CS Jailbreak What do you think about jb_donjon so far?

SneakyTurtle

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Greetings fellow jailbreak enjoyers!
I hope you have already had a chance to check out my map, jb_donjon. I've held off before making this post until a lot of you guys have had a chance to experience the map's shortcomings as well as the strong points. I am open to any suggestions and feedback from you to make the map even better. If you haven't had a chance to play it yet, I encourage you to give it a try and let me know your thoughts. You are welcome to reply here or message me on steam or discord, both can be found in my forum signature.
Your input is invaluable and greatly appreciated.

Here are some known issues which I intend to fix as soon as possible :
  • General optimization
  • FPS drops when standing in the window of the armory
  • Bloom screwing up the colors (will make it color-blind friendly)
  • 3D skybox missing
Constructive criticism is most welcome!
Thank you for your time! 🐢
 
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I honestly love the map and I'm not sure if its your first map but if it is, amazing job!

My only main input at this point would be to maybe add a second cell gate, one facing westerly, on the same wall as the chimney TP. Maybe one that operates completely separately of the southern gate. Out of all the times I have played a warden has yet to make it towards the kz/extreme climb pit (maybe once?), as that area seems a bit cornered and congested. A second exit will give wardens two choices of how to exit the cell area, and it will create variety of the games played. It seems though the main route out of cells is generally just going straight to health then either playing jump rope or dodge course into deathcrate/wall climb.

Also since the stone wall that divides the map only has one gate it is creating natural choke dead center in the middle, and while the east to west teleport solves some of this it still leaves some of the map games cornered / hard to reach (ie. sliderace / deathrun / maze). Maybe if a few man holes were to be added on the southern and northern parts of the stone wall it would help the map feel more traversable:
donejon.png


I don't mean to be reworking your map, its such a great unique map with great vibes and huge potential, and its fun! Just don't want such an awesome map to be suffering from the vip/minecraft beta syndrome (same warden routes round after round). The biggest thing in my mind is to add accessibility to those 4 games (slide, deathrun, maze, kz) that haven't been played much (or at all).

Well, theres my 2p, and again, great job!
 
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It’s one of my favorite map!
The map design is very great and unique.
The games are also very good in general (maybe one or 2 more unique games would be perfect). There is a plenty ways to rebel and hidden weapons and good spots for the CT’s.
I don’t know about any secrets though but this map is definitely a top tier JB map in my opinion!

Gg Wp sneaky beaky
 
I honestly love the map and I'm not sure if its your first map but if it is, amazing job!

My only main input at this point would be to maybe add a second cell gate, one facing westerly, on the same wall as the chimney TP. Maybe one that operates completely separately of the southern gate. Out of all the times I have played a warden has yet to make it towards the kz/extreme climb pit (maybe once?), as that area seems a bit cornered and congested. A second exit will give wardens two choices of how to exit the cell area, and it will create variety of the games played. It seems though the main route out of cells is generally just going straight to health then either playing jump rope or dodge course into deathcrate/wall climb.

Also since the stone wall that divides the map only has one gate it is creating natural choke dead center in the middle, and while the east to west teleport solves some of this it still leaves some of the map games cornered / hard to reach (ie. sliderace / deathrun / maze). Maybe if a few man holes were to be added on the southern and northern parts of the stone wall it would help the map feel more traversable:View attachment 15837

I don't mean to be reworking your map, its such a great unique map with great vibes and huge potential, and its fun! Just don't want such an awesome map to be suffering from the vip/minecraft beta syndrome (same warden routes round after round). The biggest thing in my mind is to add accessibility to those 4 games (slide, deathrun, maze, kz) that haven't been played much (or at all).

Well, theres my 2p, and again, great job!
Thanks for the kind words and for taking the time and writing this.
Glad you are enjoying the map.
I knew there were gonna be some problems getting to certain games but didn't think some wouldn't even be played. Wall climb and jump rope are kind of filler games and I didn't expect people to play them so frequently but I guess those games flow pretty well without a high risk of Ts rebelling. I thought about adding a teleport next to the middle gate to an extension of death run but it seems out of place.

I like the idea of creating more passages in the middle wall, opens the map up a lot and prevents you from having to walk back and forth. Honestly, I'm pretty sold on that idea now, when I had someone give me the sort of on-field report since I haven't been able to play it at all since it was added to the main pool.
 
It’s one of my favorite map!
The map design is very great and unique.
The games are also very good in general (maybe one or 2 more unique games would be perfect). There is a plenty ways to rebel and hidden weapons and good spots for the CT’s.
I don’t know about any secrets though but this map is definitely a top tier JB map in my opinion!

Gg Wp sneaky beaky
Thanks Mr Nekkk much appreciated
 
Climb simulator with too many rebel options. Half arent known yet so CTs have no idea how to guard them. Heavy armor is a disadvantage to pick up and T's can trap you in the main cellblock if you spawn in the building getting you both killed, too many nades in cells. The water should be more see through similar to quad otherwise it feels like camping a secret. The only fun games are far away and dont get played. Half the map feels unaccessable unless you have a solid 6+ CT's that actually know the map that can watch secrets, pursue properly, and hold hallways/walkways/ladders normally. Just played 10 rounds in a row where it was only climb and we never finished a single game due to rebellers making up over half the T's
EDIT: I respect that you made a map thought it is a tough thing to do. I feel like I added alot more than your friends above you aswell.
 
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I love donjon but it does feel like it's a bit hard for CT's with some areas feeling confined or hard to navigate without a guaranteed rebel. This problem leads to the same 2 or 3 paths every round but sometimes it gets spiced up without a round ender. Adding CT or T specific paths could possibly help but may be hard to implement. Adding gates or checkpoints to round up T's could be a fix to this as well. Once again i LOVE this map and it's in my top 3 for sure, even if it is very underplayed.
 
Climb simulator with too many rebel options. Half arent known yet so CTs have no idea how to guard them. Heavy armor is a disadvantage to pick up and T's can trap you in the main cellblock if you spawn in the building getting you both killed, too many nades in cells. The water should be more see through similar to quad otherwise it feels like camping a secret. The only fun games are far away and dont get played. Half the map feels unaccessable unless you have a solid 6+ CT's that actually know the map that can watch secrets, pursue properly, and hold hallways/walkways/ladders normally. Just played 10 rounds in a row where it was only climb and we never finished a single game due to rebellers making up over half the T's
EDIT: I respect that you made a map thought it is a tough thing to do. I feel like I added alot more than your friends above you aswell.
Thanks for the reply, appreciate it.
Heavy is supposed to be a double-edged sword. I will probably add a sort of "metal detector" similar to the one on clouds so you can have it stripped though, as it seems to be too much of a hassle if you pick it up for the armor it provides.
I'm not sure what you mean by trapping you in the building. Is there a CT spawn where it shouldn't be or something? Maybe you are referring to the bottom armory, but it has two exits, one via a ladder hatch and the other through a door.
I honestly forgot how many nodes there are in cells, , thanks for bringing it up.
The water is clear or murky depending on your graphics settings. Meaning high = clear, low = murky.
I'm looking for ways to enable the map to be more traversable without Ts running off, will add the new entrances slain wrote about above, and maybe even shuffle the game's locations a bit.

All that being said, no matter how much I fix the map up there will always be one big problem that all maps suffer from - Bad players. I can and will try to steer people away from playing the same games over and over again but I think we can agree that bad CTs who can't hold an angle isn't a problem I can really fix, it will solve itself mostly the longer the map is played and people learn it.
Maps play very differently once 90% of players know them compared to maybe 30-40%.

Thanks for taking the time to write this, I will try to fix everything that I can.
 
I love donjon but it does feel like it's a bit hard for CT's with some areas feeling confined or hard to navigate without a guaranteed rebel. This problem leads to the same 2 or 3 paths every round but sometimes it gets spiced up without a round ender. Adding CT or T specific paths could possibly help but may be hard to implement. Adding gates or checkpoints to round up T's could be a fix to this as well. Once again i LOVE this map and it's in my top 3 for sure, even if it is very underplayed.
The middle wall used to be only accessible by Ts, but that seemed unfair when testing, so I added access for CTs as well, I'm not sure what I can add or take away that will serve the purpose of CT-only paths, I'll think about that, thanks. I've gotten the most complaints about repetitiveness and hard-to-reach games, I'll try and change that as best I can as I said above.
Thanks for the reply.
 
The fact that this is your first map is insane. The quality of the map is great and the reception to it has been phenomenal. For Jailbreak players like myself, we can easily tell when a Jailbreak map is made by someone who actually plays and enjoys Jailbreak (Rare Breed!). From the map layout, to the games, and the design, it seriously has been a blessing to have on our map pool.

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A couple suggestions I have that I think will make the map even better:

• +1 to Slain's suggestion. I think adding an entrance in the stone wall connecting wall climb to slide race will help the flow of the map.

• Add more traps to 15 traps! Its probably the most popular game on the map and increasing the traps would be awesome. Maybe adding some sort of meter that allows Warden to change the amount of traps being played (15, 30, 45, etc)

• Edit the surf entrance teleporter for T's. Currently, if the T's are inside the cabin they wont get teleported unless they stand in the "mist". If a CT tries to press the teleport button again, all the T's in the game get recalled which can be frustrating. I think making the whole cabin a teleporter for surf would be best to avoid awkward situations where not all T's get teleported inside the game.

• Change the surf exit teleporter for T's. Currently, Both CT's and T's get teleported through the same exit which can be disruptive. Sure, skill issue and map knowledge plays into effect here but I do think having the T's exit in the cabin would be best for balancing. There are some cases where having the exit for both CT's and T's is appropriate and balanced, such as the eastern teleporter connecting players to the western side of the map.

• More secrets are always welcomed! CT's secrets are heavily underrated and would love one. (Confirmed CT main)
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Thanks for providing the community with some awesome content. I'm eager to see more from you!
 
The fact that this is your first map is insane. The quality of the map is great and the reception to it has been phenomenal. For Jailbreak players like myself, we can easily tell when a Jailbreak map is made by someone who actually plays and enjoys Jailbreak (Rare Breed!). From the map layout, to the games, and the design, it seriously has been a blessing to have on our map pool.

-------------------------------------------------------------------------------------------------------------

A couple suggestions I have that I think will make the map even better:

• +1 to Slain's suggestion. I think adding an entrance in the stone wall connecting wall climb to slide race will help the flow of the map.

• Add more traps to 15 traps! Its probably the most popular game on the map and increasing the traps would be awesome. Maybe adding some sort of meter that allows Warden to change the amount of traps being played (15, 30, 45, etc)

• Edit the surf entrance teleporter for T's. Currently, if the T's are inside the cabin they wont get teleported unless they stand in the "mist". If a CT tries to press the teleport button again, all the T's in the game get recalled which can be frustrating. I think making the whole cabin a teleporter for surf would be best to avoid awkward situations where not all T's get teleported inside the game.

• Change the surf exit teleporter for T's. Currently, Both CT's and T's get teleported through the same exit which can be disruptive. Sure, skill issue and map knowledge plays into effect here but I do think having the T's exit in the cabin would be best for balancing. There are some cases where having the exit for both CT's and T's is appropriate and balanced, such as the eastern teleporter connecting players to the western side of the map.

• More secrets are always welcomed! CT's secrets are heavily underrated and would love one. (Confirmed CT main)
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Thanks for providing the community with some awesome content. I'm eager to see more from you!
Thanks, Jacko, you've been an amazing help and the map wouldn't be the same without you.
Seriously though you've given me a lot of ideas and pointed out stuff that I wouldn't have even think of, I really appreciate that.
Will fix everything here since its all things I agree with (even did some of these in the new version).

Thanks again, your name will be the biggest on the credits board hehe :3
 
My honest opinion of the map is it’s good, you made it with a lot of care and it shows. There’s lots of good new games I’ve never played before which is always a + and you’ve added a lot of cool secrets on the map which have been fun to find and use, so overall I’d say this map is a fat W and will become one of those maps we play so much that everyone will begin to loath it xD.
 
My honest opinion of the map is it’s good, you made it with a lot of care and it shows. There’s lots of good new games I’ve never played before which is always a + and you’ve added a lot of cool secrets on the map which have been fun to find and use, so overall I’d say this map is a fat W and will become one of those maps we play so much that everyone will begin to loath it xD.
Thanks, man
Wait till you see the new version tho, gonna be even better
If I can optimize it that is 🙏
 
Thanks again everyone for the suggestions, I haven't been able to post a new version due to some issues.
I mostly resolved those but need to do a bit more, however, I won't have access to my pc for at least another two weeks so the update will be soonTM.
Here is everything you can expect in the new version and more :)
Screenshot_5.png
 

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