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John

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ugh the name makes it already sound bad  8)
looks like a good map tho i'll have to try it out once it reaches tempus
tho there have been too many semi dev maps coming out recently... way to go obs you've ruined us all


Oatmeal

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The jumps are p cool. Fix the bad lighting and maybe adjust the spacing a bit on some jumps and it's a 10/10 map.

There is nodraw under the spawn platform btw.


Balls

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Thanks for the additional comments. A couple of people have commented about the spacing on a couple of jumps. Could you tell which jumps you meant and in what way you thought they were badly spaced?

Thanks Oatmeal. I forgot to texture the bottom of that platform before compile - the spawn room was something I planned to finish in a later version, but that simple fix slipped my mind.

I must say that I love the semi-dev style. Granted, there are a lot of nice looking fully textured maps - but I can't think of any one that I prefer to semi-dev maps. I was quite literally gobsmacked when I saw jump_apex.



RNC1839

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In the transition between jump 15 and 16 you made all the stairs 32 units tall and didn't put any sort of player clip over them so it's impossible to just walk up the stairs with out jumping.


Vexon

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ugh the name makes it already sound bad  8)

That hurt, John
5:01 PM - john | jump.tf: 👌


Balls

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In the transition between jump 15 and 16 you made all the stairs 32 units tall and didn't put any sort of player clip over them so it's impossible to just walk up the stairs with out jumping.

Thanks, that's fixed now in the WIP version.

I did a bit of play testing with someone who has never played the map. In terms of spacing, I observed:

#5 - is easier if you start slightly further back from the wall than is suggested by the design.
#11 - The skip before the first speedshot is a little awkward (Considering: widening both skip platform and first SS)
#16 - The skip platform is very high, it can be hard to get enough speed for the sync.
#17 - Can be easy to over-shoot some platforms or walls if you have jumped well

Also found in general that #14 (the speedpogo to walls) was a pretty hard jump, hard to work out if due to the dimensions or just because those kind of catches can be difficult.

Does this reflect what others were thinking, or do you disagree with some/all of that list. Any input you have about which jumps you felt were badly spaced would help a lot before I start adding final design elements.

Finally, I have an EU server up and running with 12 slots running my map, if you would prefer that. The IP: 85.236.100.48:27615


Dr. Keks

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Played through the map, nice work!! Here some thoughts on the jumps:
#8: Is really easy with a telesync
#9: If the double to triple is also an intended way, you should make it clear that the wall of the first platform is shootable. (Maybe put the first platform in a pit or something?)
#10: I gain too much height with the two skips, so i can't use the ramp effectively. Maybe make the ramp bigger/higher? Also if you jump on top of the geometry on the right side of the tele-reset-point there is a nodraw or something like that.
#13: I liked that jump alot. Although I thought that a double on that wall was intended.
#15: Why the long pogo at the end? I think everyone who has come so far can pogo good enough.
#16: I cheated with a double on the starting platform (not using the skip platform)


Balls

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Hi Dr. Keks, thanks for your excellent feedback. I'll be taking it all in to account as I make changes for a2, but I thought I'd respond to each of your thoughts so you can see where I'm at:

#8: I may put something in to prevent this, but it's inevitable in most cases that some jumps can be spawn-synced. I believe that doing it properly would be quicker (and probably syncing straight from the bounce even quicker), so I'm less worried.
#9: The intended way is a single to single, and as it's a showcase I should have presented it that way. I just got excited and wanted to show off a possible speedrun strat.
#10: Have you tried adjusting your rocket angle on the last skip platform? On some occasions I've even been able to utilize two rockets off the ramp, so not had quite the same problems as you have. However, making it bigger could be worthwhile anyway... and I'll fix the pesky nodraw!
#13: It was originally a double, that jump has been changed more than any other - I may consider a further change.
#15: Fair point, especially seeing as you've just come from 14! I will have a think about that :)
#16: Again, like with #8, I'm most concerned if the cheated method is both quicker and easier, which in this case I don't think it is.


Vexon

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Played through the map, nice work!! Here some thoughts on the jumps:
#8: Is really easy with a telesync
#9: If the double to triple is also an intended way, you should make it clear that the wall of the first platform is shootable. (Maybe put the first platform in a pit or something?)
#10: I gain too much height with the two skips, so i can't use the ramp effectively. Maybe make the ramp bigger/higher? Also if you jump on top of the geometry on the right side of the tele-reset-point there is a nodraw or something like that.
#13: I liked that jump alot. Although I thought that a double on that wall was intended.
#15: Why the long pogo at the end? I think everyone who has come so far can pogo good enough.
#16: I cheated with a double on the starting platform (not using the skip platform)

Speedrun strats tho  8) 8) 8)
5:01 PM - john | jump.tf: 👌


BQE

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Unless it is extremely easy + makes most of the jump's elements unnecessary, alternate methods should be encouraged.  A player shouldn't be awkwardly forced into completing a jump only one way.

IMO


Balls

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Unless it is extremely easy + makes most of the jump's elements unnecessary, alternate methods should be encouraged.  A player shouldn't be awkwardly forced into completing a jump only one way.

IMO

Well said - sums up my opinion on this very eloquently.

Still, I appreciate Dr. Keks pointing it out :)


Superchuck

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I also think #14 is a bit hard, you can make it easier by making the pogo platform a little higher towards the end. Or have the platform angled for the entire platform.

idk if this makes any sense :)
The Rat Master


HyperDan

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Please make this without dev textures because it's so amazing. Thank you balls. Haven't had the time to try it though since my keyboard is broken and I'm using iPad. Looks good.


Balls

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Please make this without dev textures because it's so amazing. Thank you balls. Haven't had the time to try it though since my keyboard is broken and I'm using iPad. Looks good.

I actually love the look of dev textures, so I have no intention of changing them! Thanks for the nice comment, though!


catfoosh

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