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spoc13

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who likes downwalls?  8)

VERSION b7: https://drive.google.com/file/d/1it7L9yp2F_xEeto50TSyAYYun_f_oi34/view?usp=sharing
vid: https://www.youtube.com/watch?v=uelcBO4G-ww
EPIC SHOWCASE BY COOLANT! https://www.youtube.com/watch?v=8bc54puGkig

t6 (t7) soldier, t4 demo. Koro but down.




--- old map info below ---

order not final:
1. three downwalls
2. down wallsync/catch > wallshot (I find it works best when you do a little R-L strafe after the prefire, keeps more horizontal momentum) (might add another wall)
3. ss > four downwalls (will need to tap s to stay in control)
4. two skips > two left wallshot > turn, 3 right wallshots > skips (3 times) to end. (idea is use least # wall rockets to step down 256 units pogo, i tried 4 but 5 more consistent) (will need to tap s to stay in control prob)

not made yet:
- smth like walU 6, with a 180 turn either inside or outside somewhere
- a dishwasher (i have smth like this almost ready for tempus collab submission, but ill likely mirror it for walD)
- just alternating walls going down
- 2 walls increasing relief, turn in to opposing wall (sim walU 3 but down)
- smth more vertical idk
- confiote last has got me thinking abt smth more funky
- maybe a jump going up because going down probably gets boring!!!! !!! !! ! !

if you got other cool downwall ideas lmk  :D
« Last Edit: February 14, 2024, 11:44:26 PM by spoc13 »


spoc13

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a2 version: https://drive.google.com/file/d/1iL9qH9nBHpJ1ETMRYXCRd4XvXqV2Bp8w/view?usp=sharing

two new jumps:
5. init, 4 rightwalls turning left, 3 leftwalls turning right, rightwall to end (all while going down)
6. initial >512 unit jump w/ strafe to right, murus-style downwalls (2 right, 3 left)

still wip on other jumps, enjoy  :o
« Last Edit: October 21, 2023, 06:10:33 PM by spoc13 »


spoc13

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a3 version: https://drive.google.com/file/d/1ejulEfAlMUcFsQ-q4u3fs64Ww5cWkDkQ/view?usp=sharing

one new jump:
7. a more digestible version of murus last (too long for t5 and definitely cheatable in current state, will reduce later. goal was a steady-state downwall to craft a better jump off of)

- changes to '4:' fourth wall made longer, better for keeping speed
- changes to '6:' some but not full anticheat for testing consistency, spacing elongated, ending moved farther
« Last Edit: October 21, 2023, 03:03:07 AM by spoc13 »


spoc13

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a4 version: https://drive.google.com/file/d/1X-mXkpLLtxlw-DuacAq-43jGlmYd1LRW/view?usp=sharing

adjustments:
- net on '7'

2 new jumps:
8. init > RW for speed/height > LW doublecatch > RW doublecatch (or prefire-catch) >turn left> RW prefire-catch
9. Two versions of this jump, inspired by confiote last:
    - - init > RW >(wait)> prefire RW, RW (maintain height) > LW doublecatch w/ 90 turn right > end
    - - init > RW > prefire > RW (down) > LW doublecatch w/ 90 turn right, using prefire > end

Whichever version of 9 is 'better' (more consistent, fun) will be in the main map, the other will be a bonus.
Just need to make a couple more jumps and I'll start culling / ordering / connecting / full anticheating
« Last Edit: October 21, 2023, 06:09:32 PM by spoc13 »


spoc13

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a5 version: https://drive.google.com/file/d/1rW7BKtK4y8CScrtXkmf4FXX0Dz1zMu2L/view?usp=sharing

3 new jumps:
10. the wald analogue of walu 6 - slow downwalls with 180 outside turn and 90 inside turn
11. longer version of jump 1. 2RW, 4LW, RW
12. another confiote inspired jump with opposing wall turns

i think im done making prototype jumps for the map. The best 10 will be the map, remainder will be bonuses.

Time for an extended period of testing - have at it walls addicts  :o
« Last Edit: October 23, 2023, 11:03:53 PM by spoc13 »


spoc13

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a6 version: https://drive.google.com/file/d/1uWqwuuOFZ2CGcGyy7AkTCBJ8pBFU8FkU/view?usp=sharing

This version is very much ready for some testing! I want to resolve some spacing issues before I make some of the connectors, but there are teles in the order I want the jumps. The three bonuses are off in the middle of nowhere.

I think the map has settled into a reasonable t6 difficulty rating (2 jumps t4, 6 jumps t5, last two t6). It will be harder for stock users.

Once issues of spacing (specifically on jumps 8 and 9) are resolved, I will do anticheat and finish the connectors.

Changelog (numbers are post-a6):
- connectors 1-3
- lighting change
- renumbering: if you are giving feedback make sure to specify pre-a6 or post-a6 numbers
- small adjustments to last 3 walls on 8
- end lowered on 6

« Last Edit: October 28, 2023, 12:23:51 AM by spoc13 »


spoc13

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a7 version: https://drive.google.com/file/d/1HlLNFMDC6DRJZHMbyrW1obCcT9YanZX0/view?usp=sharing

notes:
- connectors 3-6
- minor updates to existing connectors (lighting, visual connections)
- jump 8 walls extended, start floor changed
- jump 4 end raised by 64 units
- jump 5 ceiling added to prevent cheating
- jump 10 added strafe bit & cap to mark end of map
- minor visual updates to 3, 5, 8

please test my map please
« Last Edit: October 29, 2023, 01:04:42 AM by spoc13 »


spoc13

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a8 version: https://drive.google.com/file/d/1MkMM1yqZ81QojKTkME-Llb3cfyIJIqD4/view?usp=sharing

notes:
- connectors done (for some reason, the displacement ground on the 8-9 connector doesn't have rocket collision)
« Last Edit: November 09, 2023, 03:31:51 AM by spoc13 »


Gourmet_Salad

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I'm a T5/lowT6 jumper so i struggled with this, and i can't give a lot of feedback with things like spacing because i can't tell if the spacing was poor or i'm just bad. Just wanted to give some feedback cus it's better than nothing and it's a real shame this post has been up so long without any feedback. P.S. I use stock and ctap bind. I played a8.

general: updated jump descriptions would help --  i couldn't find intended strat for 5 in this thread.
murus is prolly not a great comparison for this map, i was dreading wallpogo coming in but turns it out was just downwalls. maybe it's a downwards ionizer/koro type map.

1 - good introductory jump. took me 2 mins
the stairs on 1-2 connector could maybe be clipped so that they're slidy, sliding is fun
2 - barely beat it after 10 mins. and even then i made it with my toe on the ledge
3 - ragequit after 7 mins, i can't tap S to save my life. i made it as far as the 3rd wall.
4 - the backwall starting off the jump was pretty hard to hit (probably cus stock) but once i hit that well the rest of the jump wasn't too hard. i did it a bit sloppy and still made it.
cool geometry on 4-5 connector
5 - idk what intended is but this was easy to cheese. I did wallshot, then 2 wallshots on second wall slightly prefiring the first one, then one rocket on last wall. Was intended wallshot prefire wallshot wallsync? that seems cool but probably gotta carefully craft it if you want uncheesability
6 - ragequit after 5 mins, wasn't getting close. this might be cheesable by skipping the loopdeloop, just using the gray part of start platform to get to fifth wall immediately. but that probably doesn't get you enough momentum to make the rest of the jump. i like when anticheat is baked into the geometry of the jump
7 - loved this jump, stayed on it for like 40 mins before ragequitting (but nearly made it). i enjoyed the mix of speedpogo and wallshots, and it adds some variety without taking focus away from the wallshots. had 5 attempts where i nearly stabilized on last speedpogo, and 1 attempt where i actually stabilized, but thought i could make it with 2 rockets when i should've done 3. i like the L-shaped pogos.
8 - ragequit after 7 mins, like 4 i couldn't get a good start off the backwall consistently
9 - ragequit super fast, i know i can't make this. this is more like murus
10 - ragequit after 5 mins, i'm assuming intended is wallshot, wallsync, wallsync, wallshot? i couldn't get my first wallsync to line up the second wallsync. the high tele trigger looks cool with the walls being mostly sunk into the ground. however it's very supportive to going for edgebugs. that could be fun to have so could either just leave that opportunity open, or a clean sol would be to make the ground phase so edgebugs are impossible

Hope you finish it, and that you get more feedback @everyone test this map it's good!
« Last Edit: November 04, 2023, 01:24:47 AM by Gourmet_Salad »


Finn91

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Basically same thoughts than Gourmet_Salad, maybe minus 8 that I didnt find hard at all. Difficulty curve felt odd to me but it's always pretty much subjective at this point so I don't know if you can really fix this.

I learned that forums isnt the most reliable source for feedback, maybe directly add the walls maniac like rellort, sgt, tupikas, etc, some of them come by here but yeah, asking directly is better imo

Otherwise cool map, looking ok even in dev, great work


spoc13

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Thanks for the feedback Gourmet & Finn, and I have been reaching out to some jumpers that I see regularly on servers to test. A small but helpful sample.  :D

I will be working on the map this week, mainly in response to recent feedback and to add some detailing to the jumps themselves.

In the meantime, here is a better description of the jumps:
1 - initial, three downwalls (either side) with decresing relief.
2 - 2x-wallcatch to RDW (2x wallcatch to 2x wallcatch also possible)
3 - ss > 2 RDW > 2LDW OR ss > 2LDW > 2RDW
4 - overwall>backws > dws same side inc. relief > outside 90 to inside wall > dws same side inc. relief > inside 90 to outside wall > end (pedantic here, makes more sense in context.)
5 - init > RW > prefire > RDW > 2x-wallcatch (2 changes coming in a9 - end moved back and second wall made shorter s.t. only one rocket can feasibly be used)
6 - LW init > 4 RW, slightly down > 3 LDW > 1 RDW (1 change coming to a9 - net underneath start to prevent wallpogo)
7 - init > 2 skips > LW, LDW decreasing relief > inside 90 to outside RDW > 2 RDW decreased relief > 2 skips (total 256hu descent over 5 wallshots.)
8 - overwall > back 2 RDW decreasing relief > 4 LDW decreasing relief (2 on first left wall)
9 - init RW > 2 RDW decreasing relief > 4 LDW decreasing relief > RDW
10 - init > RW > 2x-Lwallcatch > 2x-Rwallcatch > 90 left turn/prefire RW (hit prefire) > RDW > strafe

After the next version I may make a showcase too, just so that the intended strats are clear.


spoc13

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b1: https://drive.google.com/file/d/1niopjj5-DcZwdRZK73grsrcqVSTLGiSF/view?usp=sharing
vid: https://www.youtube.com/watch?v=uelcBO4G-ww

notes:
- anticheat (mostly nonades)
- light detailing overall
- skybox (by Mr WHO)
- 5 2nd wall shortened on both ends 128hu
- 5 end moved back ~192hu
- 6 end added lip ~64hu
- 3 3rd wall extended towards start 128hu
- 3 4th wall height tolerance raised ~32hu (this makes more of a difference than I thought)
- 3 end added lip ~64hu
- 4 end moved back 128hu
- height indicators updated on 3, 6, 9
« Last Edit: November 16, 2023, 11:55:53 PM by spoc13 »


spoc13

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b2: https://drive.google.com/file/d/1PB2qiVWRhh3kURBPzwTvL0nbxJZc47k_/view?usp=drive_link

changes:
- indicators on all jumps!
- ss plat on 3 reduced to just the farthest part
- 8 end raised 256
- nonades are all 1hu thick (except for the ones covering displacements mid-jump)
- more details!
- map credits (will update if more creditors to credit)
- connectors to bonuses

Coolant making a showcase :D
Coolant made the showcase: https://www.youtube.com/watch?v=8bc54puGkig and it looks epic af
« Last Edit: November 28, 2023, 08:01:39 PM by spoc13 »


riot

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lvl 3 - ss is a bit far away from the start plat, and the last wallshot needs to be a bit longer, very easy to go too fast
last - final wall should be a bit longer as well imo


spoc13

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b3: https://drive.google.com/file/d/1V3JRXVbCUeEr0EeIuoqwYmjka2orOoZb/view?usp=sharing

smol update responding to riot feedback:
- 3: last wall 128hu longer (this really doesn't add much difficulty to the jump, just makes it better for runners)
- 10: last wall 256hu longer, end ceiling raised 256hu, nonades on pillars. Change makes jump easier on good attempts, doesn't punish extra power
- 4 displacements cut in an effort to make them not visible when starting jump 3

but yeah map done enjoy  8)
« Last Edit: February 04, 2024, 06:24:43 PM by spoc13 »