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jump_jungle

Superchuck

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(Not an April fool's joke)

Hello all, allow me to introduce jump_jungle, a T5 Soldier map I have been working off and on for a few years.



Download Link: https://www.mediafire.com/file/3ynu1vk9ixll87b/jump_jungle_a2.zip/file
BAD SPAWN LOCATION, USE THIS COMMAND:
setpos -4286.600586 6446.716797 9540.031250;setang 1.618049 -33.274544 0.000000



I'm looking to get feedback on all aspects of this map, as this could very well be the last one I ever make and want it to have top-tier quality. So any comments regarding jump spacing, difficulty, speedrun strats, errors, etc would all be greatly appreciated. Jumps should ideally be intuitive and not require anyone to tell you the intended way, so let me know if you got confused.

Two of the jumps have "alternates" that are denoted by rat-covered doors (you'll know when you see it). These alternative jumps are old variations of the jump that I replaced for various reasons. It helps show that I am willing to replace any jump to make a high quality map.

Updates to this map may be slow-going, as detailing takes me a while and motivation to map comes in waves. But rest assured, I will be reading all comments on this thread because I will release this map at some point in the future.

Future Plans:
  • Finish detailing jumps
  • Add jump numbers
  • Add 3D skybox
  • Go through fixing lightmapscale on shadows (within hammer)
  • shhhhhhhhh it's a secret
Known Issues:
  • You just spawn in the wrong location???
  • Can stand on the displacement on the bounce jump
  • Can stand on the wall fixtures on the bounce jump
  • Can just double on the totally original quint jump
  • Can stand on the wallsync of the totally original water triple jump
  • Some can see lights through the displacement
  • Missing teleport on floor of opening door
Suggestions:
  • Ramp seam (should be illusionary w/ block bullet)
  • nonade behind the wall displacements
  • Raise first grey fixture and playerclip between walls on bounce jump
  • Make skipping the first triple strat easier?
« Last Edit: April 07, 2024, 06:40:55 PM by Superchuck »
The Rat Master


obsidiian

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Looking forward to the 2035 release for the final version!  ;D


Gourmet_Salad

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lovely map, hope you'll see the day it's finished! one of my favorite new maps in a minute.

1 - cute
2 - i almost overshoot the 2nd wallshot
3 - not sure whether to do 2 or 3 rockets during the elbow, sometimes i'm going too fast to do 3 but 2 rockets don't let me make it
4 - neat, can either be done with wallsync or without
5 - i only hit a good enough telesync (one that's fast and high enough for the wallshots) once every several attempts [upon trying this again, i think i was just aiming at a bad spot. skill issue probably.]
6 - i did two pogos, ss, two jurfshots, ramp shot, then sync rampshot. feels like a bit of a difficulty spike to me
7 - also possibly a difficuly spike? water double, roof double, wall double, double, and then a strafe course i was not initially prepared for so i had to retry the first time. seems like a lot.
8 - fun, i often went too low and fast off the sync but this might just be me aiming my sync badly. i was syncing at the part of the ramp that's underwater.
9 - cool
10- looking up from the water triple, i initially thought the end platform was a hole in the ceiling (because i couldn't get much depth perception looking from far below) so i bonked below the plat on first attempt. I also died to my own triple twice.
11- the first wall feels a little far after the bounce, i would shoot on the very right edge of it to get a good setup for the rest of the jump. I was doing a height bounce cus this felt like height is needed to start, but maybe i should have been doing a distance bounce
12- not entirely sure if i'm doing intended, but this seems cool. I'm doing wallshot, prefire ramp, speedshot, (get hit by prefire), wallshot, wall double, wallshot/double? I barely made it with just a wallshot, but maybe I'm supposed to do two wall doubles. I failed this a lot because I kept getting fast and low instead of height off the whole speedshot-ramp-wall combo. Maybe i'm not doing it correctly. but the prefire ramp + speedshot feels good to hit.
13 - love me an apex prelast
14 - elegant concept, i like it. though it felt sharply easier than the last several jumps
15 - i've bonked the gray dev ceiling above the sync a few times, but maybe you're trying to enforce that this jump is done by distance and not by height. i also have a bit of anxiety of bonking the gray dev ceiling above the ending platform, i wonder if you can nuke and then get screwed over by that overhang.
16 - i could not get the typical angled triple setup where you prefire while falling to work, but i tried shooting my prefire immediately after the autoeb double and it lines up the triple incredibly well, without tapping S at all. if i had been trying to do a typical angled triple with tapping S and all i might have found this frustrating.
17 - i assume intended is to prefire at the spot, ss, jurf, prefire again, ramp triple. This worked after like 2 attempts and i kept trying it and i hit it many times, awfully consistent for a prefire jump and i had little trouble figuring out when i was too fast or too slow.

I also randomly ran into one of the jumps while noclipping, the one where you prefire a jurf. I must say this is one of my favorite jump concepts in a while and I hope it makes the map, even as a bonus! had no trouble getting the prefire timing to work, and I just really really like the geometry of doing that skip to the left and then strafing 90 degrees to smoothly land on the jurf and meet the prefire, it's just geometrically really neat. you can probably push the end platform twice as far because I nuked it and there's probably some kind of cheese awaiting (you can maybe have a wall of nonade from the left side of the jurf to prevent someone just doing a jurf double right before landing instead of prefiring at start.)

overall: the difficulty felt a little inconsistent to me, with 6, 7 feeling too hard relative to surrounding jumps and 14, 16 feeling too easy relative to surrounding jumps. My favorite jumps were 5, 6, 12 (using my method idk if it's intended?), 14, 16, 17, the jump i noclipped into.


Beagle

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Jump_jungle is seriously an impressive map. Connectors seems logical and well executed. Level 9 really could be improved. Also level 11 needs more anti cheat triggers.
« Last Edit: April 24, 2024, 07:32:43 PM by Beagle »