Forums

Pages: [1]
Author Topic: Jump_fox  (Read 409 times)
Offline  FastFox
Maggot
*

Posts: 3
Hey guys, i just did my first jump map, so posting here for some feedback

you can see everything about the map here : http://tf2.gamebanana.com/maps/177187

If i'm breaking the rules by putting this link just tell me i'll upload screenshots and all (it's my first post here  ::) )

(I consider this map as finished and am currently working on a new map called jump_night, any advice will be useful to me for my next maps)
   
Offline  Torii
Soldier
***

Posts: 108
Whirlwind "Torii Hurricane"
1. Please put a trigger_hurt brush surrounding your map so we don't die after syncs, fall damage, etc
2. No cap point for either courses :(

Easy course jumps are reaaaally easy and there're no jump numbers in both courses

As for hard course,
- I like jump1
- jump2, I assume it's a skip to sync? I did it by skipping and crouch-syncing at the bottom. I'd also assume that being able to shoot the ending plat is unintended.
- jump8 the wall sticks outs slightly and you can clip on it, also the distance is rather short (did a water sync)
- jump9, the double is a kinda redundant

detailwise, I dunno I guess oddly-shaped, non-toolsblack teleport doors just seem weird to me. Can't say much 'bout the textures cuz I've been using a lot of dev myself :x.

tut on placing a trigger_hurt
http://forums.tf2jump.com/index.php/topic,499.0.html

tut on placing cps
http://forums.tf2jump.com/index.php/topic,505.0.html


---------------------------
   
Offline  FastFox
Maggot
*

Posts: 3
1. Please put a trigger_hurt brush surrounding your map so we don't die after syncs, fall damage, etc
2. No cap point for either courses :(

Easy course jumps are reaaaally easy and there're no jump numbers in both courses

As for hard course,
- I like jump1
- jump2, I assume it's a skip to sync? I did it by skipping and crouch-syncing at the bottom. I'd also assume that being able to shoot the ending plat is unintended.
- jump8 the wall sticks outs slightly and you can clip on it, also the distance is rather short (did a water sync)
- jump9, the double is a kinda redundant

detailwise, I dunno I guess oddly-shaped, non-toolsblack teleport doors just seem weird to me. Can't say much 'bout the textures cuz I've been using a lot of dev myself :x.

tut on placing a trigger_hurt
http://forums.tf2jump.com/index.php/topic,499.0.html

tut on placing cps
http://forums.tf2jump.com/index.php/topic,505.0.html


thanks a lot for your advices, i'll try to make a v2 with cps and fixing some jumps asap :)
   
Offline  Tx_
Maggot
*

Posts: 13
asdf
really nice map for your first i really enjoy it


---------------------------
   
Online  The BQE
Soldier
***

Posts: 135
I assume this is unintended, but you can stand on this tiny overhang where the fail teleport layer doesn't reach.

   
Fly
**

Posts: 56
Hi
The map is very square. It could use some better textures at some points, and obviously the 1st course is dev... Doors are very weirdly shaped and idk why you made them dev as well.
   
Offline  FastFox
Maggot
*

Posts: 3
I assume this is unintended, but you can stand on this tiny overhang where the fail teleport layer doesn't reach.




i already know about this, but it happened so rarely that i just left it there and kept doing the map, i'm adding it to my to-do list for v2

Quote
The map is very square. It could use some better textures at some points, and obviously the 1st course is dev... Doors are very weirdly shaped and idk why you made them dev as well.


I know the map is pretty square, but that's because it's my first map, and i have little time for map making so making open environments would take too much time for me. I'll probably change doors to something more acceptable. I'll keep dev textures for the beginner jumps because i think it's easier for beginners to have a simple colour code, and some great maps have dev textures, i don't think that's bothering many people.
   
0 Members and 1 Guest are viewing this topic.
Pages: [1]
« previous next »


spirit Powered by SMF 2.0 RC5 | SMF © 2006–2011, Simple Machines LLC