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buhnanuh

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My first ever map for intermediate soldiers, still in beta. I am currently working on b2 which will include teleports to previous jumps, numbers on jumps themselves, and a hidden bonus jump. Please feel free to test it out and give feedback!

Download b1 here: http://www.mediafire.com/download/ww7o2s2666sfyrs/jump_catch_b1.bsp
Known bugs with b1:
- Jump 6 can be easily beaten with one skip instead of the intended skips, ramp, and telesync

phish ☺
« Last Edit: September 02, 2014, 09:34:50 PM by buhnanuh »


BQE

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#2 feels weird but it's totally doable.
#3 can ctap from the last platform and not have to speedshot
#5 for aesthetic/symmetry purposes, I would have liked to see the right starting wall a) mirrored on the left side, and b) extended to the edge of the platform and maybe higher
#6 you already know what I'm gonna say because you already said it :)  But I will mention that as intended, I see why you don't have the player teleport back to the starting position, but it's annoying to walk back every time.

I skipped some of the middle jumps, they felt overly complicated.

Last few were find but the skill curve seemed all over the place and the last jump was sort of...unsatisfyingly easy. 

Also, for a map called jump_catch there was a huge lack of actual catches (meaning there basically are none).


RNC1839

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Wall of text ahead

1: whatever
2: I would make the parts of the wall you can shoot the same width of the entire wall
3: what BQE said, making it a sync skip should be fine
4: fine, but I would just flip the entire thing so you start with rj->right wallshot, but that's probably just me. Also push the edge of the first wall forward a bit
5: fine, but the speedshot platform placement is a bit weird imo
6: 8 UNIT HIGH TELEPORTS!!! WHAT ARE YOU DOING!?!?!? also the teleport destination is stupid. make the starting platform deeper and move the teleport destination closer to the starting corner area. Also I would just replace that last pogo platform with a wall shot somewhere.
Prerelease opinion edit: now that I understand that it's supposed to be a telesync, it's ok, I'm not a big fan of it but it's fine, other than the teleports.
7: I like 7, we need more downward wallsyncs in maps
8: this would be great with sv_airaccelerate 100... I would say just make the walls between ramps slanted and 128-256 units above the ramp and put teleports if you want
9: I don't like 9, but it's a fine jump anyway, I would give more of a notice of when the walls are going to become not shootable, 64 units of the orange would be fine
10: I like 10, it's fine the way it is, possible with a triple, and I'm going to recommend making a version of this jump that requires a quint as probably a final jump or bonus, tho chances are you already thought of that yourself
11: REALLY annoying, there are 2 ways I can think of fixing this one: Raise the ceiling and move the end platform back a bunch. Or remove the last wallshot square thingy, make the first two touch, raise the second to the ceiling. Also just generally I would extend the fist wallshot thingy to the back wall but I like telesyncs so...
12: Good, but instead of having the big teleport brush directly in front of the teleport destination just put some player clip there. Also the last platform can be entirely skipped, so I would recommend either raising it up and moving the end platform back or replacing it with a wall shot and moving the end platform back.
13: a bit awkward but it's not that bad, I would make the end platform thicker though just because it looks a bit weird.
14: add a small drop before the starting pogo, 1 unit high teleports at the same height as the teleport destination are terrible just look at jump_steel. Also put some player clip behind the end door so people don't just fall off.
15: there is no 15

Jumps overall: pretty good for a first map

Aesthetics: Dev textures are always a good choice as long as you can differentiate what texture does what, and you did that rather nicely. As far as looks and lighting it's fine. Although I would say that the glass texture your using is terrible in low light situations when it overlaps a bunch (jump 5 I think) because it's hard to tell where the glass is and isn't. It's not a big deal just a bit annoying.

Overall: really good, I'm just a bit nit picky


buhnanuh

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To-do list for b2:
#2: widen walls and reduce overall clunkiness
#3: If you can ctap to skip the wallpogo, then you save a few seconds in a speedrun, which I have no problem with
#4: tweak first wall
#5: may put a trigger_teleport on top of the wall after the double ss
#6: will likely need the more work than any other jump - I'm thinking of redoing the beginning platform and telesync entirely
#7: revolutionizing jump maps  8)
#8: not familiar with sv_airaccelerate, but I'll look into it
#9: I'm not a fan of wallpogo myself, but I felt the map still needed some. Will tweak the orange textures so players have more forewarning to switch walls
#10: I'd love to make a jump where you'd have to sync 4-6 rockets with this method, however I still die from triples inside of a trigger_hurt. Is there any sort of trigger that overheals the player? I think I've seen something like that in jump_sitood
#11: fix clunkiness but keep the strafing between walljumps
#12: push back the trigger_teleport and put a player clip in front of it. I'll likely remove the last gray platform entirely
#13: make end platform less scrawny
#14: add drop before pogo, put glass behind the end teleport so players don't fall
- Rearrange jumps in order from easiest to hardest
- Add numbers to jumps (most likely using roman numerals)
- Add teleports to the previous jump
Thanks for all the suggestions and feedback :D


RNC1839

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#8: not familiar with sv_airaccelerate, but I'll look into it

That was a joke... Surfing requires a high air acceleration to stay on the ramps. Don't try to change it on a jump map, it won't end well.

#10: I'd love to make a jump where you'd have to sync 4-6 rockets with this method, however I still die from triples inside of a trigger_hurt. Is there any sort of trigger that overheals the player? I think I've seen something like that in jump_sitood

http://tf2rj.com/forum/index.php?topic=484.0


buhnanuh

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EDIT 9.2.14
jump_catch_b2 is ready with rearranged jumps based on relative difficulty and numbers on the jumps. The maps seems done to me but there may be a few problems to fix still.

Download b2 here: http://www.mediafire.com/download/ni41rdum61oasfs/jump_catch_b2.bsp

shoutout to sqtl for thinking I didn't make the map
- phish


buhnanuh

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b3 has been done for like a week but I've been too lazy to post it until now. Hopefully this is the final version but if anyone finds any problems let me know pls  ;D
b3 download: http://www.mediafire.com/download/enwbtbb6xuopt6a/jump_catch_b3.bsp

-phish


Dr. Heinz

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Make the glass so that you can shoot rocket through it and not that they eat them.


buhnanuh

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Make the glass so that you can shoot rocket through it and not that they eat them.
I know that's the usual for most maps, but there would be no use for it on this one. Also I didn't know how to use func_illusionary and tools/triggerhurt when I made most of the glass on this map lol


Dr. Heinz

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Make the glass so that you can shoot rocket through it and not that they eat them.
I know that's the usual for most maps, but there would be no use for it on this one. Also I didn't know how to use func_illusionary and tools/triggerhurt when I made most of the glass on this map lol
For jump 9 it's pretty handy though, if you can shoot through the glass.


buhnanuh

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For jump 9 it's pretty handy though, if you can shoot through the glass.
You're right, it would help make the telesync less of a hassle. I'll change that for jump_catch_final


buhnanuh

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Tweaked a few things after releasing b3, and I hope there's nothing I missed because tbh I'm tired of working on this map lol.  Spread your buttcheeks wide, ladies and gents, because jump_catch_final is here 8)
download: https://www.mediafire.com/?alcp41qjesye7zp
- phish


Dr. Heinz

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buhnanuh

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