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JUMP Jump_hello_b1 Beta 6

LIKE A BOT

L1: Registered
Sep 15, 2016
26
1
Jump_hello_b1 - This a rocket jump map for beginners.

This is my first map so don't expect much. The map uses full bright bcause I'm bad with lighting. The map is tier 1-2 for soldier and tier 1 for demoman. The map quite short at only 9 jumps. If you have any issues or comments feel free to tell me.
Have fun!
 

Phil

L1: Registered
Oct 11, 2015
11
8
Just a couple things:
  • People like to see what they're downloading, post some screenshots
  • People don't like playing full bright maps and it can cause problems when in a server rotation. If you don't want to do any lighting, just replace the roofs with a skybox, plop down a light_environment and copy one of these.
  • Giant walls of dev textures look much better than giant walls of brick, sand, etc. textures
  • You should probably name this map _a1 instead of _b1, it's much closer to an alpha than a beta
  • You have some custom textures that aren't packed correctly so parts of your map look like this
  • The jumps and gameplay are decent, work on your presentation a bit so people will want to play your map
 

LIKE A BOT

L1: Registered
Sep 15, 2016
26
1
I did check it out. I tried compiling and gave me a few errors so I think it's still a bit new, but I will keep my eye out for updates in the future.
 

seth

aa
May 31, 2013
1,019
851
I did check it out. I tried compiling and gave me a few errors so I think it's still a bit new, but I will keep my eye out for updates in the future.

Compile errors? Those aren't caused by the compiler, those are problems with your map that you need to address.
 

The Letter Before A

Cool Idiot
Jul 15, 2016
292
196
Please post screenshots
 

LIKE A BOT

L1: Registered
Sep 15, 2016
26
1
Alright I figured out the errors. It wasn't the map or the program, I had the config in fast and that caused errors when I was trying to pack it. So thanks for the suggestion
 

ClockworkPaladin

L1: Registered
Sep 20, 2016
1
0
Hey. I played your map and had a few questions. I'm new to rocket jumping despite my many hours of play and as such I am not very good at it. Would it be at all possible for you to explain to me how you do the last jump? The vast open space part I mean? All I could think was to pogo into a wall climb, but after about 2.5 hours trying I decided to quit. Please help, thanks
 

LIKE A BOT

L1: Registered
Sep 15, 2016
26
1
Hey. I played your map and had a few questions. I'm new to rocket jumping despite my many hours of play and as such I am not very good at it. Would it be at all possible for you to explain to me how you do the last jump? The vast open space part I mean? All I could think was to pogo into a wall climb, but after about 2.5 hours trying I decided to quit. Please help, thanks
Last is a pogo into a pogo wallclimb. There are tutorials on youtube if you do not know how to do one.
 

LIKE A BOT

L1: Registered
Sep 15, 2016
26
1
I have made the map a bit brighter and changed the light color from yellow to white because the yellow was to dark and frankly looked ugly with the textures I was using. This will be the last lighting update unless the map is deemed to dark for whatever reason.

Read the rest of this update entry...
 

LIKE A BOT

L1: Registered
Sep 15, 2016
26
1
I have made the map a bit brighter and changed the light color from yellow to white because the yellow was to dark and frankly looked ugly with the textures I was using. This will be the last lighting update unless the map is deemed to dark for whatever reason.

Read the rest of this update entry...
 

Umaroth-24

L2: Junior Member
Jan 1, 2016
63
18
I had some stuff to talk about the b5 version of your map;).

First, the lightning now is much, much better than the previous version I’ve played. All jumps are easy to see but some spots, in the outside areas, are a bit dark.
jump_hello_b50000.jpg
The house, the cap and the table at jump 9 are floating.
jump_hello_b50001.jpg
jump 8 was still a bit dark in my opinion. And this unjumpable wall could maybe get another texture, cus right now every brush with this texture was jumpable excpet for this one.

jump_hello_b50003.jpg
You can get up here at jump 7. It isnt really a big jump exploit gamebreaking thing, but i feel like it would be better if it would be raised up to the wall. Furthermore i dont really know what jump 7 should be, i guess its a speedshot but you can just jump it as well.

jump_hello_b50004.jpg
At jump 6/5 the walls arent connected to the ground (so they're floating). The props on the ground look weird to me as well, like a truck standing on its nose and a cart on one of its pipes, kinda weird.
jump_hello_b50005.jpg
I actually couldnt see this texture while playing but while in spectator i saw it, sooo: use some nodraw :) heres a good explanation http://www.optimization.interlopers.net/index.php?chapter=nodraw and this vid
View: https://www.youtube.com/watch?v=mIy0Usc8zXU&t=622s
which explains nodraw at the end but i can recommend watching the rest as well :D

jump_hello_b50006.jpg
Here, the part just after the long wallclimb, you have some brushes not connecting to eachother. Ive seen it somewhere else on the map as well but couldnt find it.

jump_hello_b50007.jpg
This area, right after the long wallclimb, is really dark. But because it isnt really in the gameplay space, you could better just make it a wall imo.
As last, all jumps are well doable! (and i really like to ramp from jump2 to 3 to surf on xD)
i hope this will help a bit :)
 

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Asd417

Sample Text
aa
Mar 20, 2016
1,451
1,031
20170102164340_1.jpg

I quite liked it! The jumps were just enough challenging for a 73 hour noob soldier to go through (although I skipped jump 7 and jump 9 after 10 mins of failure. sync jumps are not my best)
I had to play with fullbright on because I couldn't see anything.
Also, some corridors are unnecessarily long. Like the big ass ramp just before the wall jump.