No Jump | A Portal mod:


No Jump is a Portal mod which tries to change from the usual by making you think with or without Portal and most of all without jumping.
You also change of location! Say goodbye to your favorite Aperture Lab and visit a new location before the GlaDOS incident.
Also, play with new gameplay mechanic and unusual tests chambers.


No jump tries to change from the usual Portal mods by changing the location, the character, the puzzles... Yet, it keeps what make Aperture, Aperture just without an evil A.I! As the Portal Prelude mod, humans will be the main character as antagonist and protagonist.

Also, the game takes place before the Portal AND the Half-Life 2 events.

If you want to contact me about the mod you can:

  • Comment below
  • Chat in the forum
  • Send me an e-mail at : nojump.contact@gmail.com
  • You can send me private messages on ModDB (Ttiki)

Thank you,

Agur.

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No Jump needs your help!

News



Welcome.

Today I open the registration to participate in the development of No Jump!
If you are a level designer or a beta tester, well, you are on the right page.

If you are a level designer:

I would like you to have some experience with making maps for the Source engine. Not usually on Portal, but with Hammer in general. I want you to make a test chamber, hard enough not to be solved under a minute, but not too hard to make the game not fun.
Also, you must keep in mind the player can't jump! You can include the portal gun, of course, and you can use new gameplay elements.
I don't have assets for you to use as a laser, but you can add lasers, for example, like in Portal 2 if you know how to make them! You can even use custom gameplay elements if you want.
Just keep the original atmosphere of Portal and Aperture Laboratories labs. I don't want the game to become like Blue Portal, as much as I love this mod.
But I'm not forcing you to use the same assets as the original game. If you want your test to take place in a forest, you can. Just make the landscape look like a movie set! And make sure it's not too disorienting for the player.
You can make lab rats hide spot but they not be included in the final game.
Also, if you have a question on the story of the game or anything related to the story, location, please, e-mail me at nojump.contact@gmail.com.
When you have made your maps, please, fill this form and upload them with the button at the end of the form!
Link to the form ▶https://forms.gle/rJccL8TMJoYQSxaA8

If you are a beta tester:

I don't wait for you to be a professional beta tester. I need you to go through all the test, record yourself (the game, not you in person)if you can and if you want and return your thoughts on the game. Ask yourself these questions:

  • Is the game fun?
  • Is the game hard enough/ too hard?
  • Is the game logic?

When we will have enough gameplay to test, I will make a beta build of the game. I will then send you an e-mail, with a link to download the game and another link to a form where you will be able to let us know the problem you found with the game.
If you want to record your gameplay, please, do not make the video available to the public FOR THE MOMENT. If you publish the video on YouTube, add the No Jump address e-mail to let us the access. No Jump e-mail address: nojump.contact@gmail.com
Link to the form ▶Forms.gle

Thank you.
Ttiki.

The INSIDE POST #5

The INSIDE POST #5

News

We've got a little Inside Post this month. Yet, a very important one! So let's get to it! Summary: 1-I'm back for good!; 2-I need your help!

The INSIDE POST #4

The INSIDE POST #4

News

Welcome to the fourth inside post. It will be a really short INSIDE POST as I couldn't work a lot on the mod because of my final exam in less than a month...

The INSIDE POST #3

The INSIDE POST #3

News 1 comment

Welcome to the third inside post. Let's get started because we have a lot to tell! Summary: 1-Website 2-New banner 3-Boss battle/ Final test chamber ...

The official No Jump blog

The official No Jump blog

News 2 comments

Today I'm happy to announce the launch of the official No Jump blog website! Where I'll be posting little articles about the development of No Jump with...

Comments
Secret_Coming
Secret_Coming

Here's a bit off feedback:

Don't call your mod no jump. Come up with something more creative, not necessarely having to be related to the mechanic of your mod, but has to look cool. Else Dark souls would be called "Dying Simulator"

Second, how exactly are you gonna make the no jump mechanic all that interesting? Hell, I'm pretty sure the intended solution on most maps I played to this day didn't involve jumping. Not only that it seems pretty useless, just no jumping? You could easily make a death fizzler if you didn't want the player to get in a certain area.

Third, if you get a moddb page up, you need at least to have the main general idea of what your mod is supposed to be. "Bring your custom elements if you want to, or port them from portal 2", "But I'm not forcing you to use the same assets as the original game. If you want your test to take place in a forest, you can. Just make the landscape look like a movie set! And make sure it's not too disorienting for the player" what is that even supposed to mean???!!!

Now I get it, you might be making a sandbox mod... then just make a mappack! Why even bother with the story if your mod is gonna be inconsistent. You need to address your general aim with your mod before you even start making content for it. And yeah, you also need at least 1 or 2 (very polished!) maps up if you want to make a moddb page, else nobody will join your team.

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Ttiki Creator
Ttiki

Hi.

I understand your points about the mod and I would like to answer most of them.

I understand for the name of the mod, yet I prefer using a simple name which already set every card on the table rather than a name which makes reference to the original game or a name with a name that doesn't explain the main gameplay of the game. Yet, as I like to say, if you have any ideas, you can suggest them here.

It's true, Portal doesn't use the jump mechanic quite often. But we can always use this at our advantage, by making the player want to jump to the end, yet, forcing it to solve the chamber.
I made this mod to experiment a bit with players and to get feedback. I could have made a simple Portal mod, but I wanted to make the mod original.

I've already got everything wrote down in a book. Where I've started this community help thing, I wanted to see how people would come up with interesting ideas with this "no jump" mechanic. I also wanted them to experiment a bit and not only play with the original portal assets. If people want to experiment with lasers, they can.
Also, as Aperture tag did, I wanted to add landscape to the chambers. If people want their tests to take place in a forest, well, they can!

And no, it's not a sandbox game. As Portal, you'll get through multiple tests. In the end, the player will have to fight a "boss". That's it. The only sandbox elements of this mod are the freedom for mappers, that's it.

Yet, thank you for your comment, it helped me. I hope I have answered your question.

Reply Good karma+1 vote
Secret_Coming
Secret_Coming

I think Portal: Osteogenesis (Or just Osteogenesis, like Rexaura) would work perfectly.

There are a ton of ways to make your mod original. If new elements tend to make degrate the overall quality of the mod, you should try and avoid them. Nintendo games tend to make the story adapt to their mechanics, and not the other way around. A good example of how this is poorly implemented is on the Tomb Raider reboot, where Lara constantly kills people (mechanics) and constantly cries to her father of how she is so miserable to have to kill people (story).

If you have everything you need for the mod, then that's good. I think what you did is a poor word selection instead. You need to writte the description of your mod as if you already have the main idea settled but is open to change.

Maybe I used the wrong wording. Basically, look at the Portal 2 chambers where you take an specific aesthetic (like Wheatley and Clean) and make a chamber on it. They include stock Wheatley/Glados line, what they are doing is taking the already existing story to improve the ambience and verisimilitude of their chamber, but it's not a "custom story" chamber like other map packs have. What I'm saying is your mod might have a story but if you're developing more mechanics it shouldn't be a priority. Just look at Rexaura and Aperture Tag, there is a story but you notice how it's mostly about the puzzles. Hell, the Co-op campaign of Portal 2 also puts puzzles first rather than story (there isn't a huge focus on it until the last chapter). So if you want to name your mod after a mechanic you're sure you want a huge focus on story? This doesn't mean however you can't have BTS and a Boss Fight, just that maybe you don't need whole BTS maps to explain an aspect of your story.

Hope it clears it up what I meant earlier. Thanks for reading and taking the feedback! Wish this helps.

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Ttiki Creator
Ttiki

Thank you really much for your advice.
I've taken some notes to improve the mod.

Reply Good karma+1 vote
Ttiki Creator
Ttiki

I'm sorry I didn't post any news lately. As the end approaches, I need to study my final exam and make my choice for next year. And I can't find time to work on projects anymore.
But don't worry, as soon as I've got time, I will be on working again!
Thanks for your patience! Don't forget I can be reached at nojump.contact@gmail.com or on the forum or in this comment section or in PM!

Reply Good karma+1 vote
Ttiki Creator
Ttiki

It's been a really long time since I made any post here or on my Steam Group about No Jump...
So stay tuned, I'll post something today!

Reply Good karma+1 vote
DevinShadowV
DevinShadowV

So does this mod have a plot/story?

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Ttiki Creator
Ttiki

Hello,
So I already have a plot twist in mind. Basically, you're a test chamber in an Aperture Science Laboratories, and you have been chosen to test a new device, a chip in the brain that can control it.
For the testing, you'll lose the ability to jump...
I know it's not the best Portal story out there but I just gave you the base of the plot. I will soon post articles on ModDB and on my Steam Group to tell a little bit more on the story.
Obviously, and this will conclude this long comment, most of the story will be 'hidden' in the game. But I'll try to give as many hints as I can.

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