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wo0 · 5 · 291

wo0

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Soldier intended map made during Jump Jam 2024

Soldier T5 | Demo T3/4 (?)

Map Download:
https://mega.nz/file/jxhFhRqC#WVhpvgg16aFcQHjSt6I_O-FmmJhO56p9FHW4-zVNWuI (Version 1b)
https://mega.nz/file/qlJhHRgY#tki27YU_SRaEHp2DCiQvLVzNje7lVyqYq_7kSJaqLiE (Version 2)
https://mega.nz/file/K0AxVKRR#KqVjXc0HJaVOUtC65-xQD06VAao5oXXuMTtmgHfby6k (Version 2b)

Showcase: (v2b)


Spoiler (click to show/hide)
(old v1b showcase)
« Last Edit: July 18, 2024, 05:36:44 AM by wo0 »


Mikko

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Soldier intended map made during Jump Jam 2024

Soldier T5/6 | Demo T3/4 (?)

Map Download:
https://mega.nz/file/jxhFhRqC#WVhpvgg16aFcQHjSt6I_O-FmmJhO56p9FHW4-zVNWuI
(Version 1b)

Showcase:


1. The spacing for this is really awkward and i wasnt able to beat it
2. I found this jump very very unintuitive. I was trying to go over the teleporter at the top, and its spaced for t3 walls. Overall i think it has potential if it gets respaced and the detailing makes intended  more intuitive.
3. the line in the ramp made me think i was supposed to prefire first. More intuitive detailing would make this fine.
4. Banger jump if it gets respaced. I am always too fast for my sync on the ramp even with heavy stapping. I usually get 1700+ off the wallsync and have to stap to almost stopping and still miss my rocket. Move the ramp farther away and make the ramp steeper.

5. This feels like a bad copy of geronimo 5 start with geronimo 6 end. I feel like all thats added is a sync speedshot and that makes the jump even worse IMO. If you change it to just a SS it would be better IMO. but it seems unoriginal in that regard.

6. add playerclips. This jump is extremely fun and very good.

7. classic high t4-t5 wallshot jump. Good.

8. feels pretty boring and repetitive. forcing intended will be nightmare fuel.

9. this jump is fun, but needs work. I would make the distance closer so you dont have to wait so long for your bundle.  i would also add an " indicator line" of some sort and remove the giant beam which is blocking the view of the bundle. Make the ramp steeper/ change hwo the jump is entered to get more consistant speed. I was consistently getting 1360+ off the ramp and always need to stap hard. . I would prevent the player from being able to fall on the golden teleport after failing the jump. Good work banger jump with a little work.

9: i found a strat to shoot the very top of the red square and when the last rocket reaches over the beam ctap into it. Maybe this could help you make a nicer "indicator line"


the Overall lighting of the map makes it hard to see sometimes since it blends all the colors together. Maybe try some contrasting textures or a brighter more whiteish light.


Finn91

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1- agree with Mikko, can't really tell what to change tho :/
2- agreed with Mikko
3-fine but I watched showcase so I cheated
4-I didnt have issue with this but might be because noob
5-I don't like its a sync ss and the triple is basically blind which doesnt help
6-very fun but please make ceiling higher I bonked too many times
7-good
8-yeah i dont think people will enjoy this its a very long setup for a quint
9-same feeling than Mikko, good but need some work


wo0

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Thanks for all feedback, I decided to finally stop procrastinating and have made changes to each jump, updating the map to v2

J1:
-Adjusted spacing making it less precise aimed to be less weird to play
-Changed deco a bit to highlight what's part of the jump

J2:
-Moved starting platform back a bit so that you start off focusing on speed rather than height
-Added clipping flush with the first walls
-Changed 2nd wall shot to flow better into the ramp thingy
-Hitting the bottom of the big beam thingy no longer teleports you
-Changed decorations and indicators to better indicate how the jump is done

J3:
-Changed first rocket indicator to use the same symbol J2 used to help communicate to shoot there rather than prefire
-Removed square thing at the angled triple platform to further solidify that you don't prefire first

J4:
-Adjusted spacing a bit, made ramp a bit steeper so over speeding isn't too common and S-tapping isn't really needed
* It's still possible to overspeed with a really good telesync and wall sync, but I can't seem to find the perfect spacing where that works out because the prefire to the ramp will be too slow if the telesync and wall sync is too fast

J5:
-Changed synced speedshot to a V-ramp sync, a lot more consistent

J6:
-Added some clipping flush with walls
-Raised ceiling slightly so a little more room without bonking your head

J7:
-Added some clipping flush with walls

J8:
-Added an upwards ramp and walls after the water triple so the jump itself isn't so repetitive, though getting triples on the starting platform/quint platform is still possible

J9:
-Made the start closer to the prefire thing so bundles don't take as long
-Raised indicator for prefiring a little
-Made gold teleport thingy smaller for when you're at the right speed


wo0

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Reupdated to v2b cause the J3 slope went wibbly wobbly on the last compile