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Map List and Tier Feedback

Rob123 · 90 · 59661

obsidiian

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Eons as demo is sooper ez.  You just have to have the strats  8)


Shunix

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for soar bonuses B4 should be t6 and b5 should be either 4 or 5 b4 is the prefire ss super hard b5 is just a perfect water triple


Shunix

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also why in the frick is majoras only tier 4? that map is harder than soar collab and aviator


Afterglow

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baqu c1 and quba c1 should be the same...
The music is pumping, the dance floor is jumping.


Afterglow

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why are the ending triggers so big on so many maps?

termywermy and noob_a1a come to mind. Why don't they just cover the cap point? That makes so much more sense to me.

And yea majoras should be 5
The music is pumping, the dance floor is jumping.


CrancK

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jump_silly_a8 is missing quite a few jumps in comparison to a12, as in... most if not all of 2nd course


John

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why are the ending triggers so big on so many maps?

termywermy and noob_a1a come to mind. Why don't they just cover the cap point? That makes so much more sense to me.

And yea majoras should be 5

wtf why not just make it the size of the trigger capture area since the map maker should be the one to decide what is end and what is not ...


RNC1839

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wtf why not just make it the size of the trigger capture area since the map maker should be the one to decide what is end and what is not ...

I agree also if the map has drexen's timer just use the timer stop trigger. It should be easier that way.


eleven

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Tier reference I used:
T1 - adventure c1; c2
T2 - beef c3; QuBA c1
T3 - cheval; pagoda
T4 - facility; klanana
T5 - littleman c4; soar; aviator
T6 - fauvism; sync


And tier changes I'd make:

jump_around T6 -> T5 (the only really hard jump is last, and it's not that terrible)
jump_aznbob_fixed T5 -> T4 (not sure about that, the hardest jump is a double-catch on a high teleport, doesn't seem soar-level hard)
jump_BAQu_a2 c4 T5 -> T6 (last few jumps are pretty brutal)
jump_edgebug_b2 b1 T5 -> T4 (just a single edgebug, bouncehop isn't that hard either)
                                b3 T5 -> T6 (spacing is extremely awkward, it's hard to get a good sync and hit the platform, also the jump in general is pretty random)
jump_housebeta c1 T2 -> T3 (basically every jump requires 2-wall downpogo, so T3 seems more fitting)
jump_joa_v2 b3 T3 -> T2 (shooting some buttons and syncing a double, pretty easy jump)
jump_rebound_v3 T5 -> T4 (not sure about this at all since hopstep got changed to T4, but it doesn't seem hard enough to be T5)
jump_speed2 T5 -> T6/T0 (if it even is possible it should be T6 because of how awkward that jump is)
jump_squared_b2 c1 T6 -> T0 (not really serious, but fuck this map)
                                b1 T6 -> T4/T5? (the ctap to quint isn't really T6-worthy)
jump_what c2 T5 -> T0 (how do you do the jump that's grated everywhere?)
jump_zero T5 -> T4 (the hardest thing there is doing some cornerpogos iirc)

Pretty much all that I can recall at the moment, write if you don't agree with any of those, I'll try to explain my reasoning more.


Xtra

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jump_hopstep T1 - > T2(Not easier than beef)
jump_purecio T1 - > T2(Not easier than beef)
jump_beefmas T1 - > T2(Surprisingly, not easier than beef)
jump_acepogo T2 - > T3(Wallpogos, down, up, abit challanging.)
jump_allstars T2 - > T3(Prefire / triples, low cieling, awkward as fuck)
jump_jurf_a2 T2 - > T3(last jump)
jump_seven T2 - > T1(only single stickys required)
jump_abuq T3 - > T0 (The quint jump is impossible)
jump_aviator T3 - > T4(Water jump, low regen, health problem, T4'ish.)
jump_azure_v2 T3 - > T4(Hard map in general, in adition to that long and awkward)
jump_elysium_fn T3 - > T5 (Last jump has low regen, requires shooting two doors and basicaly impossible without someone shooting the buttons for you)
jump_dystopia T3 - > T2(Beside lag, there's nothing T3 about it.)
jump_foundation T3 - > T4(Extremely long, few airpogo jumps)
jump_heavy_b1 T3 - > T2(Why was that even t3)
jump_housebeta T3 - > T2(Same as above)
jump_noob2_ab T3 -> T4(Hard in general, short yet 2nd to last, 5th jump are T4)
jump_wallclimb_v1alpha T3 -> T2(singles, doubles, short map, nothing that is merely T3)
jump_up T3 -> T4(Couple of hard jumps that requires good airpogo skills)
jump_turnip_v2 T3 -> T4(The jump after the strafe reminds jump 19 on tpn. Has
more ammo but longer and lower cieling)
jump_toxic_v6 T3 - > T2(Doubles, singles)
jump_ultra_alpha T4 - > T5(Contains an insane mixture of skills and luck. Mostly luck. but T5)
jump_sharp_b3 T4 - > T3 (Beside one percision vertical it requires nothing more than doubles and vertical)
jump_wolf T4 - > T3 (Nothing that requires more than basic demo skills)
jump_shiver T4 - > T5 (Not sure if it's not even T6, but some jumps are really advanced.)
jump_edgebug T5 - > T6 (Few jumps require long airpogos, and edgebugs in general)
jump_sync T5 - > T6 (insanely long airpogos)
All suggestions apply to demoman
« Last Edit: July 05, 2014, 04:38:18 AM by Xtra »


Sere

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Some suggestions for the bonuses:
jump_beefmas B1(cookie one) T3->T2 or T1. You can do this easily by pogoing to the far wall and then up pogoing to the top of the stool.
jump_soar_a4 B1(the bounce) T3->T2 its just a bounce, that's pretty easy  :-\
jump_soar_a4 B2(for demoman) T4->T2 ez 3 sticky.

Also, jump_orbital and jump_eons have bonuses that aren't actually bonuses, just confuses everybody who doesn't know how to do them :P
"Simplicity is the ultimate form of sophistication." - Leonardo Da Vinci


Rob123

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Thanks for the suggestions, I've looked over them all tonight.

Soar_a4 B1 - staying as T3. While bounces are pretty easy once you know how to do them, they are far from the ability of a  'T2 jumper'.
Soar_a4 B2 - changed to T2 from T4 for demo, thanks
Beefmas B1 - Will have to get you to show me sometime, but w/e way I try seems pretty t3...

We've finally got tiers basically filled out for everything, so mainly its just doing hopefully minor adjustments and tweaks. This should free me up to get work on updating/new maps


flo

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Jump_bomb should be T4 instead of T3. Drexen and toxic should be T3 instead of T4.



Oatmeal

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All soldier:

jump_lathy_final
c1: T2 - c2: T3 - all bonuses T3

jump_proto_a2
T3

jump_quick_b2
c1: T2 - c2: T3 - b1: T2 - b2: T4

jump_aris_a3
T2
« Last Edit: October 31, 2014, 07:01:51 AM by Oatmeal »


Sere

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Aris:
T3 soldier(A little wallpogo on 9, last seems like it might be too hard to group with quba c1)
T2 Demo(Last requires double air sticky to hit the buttons)

Quick
C1:
T2 Solly
T1-2 Demo
C2:
T3 Solly
T2-3 Demo
B1:
T2 Solly(maybe T1)
T1 Demo
B2:
T4-5 Solly
T2 Demo(can pogo on the floor)
« Last Edit: October 31, 2014, 08:37:27 PM by Sere »
"Simplicity is the ultimate form of sophistication." - Leonardo Da Vinci