Author Topic: Jump_Diabarha  (Read 308 times)

MrHappyCamper

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Jump_Diabarha
« on: November 13, 2017, 10:22:47 AM »
Jump  Diabarha
T5/T6 soldier map.
Wallbug, powerbounce, and other stuff.
1 course, 16 jumps, and 1 bonus.
Download:
« Last Edit: November 15, 2017, 01:44:21 AM by MrHappyCamper »

Gorge004

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Re: Jump_Diabarha
« Reply #1 on: November 13, 2017, 12:57:23 PM »
this looks fun

Syro

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Re: Jump_Diabarha
« Reply #2 on: November 13, 2017, 02:16:56 PM »

Person

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Re: Jump_Diabarha
« Reply #3 on: November 13, 2017, 02:57:45 PM »
This map is riddled with bugs...

MrHappyCamper

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Re: Jump_Diabarha
« Reply #4 on: November 13, 2017, 03:24:20 PM »
This map is riddled with bugs...

What kind of bugs?

Person

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Re: Jump_Diabarha
« Reply #5 on: November 13, 2017, 03:59:11 PM »
This map is riddled with bugs...

What kind of bugs?

I'm kidding :)
Play on words with all the wall bugs, head glitches, etc
I actually love the map. Two things I noticed, did you make you so you can stand on the beginning of the black wall at 10 on purpose? Wasn't sure if that was intended or not
Also, the spawn room seems a bit laggy

Dr. Heinz

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Re: Jump_Diabarha
« Reply #6 on: November 13, 2017, 03:59:32 PM »
It doesn't require any ctaps. Also, how to get to the bonus without noclip?? I can't reach that teleport...

MrHappyCamper

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Re: Jump_Diabarha
« Reply #7 on: November 13, 2017, 04:08:16 PM »
It doesn't require any ctaps. Also, how to get to the bonus without noclip?? I can't reach that teleport...

Hmm, well 13 and 16 are certainly easier to start with a ctap, so I think it's fine.

There is a secret way to get to the bonus, it involves the black "crystal" at the end cap.

MrHappyCamper

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Re: Jump_Diabarha
« Reply #8 on: November 13, 2017, 04:11:51 PM »
This map is riddled with bugs...

What kind of bugs?

I'm kidding :)
Play on words with all the wall bugs, head glitches, etc
I actually love the map. Two things I noticed, did you make you so you can stand on the beginning of the black wall at 10 on purpose? Wasn't sure if that was intended or not
Also, the spawn room seems a bit laggy

Ur the best person, and yes it is intentional, and yes the spawnroom is laggy.

Whenever I tried making a displacement like that it was laggy, Idk if I was doing it wrong or what.

Gorge004

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Re: Jump_Diabarha
« Reply #9 on: November 13, 2017, 06:10:53 PM »
will play later, but from looking at the jumps I think it would be cool if 15 was vert only for demo. So nonade or nostick glass. But idk how hard the last turn would be !

MrHappyCamper

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Re: Jump_Diabarha
« Reply #10 on: November 13, 2017, 08:46:38 PM »
Ok so I've gotten more good feedback than I expected. I will be willing to make some changes and improvements if this map will go on tempus and if anyone has an idea for a change. Nothing too drastic because I don't want to undermine the video.

And if anyone can help me figure out why the spawn and end cap lag that would be nice.

pants

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Re: Jump_Diabarha
« Reply #11 on: November 13, 2017, 09:59:54 PM »

Ok I did quick compile without vis and rad, and then with just bsp + vis and the problem is not there. The glaring culprit is then your lighting data, lots of the stuff in the map has super small lightmap scales (~8-16) this on a bunch of complex geometry maybe the reason. The optimisation stuff below would still be worth your while as it took like 10mins just to run vis for me. Also if upping the lightmap scale to like 64 mapwide doesn't immediately fix it you may need to implement those optimisations.

Compounding factors are probably from complex geometry, the physics stuff (ie lots of physmotors attaching non _multiplayer physics objects with collision enabled) and perhaps also collision on some props.

For example those torches in your spawn room are made from like a half dozen triangular small shaped thingos which are set to be world geometry. They could definitely benefit from being f_details or f_brushes set to no collision.

The end cap and last level and I think a bonus? also have levels centred around large amounts of cylindrical geometry. You could also try just making the main floors and walls into details unless it ruins lighting too much.

Small pebble props also don't need collision enabled


MrHappyCamper

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Re: Jump_Diabarha
« Reply #12 on: November 14, 2017, 12:07:19 AM »
I have updated the download with version b1.
Changes:
-spawn and end cap better optimized
-jump 7 made easier (only on the climb)
-jump 9 made harder (removed ability to shoot on the sides of the ceiling gap)
-jump 16 made harder (harder ctap and gap on the climb after wallbug)
-stickies now roll on jump 15 (this might not be permanent but its fun)
« Last Edit: November 14, 2017, 12:21:42 AM by MrHappyCamper »

Dr. Heinz

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Re: Jump_Diabarha
« Reply #13 on: November 14, 2017, 06:27:31 AM »
I can get the crystal with stickies but rockets and shotgun don't do anything...

MrHappyCamper

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Re: Jump_Diabarha
« Reply #14 on: November 14, 2017, 08:25:04 AM »
I can get the crystal with stickies but rockets and shotgun don't do anything...
Ok thank you for telling me, I didn't know this before but stickies apparently move the crystal, you were supposed to just shoot it a lot, like 50-100 times. Ill try to fix this and will also make the crystal weaker.