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jump_glassydev_final

wickEd_

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rip rc3. Final version is here!



Things to be noted:

- Map cannot be done as Soldier
- Drop pogo's from high ground needs 2 perfect sticky's in most of the jumps
- Level's number appear on the top left of the screen when crossing an exit from the connectors except for level 1 & 2
- [Level 16] Can be done using 2 stickies from the start with 1 extended sticky
- [Level 17] The third platform in can be skipped to go down the hole while using the wall to slow down so you can have time to shoot the buttons.
- [Level 17] You can get stopped somehow in the glass tunnel when hitting the red line even if its on the same grid with the normal glass in hammer (valve's problem).

Class: Demoman
Levels: 19 + 2 Bonuses
Difficulty: Expert

CURRENT VERSION (jump_glassydev_final): www.mediafire.com/download/haid80f2qjk5vb2/
Previous Map version (jump_glassydev_rc3): http://www.mediafire.com/download/hd3ke05ip93v3cx

Screenshots:
Spoiler (click to show/hide)
« Last Edit: September 15, 2015, 06:25:46 AM by .wickEd_ »


Dr. Heinz

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need triggerhurt, I killed myself with a double into a prefire sticky.

on jump 11 you can stand on the white part after inverted gravity

sick bonus I guess, lets go lamba and skelly
« Last Edit: September 03, 2014, 02:37:30 PM by Dr. Heinz »


wickEd_

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map updated to a newer version (probably final)


wickEd_

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MAIN POST UPDATED

It's been almost a year..

Anyway, a new version is out. Lots of things changed/added/removed.

I need some people to test this map for any bugs such as standing on invisible edges. Then, the final version will be out after making sure everything is ok.


Melon

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i like the redesign and i will update this post with suggestions
so far:
level 3: if you plan to keep the space in the rectangular hole pogo-able, then its fine but if not the hole is far too wide
level 9: the second platform of the two is really really high, dont know if you wanted to be that difficult
level 11: same as 9, the platforms are really high and close to the ceiling which doesnt allow much overhead for doubles to the next platform
level 13: if youre going for a downpogo a circle is not the shape to use, wallbugs are horrible
level 14: i really like the way you redesigned this
level 17: i think this one is awesome, but you might want to add the white strips at the end of each tunnel and not just the beginning of the next so we can see where to jump
level 18: nice job with the more difficult vert
level 19: the airpogo at the beginning is a bit out of place for the map, while it is short it seems like it would really slow down the flow of the map
bonuses: textures on b1 burn my eyes a bit but thats up to you
overall i didnt find any bugs like standing on ledges or anything



wickEd_

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i like the redesign and i will update this post with suggestions
so far:
level 3: if you plan to keep the space in the rectangular hole pogo-able, then its fine but if not the hole is far too wide
level 9: the second platform of the two is really really high, dont know if you wanted to be that difficult
level 11: same as 9, the platforms are really high and close to the ceiling which doesnt allow much overhead for doubles to the next platform
level 13: if youre going for a downpogo a circle is not the shape to use, wallbugs are horrible
level 14: i really like the way you redesigned this
level 17: i think this one is awesome, but you might want to add the white strips at the end of each tunnel and not just the beginning of the next so we can see where to jump
level 18: nice job with the more difficult vert
level 19: the airpogo at the beginning is a bit out of place for the map, while it is short it seems like it would really slow down the flow of the map
bonuses: textures on b1 burn my eyes a bit but thats up to you
overall i didnt find any bugs like standing on ledges or anything

Thanks a lot, I'm working on them atm.

EDIT: i also noticed the other CP is locked + 2nd bonus CP is dead. hammer2good
« Last Edit: August 29, 2015, 03:45:06 PM by .wickEd_ »


879m

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level 11 can be double prefired and skipped completely
level 12 is just a bad jump but nothing wrong with how its made
level 13 you can just wallbug down and double
level 14 is way too hard for where it is, getting into the hole is really annoying because you have to double on the top of the hole
level 16 is way too easy for where it is, only 2 doubles compared to 15 which is good airdouble to more doubles
level 17 is cool but its hard to tell what to do at the end without noclipping
no one is going to do the bonuses except like 3 people offline
all the connectors with downslopes should let you slide down, the ones after 18 are annoying and only the last one lets you


wickEd_

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Map is finalized. See the showcase to know how its done

MAIN POST UPDATED


Vexon

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this map looks like it'd be hell. 11 minutes flawless and the jumps are insane.
5:01 PM - john | jump.tf: 👌