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ronv45 · 21 · 1504

ronv45

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t2 (probably) soldier map,  12 jumps.
the map is already connected and somewhat detailed. detailing mainly inspired by surf_everdark by nutwoomy and surf_agoy by proxychains.

every and all feedback would be appreciated but mainly looking for feedback on the connectors, especially the very first one, right now i think a sync ss would always be best there, and if i should nuke the strat on last ,as it might feel too forced, or not.

map link:
https://www.dropbox.com/scl/fi/8iuwpv8452n574qewa4zr/jump_doom_final.bsp?rlkey=e4qbzkr7uq01dd29a1mp5g5tk&st=ly94r4mm&dl=0

« Last Edit: May 30, 2024, 09:19:36 PM by ronv45 »


exer

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Hi, this map is really nice. I like the detailing and I'm sure it will look even better when lit. I did get slightly confused as to where to go in some areas but that's probably just due fullbright and lack of detail in those parts. The only nitpick I have is with last, I think the clip brushes to the sides of the ramp should be brought back to align with the platform like this:
https://imgur.com/a/VeySuec
It could also allow for wallshotting the second set of supports holding the braziers if you're speedrunning the map. Or you could have some indicator of where those clips end and begin. I found myself wanting to fall off the ramp to the side after failing the sync but unable to. But that's a small nitpick, the rest feels great. Looking forward to playing this one
« Last Edit: February 17, 2024, 09:00:03 AM by exer »


porkie

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Agree with what exer has said about detailing and getting lost due to lack of lighting.
As for the connector sync ss, do you mean between jump 1 and 2 or between jump 2 and 3? Either way it's not too bad as it's only the very start of the map.

The last strat is cool. Is it supposed to be a sync on the white ramp and then sync on the black pillar? Also agree with exer that allowing you to wallshot the 2nd set of black pillars on last would probably be fine. I wouldn't worry about it being 'forced'. It's beginners map so the only people forced to do that are people going for a fast run.

Cool map, I'm sure it'll look great. Just make sure it's not too dark!
:^)


ronv45

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im not exactly sure which parts you are reffering to as being confusing so if either of you could give an example\s so i can make sure to make them more clear if needed after ligthing.

as for the sync ss: i meant after jump 1 , from what i can tell , the fastest way is to ss into sync ss at the start of jump 2, i know most people dont like sync ss and this one isnt great so was just wondering.

the last strat i was refering to is indeed syncing on the white ramp and wallshoting/wallsyncing to the end, i know causual players wont do this i more so meant that for everyone running the map if you dont go for it you are automatically +7-8 seconds so its kinda "forced" which i know some people dont like but i think its pretty cool.

and im also concered it will turn out too dark so ill do my best to avoid that.

I found myself wanting to fall off the ramp to the side after failing the sync but unable to.

im honestly not sure what sync youre refering to, intended is just wallshoting yourself down for speed on the first  ramp and just normal shots from there, but i will make some sort of a faster reset (probably the very edge of the ramp on the sides will be tele)


exer

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im honestly not sure what sync youre refering to

Those clip brushes make more sense now. I thought last was supposed to be making a bundle on that downwards ramp, but it's probably good that's not intended if you're going for t2. Just cool there's multiple ways to do the jump + you are aren't punished for doing something arguably harder.
https://imgur.com/a/EOW2H6F

As for some of the areas I got lost in, it's just a little unclear in fullbright where the exit is just because the room is large. Once there's lighting to draw the eye and provide depth I don't think it'll be an issue
https://imgur.com/a/N4onUL0
« Last Edit: February 18, 2024, 10:44:13 AM by exer »


ronv45

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Updated the link in the main post to b4.
Added a time,  and most detailing is done but some props,overlays ,displacements are still missing and an end/end room.
Updating so if anyone finds something confusing still or a major cheat or if something is in the way you could let me know.
Once ill finish all the detailing ill add lighting and some qol ( stuff like phase pogo) and the map should be done, hopefully that would be sometime in the next two weeks.


ronv45

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Updated to b5.
Made the pogo into phase, some very minor additions and also compiled with vis so you shouldnt be getting error message or void when looking at water.


porkie

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Love the new updates, map looks and plays awesome. Just a few things I've found, none of them are really a problem but I thought I'd be nit-picky...

At the end of jump 4 (pogo level) you can stand and shoot these pillars at the end (not a big deal)
Spoiler (click to show/hide)

On jump 5 you can shoot the lava (bit unintuitive imo) and also you can just jump out of the hole using this wall through the fence (doesn't matter at all really):
Spoiler (click to show/hide)

Love this new route btw!
Spoiler (click to show/hide)

Weird lighting/hole in the wall here
Spoiler (click to show/hide)

You can totally just cheat this one, but who cares it's a T2 map!
Spoiler (click to show/hide)

Looking forward to the end room and lighting, just make sure it's not too dark please!

:^)


ronv45

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Updated to b6.
Should have particles this time as well as lighting.
I tried making everything bright enough but if something is still to dark please let me know, im not very good with doing lighting but hopefully things looks alright.
Last thing i still have to do is add an ending but after that map should be complete.


washed up

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hey, just a tiny thing but i managed to get stuck on this player clip by accident when going up on last
https://imgur.com/a/Zzigqjv
i assume its just misaligned


porkie

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Looks great, map is awesome. Nice work
:^)


ronv45

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should be pretty much done, still not a final version incase i forgot anything. added an ending plus some minor changes.
please let me know of any problems no matter how minor they might be.
if nothing is found ill probably release a final version next weekend.
also didnt have time to make sure everything complied properly so hopefully it did.


riot

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THE TILES ARE OFF-CENTRE AAAAAAARGH

goated map though


ronv45

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Should be the final version.
Fixed major game breaking bugs such as tiles not being centered and floating torches and also added a secret.
When zoning this to tempus please try and use the same start and end zones as the offline version, meaning timer starts when you leave the first platform and ends as you enter the door to the end room.
thanks for everyone who gave feedback and tested the map.


Finn91

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