.dropbox.com/s/ffoqbgl3598ryt4/jump_ionizer_rc1.bsp?dl=1
rc2 https://www.dropbox.com/s/zdipxsa5kycc8oz/jump_ionizer_rc2.bsp?dl=1
rc3 https://www.dropbox.com/s/cqyupyw6kv5qsie/jump_ionizer_rc3.bsp?dl=1
final https://www.dropbox.com/s/cigpnxlcnhghe4w/jump_ionizer_final.bsp?dl=1
fix1 https://www.dropbox.com/s/5qewwg2uea6hnfo/jump_ionizer_fix1.bsp?dl=0
fix2 ] https://www.dropbox.com/s/smhkhozblk9zgxi/jump_ionizer_fix2.bsp?dl=0
fix3 https://www.dropbox.com/s/a2l3niv2esdcnf9/jump_ionizer_fix3.bsp?dl=0

Tempus Version (non-vscript)
tpn1 https://www.dropbox.com/s/grzn1xipm5san52/jump_ionizer_tpn1.bsp?dl=0
tpn2 https://www.dropbox.com/scl/fi/4ejpvsewtw5vgxvftk5e1/jump_ionizer_tpn2.bsp?rlkey=dv67ytml8bev28x482lxy6ujc&dl=0
tpn3 https://www.dropbox.com/scl/fi/5mrpd4pfj69rwqzjt2e0h/jump_ionizer_tpn3.bsp?rlkey=sfv81u2forcxf4p8957kenyop&dl=0
tpn4 https://www.dropbox.com/scl/fi/e45osuxvi30ek1znhaeuj/jump_ionizer_tpn4.bsp?rlkey=0r97bzd0fg0t529ilylybcm72&dl=0

Changelog
a2 - Improved spacing, Added 3 more levels (12 total), Made less busy for testing
rc1 - textured the map, vScript regen added, gorge004's regen prefab added, further improved spacing, made level 1 less boring
rc2 - quick fixed some minor nodraw visual issues
rc3 - lowered regen trigger on lvl 3, anti sync on lvl 3, extra indicators on lvl 10, assigned a model to all func_regenerates to stop console spam
final - fixed glitch where you could potentially get stuck in the ceiling of lvl 12 teleporter, increased the difficulty of level 11 and 12
fix1 - fixed regen at start of levels (no more "destroy" triggers killing your velocity when you go into them)
fix2 - (game-breaking bug) fixed issue of rarely getting stuck in the tele hole connector on level 8
fix3 - (JA/ECJ Bug) fixed some issues with the regen script on JA and ECJ servers. this should have no effect on tempus plugins

tpn1 - non script version, level 7, 9, 10, 12 have limited regen, rest of map is full regen.
tpn2 - fixed gorge anticheat breaking jumpqol, added 2 (fun) bonuses
tpn3 - moved b3 end platform closer by 448hu
tpn4 - fixed b1 cheese, replaced all phys anticheat with displacement anticheat

you can contact me on discord at Seere#4130
« Last Edit: July 30, 2023, 03:07:56 AM by Seere »


Seere

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Guide:
Level 1 - walls + sync + wall catch
Level 2 - backwall + wall
Level 3 - wallclimb
Level 4 - ctap triple (1 rocket per wall)
Level 5 - good jump + speed/height control
Level 6 - clockwise then counterclockwise
Level 7 - go for height (1 rocket per wall)
Level 8 - nefarious b3 variation
Level 9 - inside strafes
Level 10 - go around poles (1 rocket per wall)
Level 11 - koro last variation
Level 12 - outside strafes (1 rocket per wall)
« Last Edit: April 01, 2023, 12:44:51 AM by Seere »


rellort

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my walls addiction is being fed once more

my feedback:
regen on the whole map is bad (especially 4 and 6)

1 is kinda boring, but its whatever

2 more often than not I do first wallshot too good and the first wallshot is more like a pogo

3 maybe you already thought of this, but colouring the last wall differently would be very helpful
on my first time up I was holding m1 and didnt react in time

4 corner forcing you to lose speed feels awkward.
this might be fine, but consider making the corner a bit bigger. it felt bad having to slow down going into the corner

5 getting a good jump is very annoying
maybe put first wall closer so its not as important (would obviously require respacing)

6 spacing on first wallshot feels a little close but probably fine.
assuming you spaced for ctap triple the walls dont go high enough

7 push the left walls a little more left, the switch feels very cramped. clipping wouldnt help

8 not sure you can fix this, but the first wallshot feels kinda awkward
consider removing the double walls on the end, wallshots in that cramped of a space is kinda bad. left then right is most natural, but it doesnt matter too much. Or push them further apart if you wanna keep it.

9 is very easy

the difficulty ordering (for me) is:
highest to lowest
7 8 4 9 5 6 3 2 1

looking forward to more walls maps!


sgt Bytheway

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cool map, i agree with most of what rellort said

You should switch to using vscript for regen, i believe hex already made a script for this


Seere

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latest version is out! check the changelog, and thanks Rellort and Sgt Btw for the feedback

Please tell me if the spacing needs further changing, preferred order of levels, if ceilings are too low, and if any level needs to be harder

Once spacing is mostly confirmed ill start working on detailing the map  :) Also regen will be done with vscript, just waiting for Kingstripes to post his scripts
« Last Edit: January 16, 2023, 12:22:51 AM by Seere »


sgt Bytheway

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On 5 current start is even more annoying than the old one imo

On 6 it'd be nice to indicate which walls you stop going in a circle on

Idk what intended on 10 is, here's how I did it: https://gfycat.com/forcefulsecretaplomadofalcon
Please keep that as a strat even if not intended, I'd also like the ceiling being slightly higher to accommodate for it

Other than these minor quirks this version is a significant improvement over the old one, jump order is fine as well.


Seere

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On 5 current start is even more annoying than the old one imo

If you have any specific thing you would do to change level 5 what would you do? It's hard for me to come up with other ideas for that level because I got used to the long start jump and don't think it's too bad, but I'm open to changing whatever really.

You or any testers can contact me on discord at Seere#4130 if you want to go over specifics without using the forum as a messenger


Seere

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the latest version is now available. The map is fully textured now and utilizes vScript regen + gorge004's regen prefab !  8)


Seere

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added in rc2, as a couple of nodraw surfaces were present and visually unappealing  ::)


Kingstripes

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Very nice map with challenging + satisfying jumps

You can cheese level 3 with a triple on the bottom floor area


The velocity cancelling from "destroy" triggers is pretty aggressive but I think it's mostly OK. On first playthrough though, I bonked straight into the projectile limit trigger on level 3 from the starting connector and it was jarring/unexpected to lose all speed. There's a few different methods for improving that, but I think the simplest/best is just decreasing the height of the trigger from 128 units to something like 16. Even when the trigger is that low to the ground, it should still be impossible to sync cheese it.

Only other thing was on level 10. The first time I attempted it, I thought the arrow on the 2nd to last pillar was pointing into the big empty space rather than around the corner (https://i.imgur.com/cC9QXFs.png). I think it might improve readability to extend the translucent wall to close the whole area in


Seere

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new version with feedback from kingstripes implemented, as well as a few other minor quick fixes here and there.

refer to changelog rc3


Seere

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the final version is out, spacing is set. thanks to ixam for additional feedback.


Syphilis

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Maybe cause it's new but i find it annoying that if i accidentally shoot a rocket before start of a jump i have to jump in tele or jump. A potential solution could be to have a trigger right after start that sets your rockets to n-1.


Seere

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Maybe cause it's new but i find it annoying that if i accidentally shoot a rocket before start of a jump i have to jump in tele or jump. A potential solution could be to have a trigger right after start that sets your rockets to n-1.

I get the concern but I feel like it won't really be an issue for most levels. the only level I myself have experienced this on is level 3, but I made it so all you need to do is jump and it will reset your ammo. If your running through the map the first time, yeah maybe it might happen, but after a run or 2 you will remember which levels you do not want to shoot random rockets until the start of the jump. as for the trigger that sets to your rockets to n-1, ill msg kingstripes about it too see what options i have / wether this is a concern or something minor.


rellort

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played it for the first time in a while, really liking how its turning out.

On the issue of spacing, I felt that last was *much* harder than any other jump, not really an issue I suppose, koro is similar, just giving my thoughts.

on 2 the tops of the walls being no nade is pretty annoying especially if I get the first wallshot good and I switch to the right wall its very hard to dodge the nonade (stock issues Im sure), I assume if you leave it shootable it becomes too easy? so not sure how/if you could fix that

on 3 I guess this is another stock issue but would like if you could shoot the sides. Not a big deal if you dont like it.
I do think you should get regen for the very top of the jump. It would be very annoying to barely make it to the top and be a little late reacting and not having the rockets to do a climb.

its annoying that you cant crouchshoot to the start of the jump from where the teledoors put you. I think either lowering the momentum canceling thing on all jumps so you dont hit it or making it encompass the whole area before the jump should both work.

 In general the momentum canceling thing being so agressive is kinda jarring as well

Other than that all the spacing seems fine.