jump.tf Forums
Welcome B)

jump_zephyr

spoc13 · 17 · 699

spoc13

  • Novice
  • **
    • Posts: 57
    • Frags: +1/-0
    • View Profile
Now at version b2, but if you want to read up on map history, continue reading below. b2: https://drive.google.com/file/d/14yY4fztSL1ic2wVgsin6G9980ZWVqBek/view?usp=drive_link

(copied from my recent post in JMA discord)

t5 t6 solly

A compilation reworked/reimagined jumps I've been working on for a long time, some from as far back as 2016. (At least one jump is a reworked jump from my first completed map, jump_despair, which is terrible and for some masochistic reason is available on JA.) I want to do some very ambitious and time-consuming detailing with zephyr - so, I need to make sure the jumps & connectors are perfect before the vmf starts to look like a mess.

VERSION a01
map file: https://drive.google.com/file/d/1a8e6he-qgthvS4O4jYEEhLdGrhoHFSLx/view?usp=share_link
now on version a02
only use the orange walls pls, honor system 😉
blue is dont use too
note on 2, those are syncs. All flat orange surfaces beyond are skip surfaces. Flat stand-able surfaces should be white (dev_reflectivity_50)

places I'm most concerned atm, please share your feelings on these jumps:
13 - i cant tell if this is a skip or a bounce, someone with more technical knowledge help. either way its a cool jump
15 - back (after 2x wallcatch) might be spaced badly
18 - should be fine, but the spacing between the two towers may be too far.
19 - the end spacing may need adjusted for difficulty (too close/far?)

Hopefully, I can get enough feedback to have the spacing perfected in the next couple versions. These jumps are right on the edge of my capabilities atm.
« Last Edit: October 22, 2023, 01:04:51 AM by spoc13 »


rellort

  • Newbie
  • *
    • Posts: 36
    • Frags: +0/-0
    • View Profile
some cool jumps on this

3 inside route so much easier not much point to the other

4 triple setup a little non-standard

5 The speedshots are kinda awkward, to fix it I would raise the first one a little, and make the second one a little  closer and a little higher compared to the first (doesn't need to be perfectly even though)
for the ramp, I think it would feel better if you made the end of the ramp go taller, fitting 2 rockets on it going for height is feels bad
 its a little confusing where to go, if you wanna keep the multiple jumps in the same section I would recommend making it obvious where to go with the detailing. (give the individual jumps seperate styles or smth)

6 doing a speedshot into a tight skip like this is very annoying, maybe make it a wallshot instead?
also I cant really tell what the intended strat is? are you supposed to triple on the first ramp after the sync? Cause I cant really make it straight from the rampsync.

7 skips after wallshots can be annoying, but I think this is fine
make the walls go higher, I overshot the second one quite easily

8 the walls are tiny, I always go too high, I think in general its fine to be precise with the bottoms of walls, but the tops you should make higher than neccessary so people can adapt to their own spacing rather than try and conform to your spacing
the ramp is too short, I am often way too fast

9 the strafe around the wall to the end is cool, but the random wallpogo beforehand is both out of place and boring

10 the skips are kinda awful
the ending wallshots needing so much height make the skips extremely important, so if you arent able to make them work well should probably just respace ending.

11 the catch is kinda annoying, but I was getting it pretty consistently after practice, the ramp is too short again, Im too fast for the double

12 jump is pretty cool
to make the intended strategy more clear you could put a barrier you need to go over before doing the sync back

13 you need a very specific spacing to make the triple work, im not sure how you could fix it, maybe make the catch plat slanted horizontally so you can try to adapt to your height?
as it is you basically just do the rampshot and pray you line up
not very fun
also the water is very annoying

14 skips after wallshots are bad, and these walls are spaced badly as well, I always go way too high.
maybe rework the ending (ramp instead of skip or something)

15 I cant really tell what the left most wall on the end is for, much more natural to just catch/wallsync on middle wall although its still kinda awkward
also starting with a ctap feels much better, so I would recommend spacing first wallshots with that in mind, currently they're too close to each other

16 walls are way too short, on my first attempt I did all wallshots after the second wall on the gray, so probably just raise the tops of all of them

17 both ramps are too short, the second one was way too short, although making it longer might make the jump harder? idk

18 I think I agree the second tower is too far

19 the first wallsync wall is too close

20 you go so high on after the second ramp sync that the next is really hard
and in general this jump is pretty annoying since you need a specific height to make the second half of the jump work


spoc13

  • Novice
  • **
    • Posts: 57
    • Frags: +1/-0
    • View Profile
VERSION a02: https://drive.google.com/file/d/1J2Eut21DJzgPadUNXX4oY0bTF6CEYPsM/view?usp=share_link

ty rellort for the feedback!
on the high walls comments, they are spaced for a good crouchjump rather than a ctap. I've raised the walls in question.
I also extended and placed ramps further away (although i took away the blue one in 17, should be a wall double)

6 doing a speedshot into a tight skip like this is very annoying, maybe make it a wallshot instead?
also I cant really tell what the intended strat is? are you supposed to triple on the first ramp after the sync? Cause I cant really make it straight from the rampsync.
ofc wall addict wants more walls in an already wall-heavy map ;)
you can actually make it w/o a triple at all. But, the triple is meant to be on the ss platform.

9 the strafe around the wall to the end is cool, but the random wallpogo beforehand is both out of place and boring
gonna add a bounce setup from the connector when I add it. for the only strict wallpogo in the map I think having it be skippable is optimal

13 you need a very specific spacing to make the triple work, im not sure how you could fix it
added walls on the side, lowered the water brush bottom edge which should make it less annoying (i found the glide that happens on the top of water also grabs you to the bottom in some instances). I may try some other setup options, but the goal with the jump is the triple bounce catch thing so whatever setup works best I will use

14 added an extra wall and a sync spot to appease wall gods (just getting up to the skip is hard for me)

15 I cant really tell what the left most wall on the end is for, much more natural to just catch/wallsync on middle wall although its still kinda awkward
dont know which wall you are referring to, but I did elongate the start by 128units, may need to extend further (i still dont ctap regularly so pls tell me if it needs more)

18 towers moved closer. This was how it originally was actually. I moved it out because I got some rly good quads and didn't like having to tap s

19 the first wallsync wall is too close
my skill issue right here, but I do tend to land more towards the finish on that wall so I moved it towards the finish 256units

20 you go so high on after the second ramp sync that the next is really hard
and in general this jump is pretty annoying since you need a specific height to make the second half of the jump work
gotta time your prefire. but i will raise it a little bit since it is very easy to ascend to an inconvenient height
« Last Edit: January 20, 2023, 02:14:11 AM by spoc13 »


rellort

  • Newbie
  • *
    • Posts: 36
    • Frags: +0/-0
    • View Profile
for 6 I more meant it as an easily spaced option that doesnt force a very specific and often annoying speedshot (also I forgot to mention this but the ramp on this one was too short as well) if you changed that one as well its probably fine :p I cant check the new version until tommorow

on 13 you could try making the floor in the water phase so you cant touch it



spoc13

  • Novice
  • **
    • Posts: 57
    • Frags: +1/-0
    • View Profile
lol u might wanna wait for a03 then i have more changes to make

im messing with the start of 6... havent found a good setup yet. unfortunately the ss->skip setup seemed to work the best so far... ill put a new one in a03 but I might have to roll it back to the a01 version with ramp fix in later versions
« Last Edit: January 12, 2023, 01:47:31 AM by spoc13 »


spoc13

  • Novice
  • **
    • Posts: 57
    • Frags: +1/-0
    • View Profile
VERSION a03: https://drive.google.com/file/d/1NVucdx0HxVRI27-zk0ivUv8DaT4vwpoa/view?usp=share_link

I'm hoping to get a bunch more feedback on the jumps... however, I will start working on the connectors for the jumps that don't require much changes (between 1-6, between 17-20, and maybe the one between 8 and 9 because the connector will allow a bounce setup to skip the wallpogo). I anticipate the middle being re-spaced a bit more before I add connectors there.
« Last Edit: January 20, 2023, 02:14:28 AM by spoc13 »


rellort

  • Newbie
  • *
    • Posts: 36
    • Frags: +0/-0
    • View Profile
this version is much better

5 the ramp is much better now, could probably extend the top bit even a little bit more

I like 6 better in this version more fwiw

the skips on 10 are still kinda bad, I overshoot the last one very often and have to do them awkwardly to avoid it

11 I managed to do the second catch well enough that I was too high to skip afterwards, but not well enough that I made it straight to the ramp. maybe add a wall on the sides of the skip? or make it longer, the walls on the side might get in the way

I still havent gotten 13 to work yet, Ive actually had more luck with random crouch doubles :p I find that Im always too high for the catch

14 the last 2 walls are still too short (and this time I remembered to test without ctap) the 3rd last wall is close to being too short with ctap as well

15 Im not entirely sure what intended is here tbh, everything Ive tried is kinda awkward maybe think about reworking the end

everything seemed pretty good imo


spoc13

  • Novice
  • **
    • Posts: 57
    • Frags: +1/-0
    • View Profile
13 is gonna be so hard to fix lol

15 Im not entirely sure what intended is here tbh, everything Ive tried is kinda awkward maybe think about reworking the end
I'm not sure what you mean here. I'd love to hear what you have to say abt it and/or see some attempts and try to troubleshoot from there.


spoc13

  • Novice
  • **
    • Posts: 57
    • Frags: +1/-0
    • View Profile
smol update to a04: https://drive.google.com/file/d/1ahK06f-ufNYUxa-cBBcj_Si-htifpD4r/view?usp=share_link
-added numbers for ease of feedback givers
--anti-triple on 18/19 (and 14), extending walls on 13, 16 clipping (temporary! will change with detailing), raise end
-responded to changes suggested on ECJ today and rellort's second round of comments (except on 13 and 15)
« Last Edit: January 20, 2023, 02:14:39 AM by spoc13 »


spoc13

  • Novice
  • **
    • Posts: 57
    • Frags: +1/-0
    • View Profile
Update to a05: https://drive.google.com/file/d/1G3IcM1kaeTtiAxuHjDSlu6YIC_BNGhQp/view?usp=share_link

- New (rough) connectors between 1-6. Detailing there is rough, ideas for permanent fixtures in the connectors would be appreciated.
- 6: anticheat on start to prevent triple cheese
- 7: last wall moved in 128units, makes the strafe more fun. ceiling raised, will likely move end farther in a06 once more connectors are in
- 10: spaced much better, more vertical motion in skips makes transition to walls very smooth
- 13: Coolant has offered to help me space the start. If you are testing, you may skip 13 for now :3
- 15: left-strafe to RW removed, so you go from the ramp to the wall-catch/sync. Makes the jump much smoother.
- 16: spacing adjusted, clipping removed (it annoyed me - with detailing ill add clipping. I don't like being knocked around by objects I cannot see!)
- 19: end moved farther
« Last Edit: January 22, 2023, 08:21:51 PM by spoc13 »


spoc13

  • Novice
  • **
    • Posts: 57
    • Frags: +1/-0
    • View Profile
Update to a06: https://drive.google.com/file/d/1Q2jH_dLm7YswU5DCW2qkFtDwAqQYEGgS/view?usp=share_link

- new rough connectors between 6-10
- bounce (marked in red) between 8 and 9 - ceiling smash to bhop/uncrouched bounce
« Last Edit: January 26, 2023, 09:39:29 PM by spoc13 »


Resistance

  • Newbie
  • *
    • Posts: 20
    • Frags: +0/-0
    • View Profile
On jump 7, I think I'd consider either making the start 2 wallshots, or make the skip platform angled (Maybe left side low, right side high?)

On jump 11, I'd consider making both of the platforms you're meant to sync on phase. It's not a bad jump as it is, I just think that that kind of sync catching feels better on phase.

On jump 17, the end platform is close enough that with a good enough sync, you only need a wallshot on the last wall to reach it. (Not inherently bad, but just in case you meant for 2 syncs to be required)

And on 18, why did you duplicate the whole end part? Just the 1 was fine.

Great map overall, though. The first two suggestions are just me considering how this map will feel to speedrun, and I think they'd be good changes in that regard.


spoc13

  • Novice
  • **
    • Posts: 57
    • Frags: +1/-0
    • View Profile
i duplicated on 18 bc with a perfect quad, you go significantly further (and would have to tap s and judge speed). Further option is for the fast bois - but I'm gonna keep one or the other. I'm not sure which right now.

no phase in this map, gotta stay grounded in realism for the detailing to come :P

im gonna have to upgrade the difficulty on 17, thanks for pointing that out. I'll give the angled plat on 7 a try, but I imagine runners will... skip the skip as it were.


spoc13

  • Novice
  • **
    • Posts: 57
    • Frags: +1/-0
    • View Profile
Update to a07: https://drive.google.com/file/d/1xr5fWDJl_Hk-t05kDsEhdIUkso9z7m-p/view?usp=share_link

- rough connectors on the back 5
as per resistance's suggestion:
- 17 end plat moved back 512 units, forcing the wallsync
- 7 platform slanted

since Coolant hasnt gotten back to me with the 13 setup, im not comfortable working out the middle connectors, and will move to work on detailing and making custom textures (going to start with jump 10, then move to the corners: 5-6, 9, 16, 18-19 because the way the map is laid out makes skybox work on the corners the most difficult). If you have ideas for connector features on the given connectors to facilitate speed strats (which I am particularly bad at making), please let me know.
« Last Edit: March 13, 2023, 02:09:03 AM by spoc13 »


spoc13

  • Novice
  • **
    • Posts: 57
    • Frags: +1/-0
    • View Profile
Update to a08: https://drive.google.com/file/d/1qInFOHLqoe0XdHMJi9jSXteG4RwtH82c/view?usp=share_link

The only real change here is to jump 13: PLEASE GIVE ME FEEDBACK HERE. I updated the start (uses walls instead of water), made the triple skip plat longer, and re-extended the end by 512 units to make the triple skip/triple wallsync less tight.

I've been working on custom textures in the background (see #art channel in JA discord for texture updates), so stay tuned. Once I have 13 done, I'll do connectors for the middle 5, and start detailing!
« Last Edit: October 22, 2023, 01:02:16 AM by spoc13 »