JUMP Jump_hello_b1 Beta 6

This a rocket jump map for beginners.

  1. LIKE A BOT

    LIKE A BOT L1: Registered

    Messages:
    14
    Positive Ratings:
    0
    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!
     
  2. Phil

    Phil L1: Registered

    Messages:
    11
    Positive Ratings:
    14
    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
     
  3. LIKE A BOT

    LIKE A BOT L1: Registered

    Messages:
    14
    Positive Ratings:
    0
  4. LIKE A BOT

    LIKE A BOT L1: Registered

    Messages:
    14
    Positive Ratings:
    0
    I packed the custom textures in with the map using Pakrat. The map should now be able to be played with out being blinded. (the map is still ugly)

    Read the rest of this update entry...
     
  5. sevin

    aa sevin

    Messages:
    954
    Positive Ratings:
    651
    Your textures are still not packed. Just use CompilePal, it's simply the best. And you need lighting. I know you think you're bad at it, but there's no time like the present to learn. Fullbright maps are difficult to play on.
     
  6. LIKE A BOT

    LIKE A BOT L1: Registered

    Messages:
    14
    Positive Ratings:
    0
    Alright looks like I uploaded the wrong file. Also, thanks for the feedback.
     
  7. LIKE A BOT

    LIKE A BOT L1: Registered

    Messages:
    14
    Positive Ratings:
    0
    I packed the custom textures in with the map using Pakrat. The map should now be able to be played with out being blinded. I'll add lighting in the next update.
    (I need to label my files better)

    Read the rest of this update entry...
     
  8. sevin

    aa sevin

    Messages:
    954
    Positive Ratings:
    651
    If you want to keep using Pakrat, go for it, but I promise you will find CompilePal much better. It will compile AND pack your map for you. Just check it out, I won't bother you anymore about it.
     
  9. LIKE A BOT

    LIKE A BOT L1: Registered

    Messages:
    14
    Positive Ratings:
    0
    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.
     
  10. sevin

    aa sevin

    Messages:
    954
    Positive Ratings:
    651
    Compile errors? Those aren't caused by the compiler, those are problems with your map that you need to address.
     
  11. The Letter Before A

    The Letter Before A Cool Idiot

    Messages:
    300
    Positive Ratings:
    118
    Please post screenshots
     
    • Agree Agree x 1
  12. LIKE A BOT

    LIKE A BOT L1: Registered

    Messages:
    14
    Positive Ratings:
    0
    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
     
  13. Three Million

    Three Million L5: Dapper Member

    Messages:
    201
    Positive Ratings:
    65
    Admin edit: Please refrain from quoting posts just to reiterate what was said. It's unnecessary. Use the agree rating on the post instead.
     
    Last edited by a moderator: Sep 17, 2016
  14. ClockworkPaladin

    ClockworkPaladin L1: Registered

    Messages:
    1
    Positive Ratings:
    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
     
  15. LIKE A BOT

    LIKE A BOT L1: Registered

    Messages:
    14
    Positive Ratings:
    0
    Last is a pogo into a pogo wallclimb. There are tutorials on youtube if you do not know how to do one.
     
  16. LIKE A BOT

    LIKE A BOT L1: Registered

    Messages:
    14
    Positive Ratings:
    0
    I finally
    got around to doing the lighting on the map so hopefully it will be playable now. The main feedback I'm looking for is opinions on lighting but other feedback is appreciated.

    Read the rest of this update entry...
     
  17. LIKE A BOT

    LIKE A BOT L1: Registered

    Messages:
    14
    Positive Ratings:
    0
    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...
     
  18. LIKE A BOT

    LIKE A BOT L1: Registered

    Messages:
    14
    Positive Ratings:
    0
    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...
     
  19. Umaroth-24

    Umaroth-24 L2: Junior Member

    Messages:
    62
    Positive Ratings:
    33
    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 :)
     

    Attached Files:

  20. Asd417

    aa Asd417 L1: Registered

    Messages:
    692
    Positive Ratings:
    481
    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.