low T6 (mostly T5) solly map that I spent a good year on but it's allegedly good
14 jumps, 2 bonuses under the end cap. The map is nearly finished, I have a couple more additions in mind but nothing major.
PLZ feedback on:- anything lol
- but in particular: Difficulty - I would like that this map has a smooth difficulty curve, but I can't tell because I've gotten used to it all. Let me know if a jump feels drastically harder / easier than surrounding jumps
- I've put orange dev textures on some jumps indicating some potential end platform placements; you can let me know which one you make it to or that you nuke them / they nuke you
- Spacing: I think I've tested the spacing well and it doesn't feel awkard, and hard to overshoot most things when done intended, but let me know if something doesn't feel right.
- know where go: do you know what to do or where to go
- good for go fast: Is the map fun to speedrun? any strats you'd like to add / remove / change?
download (version b4):
https://mega.nz/file/KZY0WThL#L4fvZf7gyRsjayU5x34DU86ztfJoJiGtyoAIUExKewkold versions:
b3 b2jump descriptions and
showcase video: (tho i want u to try the jumps on your own to see if the map is clear :])
1: 2 wallshots, slight prefire jurf, jurf
2: slight prefire speedshot, wallshot, slight prefire ramp, wallshot
3: telesync, jurf to end
4: wall start, wallshot, two slight prefire ramps, ramp double (if you can't hit the double smoothly, try prefiring the ramps earlier - should be able to beat this while holding m1)
5: build up speed by wallshotting to the skybox end and rounding back, ramp, ramp double, climb to end
6: autoeb double, wallshot to end
7: wallshot, prefire 2 rockets at the wall, autoeb then prefire one more, quad catch, climb
8: 3 wallshots (try a slight prefire on the first one or two), speedshot, ramp, 2 wallshots (slightly prefire first one)
9: water double, 2 wallshots, wall triple
10: 3 wallshots, slide, speedpogo, ramp, 2 wallshots
11: ramp double, wall double, ramp, ramp, wallshot
12: c-tap, 2 wallshots, prefire a rocket at the ramp, slide, wallshot, ramp double, slide, wall double
13: autoeb double, jurf, wallshots / wall doubles to end
14: c-tap (could work without one but it's easier), wall double downwards, autoeb single, slide, wall double, climb (try a slight prefire on the first rocket), wallshots
b1: prefire two bundles of two rockets downwards (hold m1 for 4 rockets), then after teleporting walk off immediately and add 1 more rocket to the lower bundle. the lower bundle (with 3 rockets) should catch you from falling, then shoot one more rocket with the second bundle (so another 3 rockets) to launch up
b2: speedshot, prefire, wallshot downwards to the "layer" below, prefire, triple
vidoe (this is the b2 showcase but it's close enough to the current state of the map. i'll redo the showcase on the final version likely)
known issues:
- both bonuses are very cheatable
- May or may not have been fixed: edgebug platform on 7 killing your speed sometimes (
if anyone knows a fix let me know, I used starkie's autoeb map)
- Indicators on some jumps have bad lighting, in most cases it looks better if you set your shader quality to high in settings. I don't think there's anything I can do about it otherwise.
- jump 9 water double floor looks weird
- weird bit of lighting on 10-11 connector
- spotlight effects coming out of the skybox in some places
- glass on 12 and 12-13 connector is weird
changelog:
b4:
- jump changes:
- 3: moved end 256hu back
- 4: raised last ramp to prevent overshooting, raised ceiling
- 5: raised ceiling on u-turn end, extended climb at the end to prevent overshooting with speedrun strat
- 6: 2nd wallshot extended downwards a little, and part of it is now slanted. last wall is now short to force a decent attempt
- 7: raised catch wall by 64hu and extended gap by 128hu
- 8: lowered start platform by 128hu to make speedshot nicer, lowered ceiling
- 9: moved end 64hu closer (people seem to have trouble with this jump, but the spacing is precarious. trying to keep the triple lenient while discouraging the wall double strat. wall triples are probably unfamiliar to most ppl, but I think this jump after some practice (and especially with speedo) should be p consistent - i hit it consistently, at least)
- 10: raised speedpogo by 48hu
- 11: raised end by 128hu, extended last ramp to prevent overshooting, raised skybox
- 12: raised ceiling of start area for speedrun strat
- 13: raised end by 128hu, raised skybox
- connector changes:
- 3-4: turned ceiling things illusionary
- 4-5: shifted hallway left from 4, raised hallway coming into 5
- 5-6: brought pillars closer together for wallshot convenience; made top of archway illusionary
- 6-7: cut some bonkable corners, extended watershot pool
- 7-8: moved bonkable floor detailing
- 13-14: removed stairs and did some artsy crap, increased height change
- added camera for welcome screen
- fixed Game-Breaking Issue
- added reset teles to sides of glass on bonus 2
- added more artsy Good Things
- reworded the previous entry to encourage self positivity
b3:
- gameplay changes:
- added more detailing to skybox-heavy jumps to improve sense of speed (jumps 6, 9, 12)
- made phase glass texture brighter on 10 for visibility
- raised ceiling on 10 and 11 a little bit
- clarity changes:
- added more arrows to 3 to indicate where to go
- made ramp on 11 look less shootable i think
- added missing nonade in 5
- added autoeb indicators to 7-8 connector
- added dustmotes to 11 quick reset
- added stripe to 12 prefire location
- more artsy crap here and there
b2:
- gameplay changes:
- adjusted end platforms
- 4, 6, 9, 10 pushed a little farther / higher, 13 and 14 significantly farther / higher
- added gap in the climb in 7 (might remove this, lmk your thoughts)
- changed end of 8 to be more flexible to different speeds from ramp / ss
- made last wall on 10 slanted
- moved wall climb on 14 64 units closer to the wall double
- moved some bonkable detailing aside in 14
- raised skybox on 14
- (probably) Fixed thick fog when spawning into the middle of the map via jumpacademy autosave
- Fixed respawning when changing weapons
- Added missing teleports in jump 8, 9, 12, 14 and return teleport in b2
- clarity changes
- added arrows to indicate where to go on jump 3 and 11
- minor detailing to indicate telesync on jump 3 and water double on jump 9
- Raised fail teleports in 11 and 12
b1:
- Main release
Thanks to a lot of people who helped on the jump mapping discord - hexaflexagon, mazlli, Mikko Kotamaki, Gentle Puppet, kjr, .Coockie; to old dutch and VolKan for hosting the map on JA for an online playtest, to playtesters cringe and based alike, topHATTwaffle and gorge004's mapping tutorials, Sausage (yes), the maps I've decompiled to learn how stuff works, maps I've been inspired by (in particular maxxy and finn91's maps), tempus east coastians, and my cat.
Textures taken (with modifications) from Portal 2, Tophattwaffle's Realworldtextures2, and skybox "sky138" by Mr. Who. Texture assests from ambientcg and FRZ designs. Some models taken from Portal 2. convenient jump things from pear's jump map assets, oatmeal's jump reference, and starkie's consistent autoedgebug. Software used: Hammer++, CompilePal, GIMP, Crowbar, bspsrc, Propper, VTFVersionChanger.
any feedback appreciated!