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jump_zoot

wunderkjind

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I've been a casual jumper for years and have always wanted to make maps, so here is my first attempt.
Still learning the ins and outs of hammer so apologies for any jank.


Solly 16 jumps / T3 i think? terrible at judging difficulty
b1: https://drive.google.com/file/d/1NoslOf8rYRlCpBOEnoFah6dU5IMu5pfA/view?usp=drive_link
a2: https://drive.google.com/file/d/1Ulx3PfUN8Y-8jHqidhCMbvfiiSd5y2A0/view?usp=drive_link
a1: https://drive.google.com/file/d/1hbcYaosexwahsm7DAYrDjn6Jkm28EhLY/view?usp=drive_link

Most of the map is designed to go zoom with a fair amount of jurf mixed in.
Any feedback is welcome.
Thanks  ;D
« Last Edit: January 05, 2025, 02:59:15 PM by wunderkjind »


Grendal

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wunderkjind

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Yeah I kept getting errors from func_regen so just use sv_cheats in the meantime.


Finn91

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Hello

https://imgur.com/a/jump-zoot-feedback-mCo9tte

Some issues but easily fixable, also some rooms are too big and empty imo
Otherwise ok map, keep going !

Also what error do you get with func_regenerate ? You just need one giant trigger covering the whole map it should not be an issue :o


wunderkjind

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Hello

https://imgur.com/a/jump-zoot-feedback-mCo9tte

Some issues but easily fixable, also some rooms are too big and empty imo
Otherwise ok map, keep going !

Also what error do you get with func_regenerate ? You just need one giant trigger covering the whole map it should not be an issue :o

Thanks for the solid feedback! Will texture tele floors accordingly and adjust heights where needed as well as making everything a bit more compact.

func_regenerate was working but it kept saying it has no associated model, not sure if that error is a problem?


wunderkjind

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Uploaded a2 version
- Changed all teleport surfaces to the same texture
- Resized some rooms
- Raised the roof on jump 5
- Raised the hole in the wall on jump 6 and moved it further away
- Button doors open faster
- Moved the holes for the strafe part of jump 8
- Moved the hole up and the platforms down on jump 15
- Changed the V jurf to a ramp on the last jump
- Added regen
- Other minor bugs fixed and tweaked

EDIT: had to reupload a2 due to bugs on a few jumps
« Last Edit: December 22, 2024, 02:34:52 PM by wunderkjind »


c8lyn

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func_regenerate was working but it kept saying it has no associated model, not sure if that error is a problem?

func_regenerate was designed to be used for resupply cabinets so the game thinks you forgot to add the model. its fine to ignore


wunderkjind

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func_regenerate was working but it kept saying it has no associated model, not sure if that error is a problem?

func_regenerate was designed to be used for resupply cabinets so the game thinks you forgot to add the model. its fine to ignore

Ahh okay that makes sense, thanks for the clarification.


axios

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For a first map i really liked it, especially the rocks on the last few jumps look cool.
I did think it is a little bit too dark in some places.

Some specific feedback:
jump 5: didnt like the spacing, you basically have to sync in the far corner to squeeze in a wallshot
jump 7: easy telesync cheat (i think you can even clear the gap with just wallshots)
jump 8: my least favorite jump (buttons suck  :P), ended up just standing on the rim of the wall where the door opens and just wallpogo/wallshots from there.
jump 14: can easily do the jump without the last wall (just sync on ramp)
jump 15: again, i think this jump would be improved by not having a button

but all in all great first map  :)


wunderkjind

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Updated to version b1

- Added more props and details
- Added Timer
- Added more lights and opened roof in several rooms for more sunlight
- Changed textures and finishing to be more consistent
- Changed the direction in which you sync and strafe on jump 5
- Made the room on jump 6 more compact and moved ramps accordingly
- Slightly increased spacing from the sync on jump 7
- Removed buttons from jump 8 and 15 and redesigned both
- Slight changes to ramps and pogo platforms on jump 10
- Added a glass wall on jump 12 to prevent going straight from the ramp, lowered platform to make syncing easier

Thinking of adding one or two bonus levels and then finishing the map.
« Last Edit: January 06, 2025, 04:09:32 AM by wunderkjind »


ShadowOfLight

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On all (or most) jumps where you have these "windows" you fly through (the square holes with orange outline) dont have teleports (and are shootable)
Jump 5: Are you supposed to double here or just wallshots? Double seems a bit harder
Jump 12: This diagonal triple seems a bit hard for t3
Jump 13: If you fail the ss you can still easily make it by just jumping over to the ramp
jump 15: Had trouble landing the catch on this, felt like the teleport was high but it seems only 2 high so not sure
Also maybe have an indicator of some sorts to where the next hole is. I don't think anyone could react to strafing into the last hole in time on their first try


riot

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Dinky.Hotchkiss

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Jump 6 - the ramps could be more flush with the walls.

Jump 9 - The floor in the water could be raised so you have the choice between shooting the walls or the floor. As it is right now you have a high chance of your rocket not hitting you.

Jump 15 - As Riot mentioned, the starting platform is too high. Jump is much easier with a telesync.

Jump 16 - Same as 9, just raise the floor in the water.