jump.tf Forums
Welcome B)

jump_benroads

Benroads · 46 · 12057

jondy

  • Novice
  • **
    • Posts: 67
    • Frags: +0/-0
    • View Profile
I'm not going near the timer until you tune up the jumps a bit. I can do a quick run through if I stream tomorrow, and I'll send you the broadcast.  8) 8) 8)


Benroads

  • Novice
  • **
    • Posts: 68
    • Frags: +0/-0
    • View Profile
I'm not going near the timer until you tune up the jumps a bit. I can do a quick run through if I stream tomorrow, and I'll send you the broadcast.  8) 8) 8)

People keep telling me they're weirdly spaced and won't tell me whats weird about them, they're all fairly precise jumps and none of them outright broken.


RNC1839

  • Proficient
  • ****
    • Posts: 499
    • Frags: +0/-0
    • View Profile
People keep telling me they're weirdly spaced and won't tell me whats weird about them

I can explain this easily

they're all fairly precise jumps

It's one of the main reasons people hate shunix's maps. Precision just isn't that fun.

Also if a jump is bad no one will tell you what's wrong with it.


jondy

  • Novice
  • **
    • Posts: 67
    • Frags: +0/-0
    • View Profile
I'm not going near the timer until you tune up the jumps a bit. I can do a quick run through if I stream tomorrow, and I'll send you the broadcast.  8) 8) 8)

People keep telling me they're weirdly spaced and won't tell me whats weird about them, they're all fairly precise jumps and none of them outright broken.


http://www.twitch.tv/jondyj/c/4086408 there ya go. the map has good jump ideas, its just a matter of making it dabes.


BQE

  • Intermediate
  • ***
    • Posts: 211
    • Frags: +0/-0
    • View Profile
Spacing seems fine, just (as you said) precise.  Good map.  Skill curve is just a bit odd, if nonexistent.

Now detail that motherfucker. 
« Last Edit: April 18, 2014, 04:17:10 AM by BQE »


Dr. Heinz

  • needs to stop posting
  • *
    • Posts: 1036
    • Frags: +0/-0
  • Relax.
    • View Profile
I'm not going near the timer until you tune up the jumps a bit. I can do a quick run through if I stream tomorrow, and I'll send you the broadcast.  8) 8) 8)

People keep telling me they're weirdly spaced and won't tell me whats weird about them, they're all fairly precise jumps and none of them outright broken.


http://www.twitch.tv/jondyj/c/4086408 there ya go. the map has good jump ideas, its just a matter of making it dabes.
Pretty much agree with all you said.


Benroads

  • Novice
  • **
    • Posts: 68
    • Frags: +0/-0
    • View Profile
I've adjusted many of the jumps so far and I'll look into stuff like extending skip platforms into the walls, however I really like the free floating wall jump things as strafing onto things is something I personally enjoy a lot. Regarding detailing, the map will probably always stay as dev textures unless I could convince someone to do a proper detailing job.

About the skill curve, each jump was kinda made as I thought of it so skill curve was not really put in mind so I added the whole level select thing. Once I release a4 (maybe later today?) I'd like to get a general list of where you think jumps should be. I will probably also redo the whole level select room so that there is not a long empty section on one wall, I'm thinking 10 jumps on each wall and then the 4 bonuses at the very back side.

A couple people have brought up that they would like having a back teleport for the last jump, I'd be fine to add this but I'm really not sure where I could put it so that it would not be annoying and sometimes send you back a level when you failed.

Preview of redone jump 5

http://puu.sh/8cZ4N


BQE

  • Intermediate
  • ***
    • Posts: 211
    • Frags: +0/-0
    • View Profile
Whatever you do, DO NOT put a back tele directly behind the level spawn.  If anything, extend the starting platform (to the side) and put a back tele on the opposite side of where you spawn, preferably in a different color.


Benroads

  • Novice
  • **
    • Posts: 68
    • Frags: +0/-0
    • View Profile
 Yeah if anything I was thinking about putting a back tele on the top lip of the starting platform maybe like a small different colored box that if you touched it would tele you back, not sure about that though tbh could also had a raised strip on the left edge that could be a tele



Benroads

  • Novice
  • **
    • Posts: 68
    • Frags: +0/-0
    • View Profile
a4 released, would like to get feedback about making the difficulty curve more existent. I'm really not sure where any of the jumps actually rank in difficulty as I personally think they're all kind of in the same range.


BQE

  • Intermediate
  • ***
    • Posts: 211
    • Frags: +0/-0
    • View Profile
Detailed feedback on a4:

1 - ramp at the end could be extended to the left a bit more.  I really only ever hit that part anyways. 
2 - this one's good. 
3 - good, could be the first jump though. 
4 - I'd extend the ramp to the left or just move it to the left.  Like #1, I only ever use the left side.
5 - left wall could be extended/moved forward.  I consistently either just barely have space to shoot it, or miss it. 
6 - I can deal with wall jumps with the shootable part sticking out from the wall.  The precision required for this one though is unnatural and annoying. The back gray wall could be lowered too.  In all the attempts at this jump, I've never hit it more than 1/4 of the way up and completed the jump.
7 - I think this one's fine.
8 - distances and spacing is okay, but aesthetically looks silly.  Why not put walls in the front right corner and make the first gray wall its own wall, so the area you have to jump through is narrow and not this wide open room with a floating wall looking stupid? 
9 - The back ramp is totally unnecessary.  In terms of difficulty, this should be somewhere in the first five jumps, if not first three.
10 - cool jump, I wouldn't change anything (aside from aesthetics)
11 - I would raise the right gray wall.  You don't even need it.  In fact, it's easier to get the correct height if you DON'T use it.
12 - I think if you really wanna have the ramp that far left from where the starting platform is, you should extend it into the wall (or SOMEthing).  It's kind of ugly just floating like that.  And the red pogo platform isn't needed. 
13 - the spacing of the speed pogo platforms seems to be equal?  If I need to get speed to do the rest of the jump, then the red platforms should be spaced further as the continue.  OR, the gray ramp should be closer (IMO) so that when I've had to press S in order to make the next pogo, I have adequate speed to actually make it.

Will continue with the rest later. 

Two general comments though.

#1, with even rudimentary basic knowledge of Hammer (which you at least have that, given that you made this map), you can vastly improve the aesthetics of the map.  Make a simple skybox.  Try to not have ramps and walls just floating in midair.  Try not to have big empty space that the player is NEVER going to go into, unless you're doing some awesome detailing that adds to the jump (such as jump #8, that big empty area on the back right). 

#2, in sections of jumps that you want to limit the number of rockets - I get that.  But, for instance, if you only use 4 rockets because using more means you're not doing it fast enough to do the jump, consider putting in an ammo regen brush.  This may be me being super nitpicky, but when I fail a jump, I immediately want to do it again - NOT wait for regen to kick in and put me back at 4 in the clip.  So, putting regen in areas where you want to limit the number of rockets used won't make it cheatable, if the jump isn't doable by doing it slow enough to use more than 4.  It will just make people like me happier that I'm not running out of rockets mid-jump because I didn't wait for the regen at the start of the jump to kick in.


Benroads

  • Novice
  • **
    • Posts: 68
    • Frags: +0/-0
    • View Profile
The regen has always worked fine for me, if you give me examples of what jumps have that problem just list them and i'll extend the brush for the entire jump.


Benroads

  • Novice
  • **
    • Posts: 68
    • Frags: +0/-0
    • View Profile
Woops meant to edit OP

Anyway if you have suggestions for where jumps should be in order to make the map have a more defined skill curve please let me know


SpiffyRoo

  • Newbie
  • *
    • Posts: 2
    • Frags: +0/-0
    • View Profile
Took me a while to complete but I must hand it to you it's a great map! I love the originality in almost every jump.  I did find that bonus 3 is cheatable by holding yourself against the ramps and rocket jumping off of the the lips that your supposed to edgebug off of.  Thanks for the map, I really enjoyed it!  :D


Benroads

  • Novice
  • **
    • Posts: 68
    • Frags: +0/-0
    • View Profile
a5 release, most likely final release as the vmf file has somewhat gone to shit due to me not wanting to restart from a clean slate.

http://www.mediafire.com/download/px5z1j40bdyovb1/jump_benroads_a5.bsp

Only major issue that I'm aware of still is that cubemaps were refusing to build, I am assuming this is because the map has become somewhat of a clusterfuck over the time I've been working on it. Some other issues might be on the bonuses being weird and broken but they're all pretty silly so I'm not too concerned about them.