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jump_munchkin

washed up

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I tried to improve a map that I posted a few months ago. It's very different, but equally bad.
Most textures and models are from pl_borneo, will add credits for that when the map is finished.
I would appreciate some feedback on the jumps and connectors.

T2/low T3 soldier
15 jumps + 3 bonuses
I used overlays as indicators so if you don't have them enabled the jumps might be a bit confusing.
guide:
Spoiler (click to show/hide)

current version rc2: https://drive.google.com/file/d/14VyXeoWrhFEB3-HN3l2e-jJIo1NzGgH4/view?usp=sharing
b3: https://drive.google.com/file/d/1onjcpHyH4Fi3RSftp8wH3rJ3FldOK4Pq/view?usp=sharing
b2: https://drive.google.com/file/d/1qu1GZhx2HQXU3zVWPAasMXSBQZQY1jFQ/view?usp=sharing
b1: https://drive.google.com/file/d/1IVcK9gWY0K3EVdv7PMEypuKsypTo8gob/view?usp=sharing
a3: https://drive.google.com/file/d/1bKS5ZpwTDqPg0I4oIhkDDIf6lpe7i3VO/view?usp=sharing

old jurf version:
I still need to make a few changes to the connectors to make some strats less awful.
« Last Edit: September 18, 2024, 09:28:17 AM by washed up »


Kozen

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I did a quick run and only made a few notes.
  • Sometimes I accidentally shot through the gap between the floor and the walls at the start of 10. I don't see any reason to not have the wall reach the floor.
  • Jump 12 is already closer to T3 I think. It's way easier if you start with a sync but intended way looks hard for T2 jumpers. At that level, left walls are really tough.
  • Jump 14 is definitely T3, I had too much trouble with those walls. If the red floor after the wall was a pogo it would help, but the walls alone I'd say make it T3.
  • I feel like 15 is easier than 14 but speedshots can be so random that it balances out. When you get it right the rest is easy, hard to analyse.
  • Add a backdoor in the bonus.


Grendal

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Nice map!

All the jumps were easy for me to figure out without looking at the guide which is good.
10: felt a little awkward at first but I'm not sure what to change
13: Wasn't sure how many rockets were intended on each part, seems like a few different strats would work.
14: I agree with Kozen, wasn't hard for me but it's probably closer to t3 than t2. It still felt like it fit in the map though.

Overall felt smooth & fun, nothing painful or annoying. Detailing, textures, and connectors look great :)

I had a similar issue with a visible connector, people told me to take a look at area portals but it looked complicated so I haven't actually worked on that yet. Otherwise people probably won't be looking backwards much so I don't think it's a big problem.


Thunderous_NaN

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Pretty fun beginner map. Would say maybe low T3. The strafe on prelast feels kinda tight but otherwise everything is fine. The map would look even better with lighting as well.


washed up

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Update:
https://drive.google.com/file/d/1IVcK9gWY0K3EVdv7PMEypuKsypTo8gob/view?usp=sharing
adjusted spacing on jumps 1, 2, 6, 10, 12, 14 mostly according to feedback
Spoiler (click to show/hide)
replaced jump 15 because it felt too random
changed some textures and added some detailing

It's my fault for wording this poorly, but I don't really care if the map is t2 or t3. I was just trying to give an estimate and that was my thought process. As long as there are no significant difficulty spikes, I don't really mind.
Also the map already has lighting. Idk if there is an issue on on my end but it works for me, might be HDR.

Thank you for the feedback.  :)


Grandma

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I really enjoyed playing this, i think this is one of my favourite t3 maps.
The lighting is broken for me but other than that everything seems great.
Well done!


washed up

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small update:
https://drive.google.com/file/d/1qu1GZhx2HQXU3zVWPAasMXSBQZQY1jFQ/view?usp=sharing
-made the eb on 4 consistent
-small change on 8
-hopefully fixed the lighting (turns out i just had wrong compile settings)

edit: noticed the nodraw on 4, already fixed
« Last Edit: August 01, 2024, 07:13:59 AM by washed up »


washed up

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Update:
https://drive.google.com/file/d/1onjcpHyH4Fi3RSftp8wH3rJ3FldOK4Pq/view?usp=sharing

-changed connector 9 -> 10
-made the connector 11 -> 12 a bit longer
-added 1u playerclip to the end of jump 9 to prevent tb
-made walls on bonus longer
-added ladder to make going back on 14 easier
-added catapults with player speed 0 to all jumps
-added soundscapes
-some other detailing and fixes

The map is almost finished, so if there are any mistakes or details I should fix, please let me know.


washed up

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Update:
https://drive.google.com/file/d/14VyXeoWrhFEB3-HN3l2e-jJIo1NzGgH4/view?usp=sharing

jump 3: changed spacing, fixed 0 player speed catapult
jump 4: made the ceiling at the start higher, put the ending lower
jump 5: put the ramp at the end a bit lower
jump 6: replaced the jump because it was a bit too boring, changed the connectors before and after the jump
jump 10: made the wooden walls at the end higher
jump 11: put the end a little farther, changed the connector to the next jump (yes, its a catapult)
jump 12: made the second wall a bit taller, fixed the overlay with the number of the jump
jump 13: you cant pogo on the displacement anymore, small changes to the connector after the jump
jump 15: moved the lower ending platform a bit higher, made the ramp go a bit lower, added a staircase in the connector from 14 to 15
moved the teleport destination a bit back on 11, 12, 14
fixed/added a big amount of small details that i dont remember/ are not worth mentioning
added bonus 2
added bonus 3
added a little spooky secret, its a bit generic but whatever

Thank you to speedyll and monster for feedback.
Also thank you to monster for making a bonus. (now bonus 3)
« Last Edit: September 14, 2024, 12:51:55 PM by washed up »