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Jump_Underworld

sitood · 40 · 7870

sitood

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Hey again!

Cuz many people said jump_home was ugly i decided to make a new map.
Jump_underworld has 23 jumps for intermediate soldiers.
I also added drexens timer, stage select and a bonus.
It was very fun to make this map and i hope you guys like it!

ROTW of RC1 by gebobus:


FINAL screens: http://imgur.com/a/CNOyT

Download links:
FINAL: http://www.mediafire.com/download/27xkfqq9l22f9ma/jump_underworld_final.bsp
Rc1 (fixed): http://www.mediafire.com/download/22zcwi221wrtahr/jump_underworld_rc1.bsp
Beta version: http://www.mediafire.com/download/3wibnf2czocu4gj/jump_underworld_beta.zip

Changes from Rc1 to Final:
Spoiler (click to show/hide)

Shoutout to jondy for tips and stuff  8)
« Last Edit: May 20, 2014, 07:18:20 AM by sitood »


Dr. Heinz

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I don't see any fire or lava pits on the screenshots, so why is it called jump_underworld?


sitood

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I don't see any fire or lava pits on the screenshots, so why is it called jump_underworld?
Idk lel, i wanted to call it jump_underground but that one already exist. c:


obsidiian

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Personally not a fan of completely flat surfaces with displacement type textures on them.  There are a lot of totally flat rocks.


jondy

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Very nice map, and for the most part, very good jumps too. I'll do a quick run thru of the jumps.

1# good. (nice to see some new ideas like jumping into holes)
2# good.
3# good, but its easy to get caught by the edge of the diagonal wall.
4# good.
5# good.
6# good. I don't know why, but at first I thought this was a tele-sync lol. It can be cheated via ctap or tele-sync, but that's good for speedruns.
7# good.
8# good.
9# good.
10# good.
11# good.
12# good. I love me some good syncs.
13# good.
14# meh. I'd like to see the pipe facing the opposite direction, it wierded me out a bit.
15# great jump.
16# awesome.
17# also awesome, but you can stop on the ramp and shoot the buttons just as easily. you could add a trigger that teleports you after a certain amount of time to make it a bit more interesting.
18# good, but the speed shots are just a bit high.
19# good, you caught me off guard with the ctap.
20# good. im not sure if this is supposed to be a ctap, but you can do it normally.
21# my favorite kind of jump. also very well made 8)
22# awesome. it was a bit unclear what was intended, but i figured it out eventually.
23# good and fun last jump.

overall score 9/10
bonus was also good  8)

personally, i usually dont care too much about textures as long as the jumps are good. im talkin' to u obsidiian :7


 


BQE

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what is 22?  it's pretty unclear what I'm supposed to do.


jondy

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what is 22?  it's pretty unclear what I'm supposed to do.
wall jump > sync > surf > and stuff


BQE

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what is 22?  it's pretty unclear what I'm supposed to do.
wall jump > sync > surf > and stuff


Ohhhh.  I see it now.  I was trying to ss sync and then maybe catch, wall climb, pogo into the hole?  Not sure because I never got a good ss sync. 


BQE

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K, my feedback is, overall good map.  Some of the spacing after ramps could be longer.  And definitely I'd like to see some distinction between "wall is shootable" and "wall is NOT shootable."

And the respawn door for 23 is an annoying walk.  I just made a setpos bind because of how annoying it was. 


Rokio

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I thought this was a really fun map.  I didn't think anything was very hard, but it was all very enjoyable.  I would agree that there should be better distinction between which walls are shootable and which are not, like especially in the synch pit on 12 that has no teleporter at the bottom.  On that one the nogrenades wall is the same texture as the only shootable wall in there, so you initially have no idea how to get back out.

My other main complaint would be that it's too dark in some areas. I get that it's like an underground mine feeling, and I think the detailing looks good, but it could use some more torches and lighting in certain areas like the pogo on 21, it's so dark you can barely tell that it's changing heights.

Not a huge fan of crouchy tunnels like your 9-10 connector, but it's short enough and there's only one in the map, so it's just a minor thing.  It's annoying for speedruns, and doesn't really add much.  I think the heights and distances are fine on pretty much everything, though the last ramp on 23 seems a little low/short, but it's still easily doable.  I thought the bonus was a little too easy, but still fun.

I also like your 360 ramp on the end cap.  I'm sure when this gets played on servers there will be lots of people playing around on that.

Overall really good fun map.  I thought home was pretty fun too, but this is definitely better.  Keep up the good work!
« Last Edit: April 19, 2014, 02:21:43 AM by Rokio »


sitood

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Alright, thanks all for the feedback!  :D Im going to fix these things. I will post beta 2 later this day or tomorrow.
« Last Edit: April 19, 2014, 05:45:28 AM by sitood »


jondy

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so i was able to lay down an OK run of the beta.
http://www.twitch.tv/jondyj/c/4099431

i found the narrow corridors to be a bit annoying like most corridors on any map.

a few more fixes would be.
  • #11 the sidewalls are a bit glitchy.
  • #14 is weird.
  • #21 is too dark. add some fancy lights or something.
  • #22 might need some direction, plus the drop down ramp is a bit glitchy as well. those type's of ramps usually are.
  • #23 raise the ramp at the end a bit.
that's about it. fun map bro! looking forward to rc1  8)



sitood

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so i was able to lay down an OK run of the beta.
http://www.twitch.tv/jondyj/c/4099431

i found the narrow corridors to be a bit annoying like most corridors on any map.

a few more fixes would be.
  • #11 the sidewalls are a bit glitchy.
  • #14 is weird.
  • #21 is too dark. add some fancy lights or something.
  • #22 might need some direction, plus the drop down ramp is a bit glitchy as well. those type's of ramps usually are.
  • #23 raise the ramp at the end a bit.
that's about it. fun map bro! looking forward to rc1  8)



Nice run! You are faster then me. c: Im currently working on these points. I will post rc1 as soon as possible.


sitood

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Here is a progress update:
-At first i made the whole map a bit brighter so you can actually see the map now.
-Jump 14 does now looks like this: http://i.imgur.com/pGxbRbY.jpg
-From jump 9, you dont have to crouch anymore to get to jump 10.  8)
-You cant shoot anymore at any wall of jump 12 and there is a door to get back now.
-The most jumps does now have different color walls so you can see if you can shoot to it:
http://i.imgur.com/w860YsF.jpg http://i.imgur.com/hpYnHrN.jpg
-Jump 22 and 23 does now have a hint.
-The respawn door at 23 is now closer so you don't have to walk that much.
-The ramp at jump 23 is a bit higher now.

Also i have no idea how to fix the clippy/glitchy right wall at jump 11. I cant find anything about it on google.

Im currently trying to fix the giant ramp at 22.

Just a little more time and if you know how to fix glitchy walls, please tell me!


Shunix

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if you're getting stuck on a wall just put a 1 unit thick playerclip over the brush