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Jump Pogoverse

ma1kawa11

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Current Version: V2
Suggested Tier: S4 | D5
Courses 7 + 1
Jumps 55 + 5
Style: Pogo course geared towards teaching different kinds of pogo up to more difficult types of wall pogo. Included is a secret course which puts in some (hopefully) really hard stuff.

If ya spot any bugs or got feedback lemme know :) hope it's fun. This is the second map I've ever made.

https://steamcommunity.com/sharedfiles/filedetails/?id=3310114341
« Last Edit: August 20, 2024, 05:01:29 AM by ma1kawa11 »



Goth.jump

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Quite a few things and jumps to cover, so let's get started:  8)


The map design
Ignoring the fact that I am a sucker for anything space related The main hub area and all courses look consistently good and on-theme with the whole space-station aesthetic. Great job in that whole sector!

In general
[1] Triggers
The teletriggers below on most courses could really do with being raised up quite a bit, on many of the jumps a lot of unnecessary time is spent on just falling and waiting to get reset. NOTEABLE EXCEPTIONS for the following courses; Wallpogo, Catch, Secret & Climb.
-Wallpogo course first half could benefit from raising the teletriggers, for the deeper-reaching downpogo ones the triggers are fine.
-Catch course is fine as is, seeing how most of it's jumps reach that far down anyways.
-Secret course has a few slightly deeper reaching and one properly deep reaching jump, teletriggers could still be raised on most of the jumps here.
-Climb course is an exception as it's self-contained, nothing needs to be changed in terms of teletrigger height here.

[2] Smaller hiccups
-Climb course Jump 5; the first neon-yellow indicator line is solid unlike all others on the course and can be bonked from below while climbing.
-Secret course Jump 2; Teleporting back after falling gets you stuck for roughly a second.

[3] Telegraphing
One some jumps it is really unclear where you have to go and where you can go, namely on the following courses; Wallpogo, Secret and *Mixed.
You have used glass partitions to direct the way on some of the jumps, but there are still a lot of places where it's really unclear if you are supposed to go over, under or around certain parts.
-*Mixed course last is different, here it's simply not as obvious as it could be that you are supposed to strafe in from either side, 2 arrows pointing to either side would fix this in a heart-beat.

Course by course | Jump by jump

C1.Basics
Jump 1-10; Fine

C2.Precision
Jump 1-10; Fine

C3.Speed
Jump 1-5; Fine
Jump 6; The sync-ss feels a little out of place among all the pogo jumps, but overall it's okay
Jump 7-8 Fine

C4.Climb
Jump 1-4; Fine
Jump 5; Small collision issue with the first neon-yellow indicator as mentioned above, otherwise fine

C5.Wallpogo
Jump 1-10; Fine
Jump 11; Telegraphing issues, difficult to gauge where to go/which route to take, one glass wall shootable and others not, confusing
Jump 12; Could use a little more glass walls up top to make the route clear, otherwise okay.

C6.Catch
Jump 1-5; Fine

C7.Mixed
Jump 1-4; Fine
Jump 5; Minor telegraphing issue, small arrows pointing left and right would be perfect, otherwise fine

C?.Secret
Jump 1; Glass walls on top of the wallpogo blocks would be nice to make it clear how to approach them, otherwise fine.
Jump 2; Needs more glass walls to telegraph pathing, otherwise fine.
Jump 3; Needs more glass walls to telegraph pathing, a bit tougher but still okay.
Jump 4; Needs more glass walls to telegraph pathing, 2 hard 4 me.
Jump 5; Needs 2 more glass walls on top of the final 2 wallpogo pillars, way 2 hard 4 me.

Overall; I like it  8)


ma1kawa11

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So glad you like it! And thanks so much for the feedback. I just updated the map with your feedback in mind in RC8. It should be visible in steam about 30 or so minutes after this comment is posted (hopefully). If you find more bugs lemme know! :D


Goth.jump

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Overall version RC10 plays and feels lot more streamlined, great job on that  8)


Replaying the map again I did notice 4 more fairly minor things that could be improved on [They aren't major issues and almost nit-picky but would help to make the map feel that little bit more clean];

Mixed Course
Jump 5; The indicator arrows are both on the left side and placed a bit too low, raising both up a little more and placing some on the right side as well would bring this course to completion. [Minor telegraphing issue #1]

Climb Course
Jump 3; The very last dark-rock wall above the final neon yellow indicator line hangs over enough to bonk on from below if you're a bit unlucky, could be a source of frustration. [Minor issue #1]
Finish area; Despite the size of the ending platform with the Capture Point, the invisible walls feel too out-of-place restrictive for such an otherwise large platform. [Nit-pick #1]

Secret Course
Jump 2,3 & 4; At the start, the narrow black-rock bars under which you are supposed to down/wallpogo could do with a glass wall above them as to immediately indicate to the player: "Hey, you can't go over me." within the first second of looking at them. [Minor telegraphing issue #2]


Regardless of these few small points; The map is fairly pleasant to play and would be a servicable addition even in it's rc10 state.  8)


ma1kawa11

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Overall version RC10 plays and feels lot more streamlined, great job on that  8)


Replaying the map again I did notice 4 more fairly minor things that could be improved on [They aren't major issues and almost nit-picky but would help to make the map feel that little bit more clean];

Mixed Course
Jump 5; The indicator arrows are both on the left side and placed a bit too low, raising both up a little more and placing some on the right side as well would bring this course to completion. [Minor telegraphing issue #1]

Climb Course
Jump 3; The very last dark-rock wall above the final neon yellow indicator line hangs over enough to bonk on from below if you're a bit unlucky, could be a source of frustration. [Minor issue #1]
Finish area; Despite the size of the ending platform with the Capture Point, the invisible walls feel too out-of-place restrictive for such an otherwise large platform. [Nit-pick #1]

Secret Course
Jump 2,3 & 4; At the start, the narrow black-rock bars under which you are supposed to down/wallpogo could do with a glass wall above them as to immediately indicate to the player: "Hey, you can't go over me." within the first second of looking at them. [Minor telegraphing issue #2]


Regardless of these few small points; The map is fairly pleasant to play and would be a servicable addition even in it's rc10 state.  8)

Glad you like the changes! I think some of the points you mentioned are fixed in the current version (V2) However I will double check everything.

Some of the things such as the indicator arros in the mixed course are bugs i've been having trouble trying to fix. There should be three indicator arrows on each side but it seems that they aren't rendering when I run the map, will look into figuring out how to fix this, and if all else fails will just delete the ones that aren't rendering and replace them and hopefully that will fix it.

Also in V2 (as opposed to RC10) I added in some particle effects on the spheres with sfx which you might like if you wanna check that out at some point!

Thanks for the feedback :)