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Finn91

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Hey jumpers, here's my new gimmick map inspired by one connector from jump_escape.
It should be T4/5 for Soldiers and has currently 9 jumps (plan to add more if I have some good ideas).

DOWNLOAD : https://drive.google.com/file/d/1YgJNs_iZiVR6Aqx9i4fjX_ZMqOz3lpJ4/view?usp=sharing
old versions

Jumps aren't ordered and nothing is anticheated yet so just shoot blue and orange basically
I don't really know how intuitive or not are jumps so refer to the indications just below if needed.
First few jumps are a tutorial zone to get used to the feeling of the gimmick.

Spoiler (click to show/hide)

Looking for spacing feedback mostly but as usual feel free to tell me anything that feels wrong. Also I'd like to add that the gimmick is fairly precise since it depends of both your height and speed, and some places might not be spaced that well for "perfect" attempts, as I don't want it to be too precise and annoying. So I'm also curious how much you can adapt by just going low in some places and then slow down, and at what point it is annoying to do so.

Also jump 3 is probably shit to do consistently cause it's hard to judge your height, but I'm bad so I'd like opinions on this too.
« Last Edit: January 16, 2024, 07:11:29 AM by Finn91 »


mur

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after completing through the map a few times:

Jump 2: Overwhelming visually at first since it's so open. some sort of wall / divider to split the room a little bit would go a long way. The last ramp might benefit from being raised a little, since you have to make yourself lose a lot of height on the last wallshot (which should probably make the ending higher, too) (unless this is intended).
Spoiler (click to show/hide)

Jump 3: Didn't feel all that inconsistent, it's not too hard to judge your speed going down and knowing how high you'll go (especially after a couple attempts).

Jump 4: Feels spaced pretty well, not too difficult to nuke.

Jump 6: I had a ton of trouble getting this right. the second ramp feels really high. Moving this farther back / down would make it easier, but I may also be bad at this specific thing. Definitely the hardest jump for me on the map, by a lot.

Jump 8: would feel a little easier if the last ramps were a little lower, but no real issues here.

Jump 9: spacing feels fine after playing through a couple times. might have also felt slightly easier to figure out on the first go if there was a divider somewhere in the middle.
Spoiler (click to show/hide)

Really like the concept overall!
(i would love to a [prefire -> float in a push somewhere --> catch up to prefire and something sync somewhere] jump of some sort. perhaps even bundle a rocket while you're bouncing.)
« Last Edit: January 16, 2024, 04:59:11 AM by mur »


Finn91

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    Thanks for the input !

    Updated to a2

    • Jump 2 - added a divider and raised last ramp by 128 units, not sure if this is enough. Raised the end too
    • Jump 6 - only removed one blue square for first sync to indicate to shoot higher, I tried to add a line but it wasnt very effective.
    • Jump 9 - added a divider

    Didn't touch 6 spacing because even as it is you can overshoot in height and some attempts you will even overshoot 2nd ramp, or rather can't really sync cuz too fast/high. Maybe going for this many height isnt intuitive but I feel like if the ramp was lower and further people could complain that it's too low and it should be higher so Idk
    Same for 8, you can already land very high on the ramp on good attempts so I'll stay by your words that there is no real issue here !

    I decided to not put prefire jumps on this map, it's only short and easy syncs but I'll maybe do a prefire map with this gimmick one day (emphasis on maybe)


ronv45

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pretty cool gimmick and unique fun jumps.

jumps:
1. fine
2. the spacing on the rampwallshot part feels awkard, not really sure how so but i think it feel to close? i feel like i go too high even when just trying to get speed
3. fine
4. cool jump, i feel like you can make the end climb a bit shorter
5. cool jump
6. i found it way harder than anything else very possible this is a skill issue
7. fine
8. i hate the start of this jump otherwise its fine
9. cool idea, i dont really like this type of jump personally that more me just feels too gimmicky and long


shakez

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now this is a creative and fun map.
some things i noticed while playing through the map:


jump 6: my main issue (most likely skill issue) with this is the double at the start. i had trouble figuring out how to get a good sync, since everything that comes after depends on it.
but once you figure the double timing out (or start further right so the timing is closer to a normal slidw down sync), the rest seems fine.

the height difference and steepness of the 2nd ramp feels a bit counter intuitive but its probably fine

jump 7: my only issue with this is the start platform, which could be a bit larger. i often find myself having to slow for the triple, which feels a bit weird
jump 8: fine, but some remarks:
- the blue floor at the start of the jump made me think i have to rj into it, but that way you end up with a lot of speed, which then makes you think you have to double on the last ramp (which is possible at the moment)
- doing the intended triple works well, but the jump is very nukeable atm - you could easily extend it by quite a bit (not necessarily bad, but i thought i'd mention it)

jump 9: its a fun jump and concept, but it feels a little out of place since  you go rather slow as opposed to most other jumps, where you kinda just zoom through

the other jumps felt fine, altough it is noticable that the jumps arent ordered yet (but i dont really have good input on a good jump order).
i'm looking forward to see more


Bob Dynamit

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You legend are still mapping  8) shakez revived me by linking me to this post and I had to check it out. I was never sure if that escape connector was a mistake or not, so I'm honored someone liked it and even made a map out of it ;D I havent played in quite a while, am rusty and probably between t3/4 solly jumper at the moment lol so take everything with a grain of salt

For the first "starter jumps"

starter  jump 1: I honestly thought this was a pogo jump for the longest time and completed it as a pogo jump on my first run. Only when rerunning did I notice the bouncing clouds. But this will probably be more clear once you figure out the visuals. In the rerun I intuitively did some wallshots in each cloud but then the spacing is off ofcourse. It took me a bit to figure out this one should be done without rockets. Its so much more fun if you use rockets tho and that way you can flow into the next one smoothly. I'd love a small bonus with a bunch of easy jumps  with short connectors you can fly through. I feel like you can make some really fun sequence with this so that the jumps flow into each other. Some speedrunners would probably find it annoying but I really liked how you can schwoop into the next jump at the start of the map (if you use the walls).

starter jump 5 feels like it should have some wallshot or something just strafing is a bit boring if you ask me

"real" jump 1: Intuitively I did a wallshot in the first cloud which meant the spacing after was a lil awkward but that way I was able to complete the jump without a wallsync because I had more speed  (but it was kinda awkward and required slowing down). After reading the intended way it made a lot more sense and was spaced good.

jump 2: definetly needs an arrow to indicate where the end of the jump is. But I really like the flow of this one. Personally, I dont like the sync at the end but thats also because im a noob and dont have speedo

jump 3: this was epic

jump 4: I didnt realize I should wallshot up for a triple and tried to do it just falling down with a double and ofcourse didnt have enough speed that way. Maybe if you put a ceiling at the right height to bonk into it could stop youat a good height for a triple? Not sure but it could make it more consistent.

jump 5: nice

jump 6: too hard for me tbh. I like the diagonal slide and I get a good double . But I just dont reach the second ramp.

jump 7: sliding underneath is really fun, I like this one the way it is.

jump 8: maybe make the blue wall reach one square further out. But you can make it to the blue wall with a good strafe. If its intended as a little bit of a strafe challenge (probably is tbh) then you can keep it that way

jump 9: this wouldve been really hard to figure out without the intended description. Feels like a little bit of a bonus maze/riddle jump xD - some teles were missing on the red squares but youre prob aware

Overall I liked the map and would test again   :D


fredjump

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Tutorial zone is fine and all, don't know if this is supposed to be a course 1 or something. Last jump is a little teensy tiny bit tricky and I could see noobs not being able to do this lol.

1- Fine.
2- Very fun, probably my favourite jump on the map. Feels perfectly fine spacing wise and it's intuitive enough.
3- Also very fun but it's tricky to get a good triple. Only thing I have to say would be to make it so the final wallshots aren't sticking out, so you can't bonk them if you end up with 2000u/s and speed off into another realm.
4- Fun too.
5- Decent jump. End tele is off-centered tho..............
6- The spacing works, but it all depends on how you do the initial double. As it is, this jump is head and shoulders above all the over jumps in terms of difficulty. Suitable for last but as a jump mid-way through this is going to kill a lot of noobs.
7- Really boring jump compared to all the rest, IMO. You can make it to end with just a rampshot at the end, if you have a good triple.
8- It's decent. All the difficulty really just lies in figuring out how to do the initial strafe, once you know it, it's free.
9- If you go through the entirety of the first push trigger uncrouched, then crouch into the second push trigger, you end up touching the floor. I quite like how this jump goes from really slow to really fast, but it's very unintuitive - I had to bust out the GameFAQs page for this jump. One way you could make this jump clearer is to just completely separate the orange pogo part from the second push trigger (the one that's in the middle).

Overall, fun map. I think the two main things that I think definitely need to be changed are level 6's difficulty, and level 9's readability.