Digital Paint Discussion Board
Development => Mapping => Beta / In-Progress Maps => Topic started by: Rockyar_96 on August 18, 2014, 04:03:29 PM
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Yes this is a jump map. I created some time ago and managed to bring it with some fixes to beta 2. The first beta was only published on OTB Forum.
This map is supposed to make fun and I think i improved my jumping skills a bit while doing it. The jumps aren't that easy, especially the last 4, and there will be more levels added, probably something funny and a revision of one of the first levels, just really hard.
Screenshots will be added soon. I'll see whether I forgot something important.
EDIT: OK my textures have to be placed as "rockyar" in pball/textures
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Well did a quick run through and made it through the whole map in about 45 seconds or so. I guess either add length to it or difficulty to it. I think the difficulty change from room to room is good. Just keep that going.
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Well I am not a that good jumper myself I actually tried to learn myself by making this map. 45 seconds is really short :P, is a goal of 2 mins playtime for you pros realistic?
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I think that what you have is a great start to a 2 minute map, and will take the majority of people far longer than that, and the even bigger majority won't finish it. The awkwardness is that it is far too easy for the "pros" to ever want to run times on it, but the current ending is probably too difficult for pub scrubs to do within the 20 minutes. It puts it in a weird place where it isn't really ideal for either group. My suggestion is to either lengthen it up and add a few harder rooms to the end, or make the last few rooms easier. Obviously I vote to add more and make them harder, but it's your choice. Adding more always leaves the possibility for both groups to play it and have fun with it. I wouldn't worry about the time it takes to finish it. Paintball is about the timing thing, just let people have fun with it.
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Ok cool. Thx for your feedback, I'll think about it :)
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The white texture is horrible
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Soo beta 3 is ready. Pretty much the whole map got harder and I added one room and lowered sunlightning. Gotta work on some new levels and the textures. Also I figured out that the beginning should be a bit more roomy for jump servers...
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If someone could just jump through and give me some feedbacks on the jumps, it would make things a lot easier for me.
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ill test it then i can give u feedback
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I ran through b3, and it seems like its a fairly friendly map to play in pubs with the difficulty progression that it has going.
I found a few shortcuts throughout, nothing that breaks the map, just little 2-3second cuts here and there. I'll point them out if you want to block them, but I think they should stay, makes it more fun.
I can upload this to the quake2 test server and have some other people there test it out and probably get a decent speedrun demo out of apkis/nook/kropp/lof for you if you want.
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Thank you, yeah that would be nice. I only blocked shortcuts I can do myself, so I assume you need some more practice to do them, so I'm fine with it :) Beta 4 is on the way, but the new rooms need some time.
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:-X
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Remove the white / blue boxes please.
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Remove the white / blue boxes please.
Are you talking about the textures? At least the white texture will be reworked/removed.
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Remove the white / blue boxes please.
Use your own textures for sure, but they could stand do be toned down a bit in the brightness. Also, didn't feel like doing a full run, but here's the map breaking sc's if you want to fix them.
http://youtu.be/oCUBm1U2hJ8
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Thank you, I'll have a look at it whether it needs fixing or not :) (the third one certainly will, looks a bit too convenient)
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I removed the sun lightning in the 4 blue rooms and now it looks like this. I hope you agree when I say it's no longer overbrightened.
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That room looks much better now :)
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Beta 4 is ready. I added 4 rooms and tweaked some jumps. Also the lightning in the "gridded rooms" was changed.
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1st pic "So dark!" 3rd pic, "So bright!" You should try to get more comfortable lighting levels in all the rooms. The room with the pillars that you have to jump up a stack of boxes to get back to the start is way too dark, for example. It's very difficult to see the boxes you're trying to jump on.
The rooms with the jumps that were > 32 units (I think they had blue bricks and long, metal beams to jump on) felt very inconsistent. I even tried using a dj script to see if it was just my timing, but even with the script, I was getting inconsistent heights. Sometimes I'd make the jump no problem, and sometimes I'd fall short. Makes me feel like a complete newbie, but is there some technique to making these jumps consistent?
The grid rooms felt kind of same-y and claustrophobic. Might be nice to change up the scenery a bit, but not a huge deal. Also, the one with the vertical wall blocking the platform from the exit (2nd to last?) was probably the most frustrating thing I've seen this year. I hate the types of jumps where you edge out as far as physically possible and jump around things, especially when failing means you have to go through the entire room again.
On the first (I think) extra stage, there's a very narrow ledge jump that's < 32 units tall. Are you testing this without scripts or macros? I can't seem to physically hit my jump key fast enough to get that one most of the time, but it's super easy with a dj script. You might want to rethink that one.
I'm not a fan of the gigantic ~7ft/2m wide CTP brick/block textures used in a lot of the stages.
Also, why is the filename dustyjump and the title Controversial Jump?
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1st pic "So dark!" 3rd pic, "So bright!" You should try to get more comfortable lighting levels in all the rooms. The room with the pillars that you have to jump up a stack of boxes to get back to the start is way too dark, for example. It's very difficult to see the boxes you're trying to jump on.
The rooms with the jumps that were > 32 units (I think they had blue bricks and long, metal beams to jump on) felt very inconsistent. I even tried using a dj script to see if it was just my timing, but even with the script, I was getting inconsistent heights. Sometimes I'd make the jump no problem, and sometimes I'd fall short. Makes me feel like a complete newbie, but is there some technique to making these jumps consistent?
The grid rooms felt kind of same-y and claustrophobic. Might be nice to change up the scenery a bit, but not a huge deal. Also, the one with the vertical wall blocking the platform from the exit (2nd to last?) was probably the most frustrating thing I've seen this year. I hate the types of jumps where you edge out as far as physically possible and jump around things, especially when failing means you have to go through the entire room again.
On the first (I think) extra stage, there's a very narrow ledge jump that's < 32 units tall. Are you testing this without scripts or macros? I can't seem to physically hit my jump key fast enough to get that one most of the time, but it's super easy with a dj script. You might want to rethink that one.
I'm not a fan of the gigantic ~7ft/2m wide CTP brick/block textures used in a lot of the stages.
Also, why is the filename dustyjump and the title Controversial Jump?
I set the sunlightning a bit down and added some texture lightning in dark areas.
I think I know what jump you're talking about. I kind of got used to it, it's just a bit different. I'd advice you to jump a bit earlier that usual. I like this jump because it makes the player wonder what's wrong with it :) and getting them out of their comfort zone.
The scenery actually is set to be like this, I hope it doesn't bother you too much. I moved the 3rd gridded room to the extra rooms (swapped it with the relativly easy gridded extra room).
You're right that's the first one. I'll make it a bit easier.
I swapped it with the smaller version of the texture (looks the same but has smaller bricks).
Ahm, actually that's because I had started with 2 maps. One witht the costum textures and the second one in the dusty theme. But I wanted to get at least one map finished at some point of time so I merged them, the title stayed with dustyjump and the title changed to controversial jump because of the opposing themes. But whatever if it bothers you I can fix that ^^
*EDIT:
the smaller bricks look too blocky, I'll have to revise it to the old state.
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The jump jitspoe mentioned, the narrow ledge one seemed pretty consistent to me. 27 or 22 fps, and its 100% success rate. I guess my one complaint with the map, similar to what jitpose said is the inconsistency. It hops around from harder to easier, dark and light, color changes, etc. Almost feels like each room was made by a different person.
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Well about the inconsistency I can't do much anymore ^^, I'll try next time, assuming I'll make another jump map.
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The jump jitspoe mentioned, the narrow ledge one seemed pretty consistent to me.
The extra stage one? What key do you jump with, and do you have a double jump alias?
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The extra stage one? What key do you jump with, and do you have a double jump alias?
It's just a standing double jump. You'll fail it a lot if you do a normal dj. Walk into the block, look straight forward, 27fps, double tap jump quickly. I use right click for jump, and no alias for me.
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OK, as I have quite some free time now, I would love to make a final out of this. I'm currently tweaking the lightning a bit, because I have a different monitor now and suddenly understand your problems quite a bit more :) Are there any complaints left regarding difficulty, length and such more?