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As for the attitude of the creator(which im not defending), I dont really care about it because it doesnt even effect how the map is. Everything that needed to be censored is still censored thanks to semi and doesn't seem to be an issue. If we took into account the personalities and how you or us feel about every map dev, i feel like there would be alot less maps in rotation. All in all, i think this map is cool, fun, creative, and should be added.
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Overall I think the quality/creativity of a JB map's minigames tends to be the biggest contributor to how much the map is played, and interwebz currently beats a vast majority of maps we have in rotation. For this alone I think it should be a no brainer to add this map.
 
Does anyone know if the recent version of this map nerfs the breakables in cells? Apparently the first version (at least) had breakables into armory in ALL the cells, and BLUs apparently don't even spawn in armory. That just sounds like a massive recipe for disaster BEGGING for failrounds to happen.
 
Does anyone know if the recent version of this map nerfs the breakables in cells? Apparently the first version (at least) had breakables into armory in ALL the cells, and BLUs apparently don't even spawn in armory. That just sounds like a massive recipe for disaster BEGGING for failrounds to happen.
Previously, the area where the reds had to stairway up was blocked off for a long timer to prevent blues camping the tele, the timers been very reduced since then and you can easily kill the reds before they get to armory now
 
Voting yes because i think it has grown on me a little.
The minigames are hard and i think thats a good change in comparison with other maps that have free minigames (supermario, mlcastle)
I think that the actions of the author do not detract from their map that they made
 
After watching the playtest, I don't think this map is a good fit for rotation. The visuals while yes, are intentional in design, are quite jarring to observe, sensory overload. There's so many pictures and random stuff going on its hard to even look at the map for more than a few minutes. I also noticed that the cars are a bit janky and detrimental. I observed when all reds got into the school bus it killed one and got like 3-4 other reds stuck causing them to be respawned during the playtest. The layout is odd, some minigame do look rather good and fun to play on but judging from the average JB player ability some are nigh impossible to complete. I also can't in good faith play on something after the map creator blatantly made fun of his intended audience for not liking slurs. You don't just come out with something and when the player base complains, double down and make fun of them for something that they have an issue with whether it goes against their servers' rules or personal beliefs. My vote will remain as no for the time being, I do think the map has a chance for success but at the current juncture I believe it's just not going to work.
devil's advocate, were also playing with 300 ping on a less-than-ideal dedicated server. Ping related issues were so bad that the play test actually had to be postponed for the time being because no matter what map the playtest server was on, we consistently had 200-300 ping.
 
Does anyone know if the recent version of this map nerfs the breakables in cells? Apparently the first version (at least) had breakables into armory in ALL the cells, and BLUs apparently don't even spawn in armory. That just sounds like a massive recipe for disaster BEGGING for failrounds to happen.
See the updates changelog on gamebanana. Breakables are now 4000 hp (up from 2500) and the pit is twice as deep. It will be quite hard for reds to succeed in the secret unless blues are utterly incompetent, in which case they likely would have been swarmed to death anyways.
To put those numbers into perspective, at 4000 hp it will take 3 reds, all using max melee dps weapons (so not scout or spy), all attacking it together, about 11 seconds to break. A single red will take 33 seconds to break it alone. This is assuming all reds are cooperating and attacking together and not stepping on each others shoes.
The pit itself takes anywhere from ~12-25 seconds to climb out of based on player skill, with the door opening 3 seconds after anyone attempts to climb out. If you don't ignore the problem entirely it should be quite easy to deal with anyone who tries it. Of course, if you just leave reds in cells the problem becomes bigger so consider getting them out of cells sooner rather than later. My guess is that people will use it less the more they realize how hopeless it is to try it. Map playstyles evolve over time and it's useful to account for what the server culture will be for a map after a year once people are used to it.
 
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Changing to a yes - its nice that the map creator is here and fixed some issues so quickly.
All I can really ask for is more minigames, some standard ones like crush game, speedrun, steady pace etc would be good
 
Changing to a yes - its nice that the map creator is here and fixed some issues so quickly.
All I can really ask for is more minigames, some standard ones like crush game, speedrun, steady pace etc would be good
Out of scope of this map, the layout is already set it stone so to speak.

I find that most maps end up being too big and have games that end up not being played. No point in wasting effort to make 30 games if people only play 5 of them - it's better to focus on making a few, very good games than a bunch of mediocre ones. This map is comparable in size and minigame count to hopjb, which has ~16 minigames if memory serves, with only half of them realistically being played.
Besides, who actually LIKES playing crush game?
Map size is essentially the same argument, no point in making a huge map that goes mostly unexplored when a tighter and more condense map benefits everyone.
 
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Out of scope of this map, the layout is already set it stone so to speak.

I find that most maps end up being too big and have games that end up not being played. No point in wasting effort to make 30 games if people only play 5 of them - it's better to focus on making a few, very good games than a bunch of mediocre ones. This map is comparable in size and minigame count to hopjb, which has ~16 minigames if memory serves, with only half of them realistically being played.
Besides, who actually LIKES playing crush game?
Map size is essentially the same argument, no point in making a huge map that goes mostly unexplored when a tighter and more condense map benefits everyone.

hopjb has 20 minigames, I see all of them played pretty frequently outside of battle boats, prop dodge, and bowling - all of which still provide use outside of just being a minigame to play.
I don't see PvP minigames played very often nor are they very liked in general from what I've seen, so shark tank and uber wars probably won't be popular although to give credit they are more unique than just an arena pit atleast.
My main issue is that minigames also serve as cover/extra hiding or escape routes usually for rebelling which is an aspect I feel is neglected as a tf2 map, as everything is all tucked away into the walls contrary to something like cargo (which I believe you also made), where some minigames e.g. climb, comb, the diving game are very useful for rebelling.

I'm only speaking a lot about rebelling because it's my favourite part of jailbreak and is what makes a map fun if there's more to it besides only playing minigames.
Regardless, I'm fine with the map in its current state.
 
So honestly I didn't know what to first think of this map. Admittedly a lot of this stuff I am familiar with and I'd be lying if disco wasn't charming af. Though the themeing is something that I fear will be overran by players. The layout isn't something I care about too much truthfully.

However I'd be lying if I said I did not like this map. This map has a charm I admire about it, slurs aside. The minigames are some of my favorite. Ice obby is done right, regular obby is a median between ice and extreme which is vastly interesting. Tick tock climb is my favorite climb. The only thing I request is that the music be changed to mario kart ds tick tock clock. Uber wars is great. The addition of the +use karts with such control is clever and the vehicles are fantastic. Still a massive fan of spinner.

Don't get me started on the CS ladders and the homage to old hop jb. This map truthfully does a lot right that I want to see it added to the rotation. It's such a fun map that I'd rather take than most of the overplayed maps we have in rotation currently. There's so much fresh ideas and concepts executed well that I think they vastly overpower the negatives the map has.

I would love to see this map added
 
This map looks ass in the most fun way possible
 
Alright so I initially voted no due to being afraid that it ain't so "usability friendly".
After playtesting it myself my above statement was incorrect. In fact the layout makes this map work very well.

Short summary of what I like about the map:
  • The wide array of unique minigames (like Extreme Obby, Tik Tok Climb and Space Course) and familiar ones (normal obby, memory squares, hole in the wall, etc.)
  • Some cool off side elements (you can drive cars, fly a plane over cell area, etc.).
  • The vents in the cells are not easily breakable, so if the warden is quick with it's orders rebellers can't escape.
    With the stats from my powerjack:
    • It takes 26 hits to open the vents to the same secret to armoury
    • Only 1 cell has 52 hits. I won't reveal that cell.
  • And it's secrets are fun (I won't share them, as I litteraly got surprised with some of those secrets myself. Still gotta figure out how to finish some of them though).
The only thing I dislike is that blue's don't directly spawn in armoury but in the area of Extreme obby, but that's my only complaint.
All things considered, 100% voting yes
 
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Visuals aren't amazing but this is a really good compelling set of minigames.

Rebelling is kinda eh. But it's not egregious either.

Gonna go ahead and vote yes here.
 
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I really liked the map even though I only got to play for 30ish minutes. The minigame slection was amazing and the music was very good.
 
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