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pants · 12 · 2936

pants

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Simple demo map been working on, idea was to use lotsa jurfs/ramps for connecty bits where I could; as a result its pretty soldier friendly as well.


edit: credit for textures to Hiyougami via gamebanannananannana

version b1: Small tweaks, stuffed around with lighting, made some textures friendlier to gauge movement, wasted too much time on failing to optimise vis stuff, gave up on bonus cause I'm bored of map.



version b2:  Tweaked some vis/lighting stuff, small difficulty tweaks.

link
https://www.dropbox.com/s/22ai5dwemqi4ela/jump_free_b2.zip?dl=0
« Last Edit: February 05, 2016, 01:31:45 AM by pants »


Dr. Heinz

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Very bright sometimes and you just fall of into nothing at the end...


pants

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Yeah the end bit is not finished.

Been trying to keep the feel of the high brightness as I feel it looks nice for the textures but to make it tolerable for where you need to look pogo etc. Going to still tweak some of the brightness values and maybe add some brushes to cast shadows.


Superchuck

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really hard to judge distance on the plain textures
« Last Edit: January 28, 2016, 05:58:21 PM by Superchuck »
The Rat Master


Washed up hack

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You can edit your posts bud... smh   :-\
Obeezy #1 fan

shoutout to my main man obz and my good friend b boogie. They are wonderful people.


879m

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I found the brightness fine and I play on max brightness so idk. I quite like the look but anything that you pogo needs to be textured clearly so you can judge distance. There are a couple of bad teles, jump 2/3 and the one with 3 pogo platforms on transparent pillars iirc.


pants

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Yeah I was going to mainly focus on any of the floor pogo stuff to make it clear as possible to see. Will check teles.


pants

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Uploaded version b1, doesn't look like I'll add much more to this, maybe another version before I'm finished with it if I can fix some small lighting bugs.


pants

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Update: version b2. Tweaked some vis/lighting stuff, small difficulty tweaks.

Showcase of b2 version:



Sorry for any jerky movements, had to switch to a shitty plastic mousepad, also audio mix ended up quieter than preview suggested, oh well.


Washed up hack

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How did you make it so that soldiers can stand on those pillars but demoman can't? Trigger_multiple or the trigger player properties magic?
Obeezy #1 fan

shoutout to my main man obz and my good friend b boogie. They are wonderful people.


RNC1839

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How did you make it so that soldiers can stand on those pillars but demoman can't? Trigger_multiple or the trigger player properties magic?

Without decompiling filter_tf_class would be my best guess
https://developer.valvesoftware.com/wiki/Filter_tf_class


pants

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Yeah i used that.

You have to manually paste it into your FGD, then just make a filter for desired class, then enter the filter on the teleport brush.

There's no excuse for bad classic specific design now (cough cough bad button doors) and lots of other small ways you can tweak difficulty for both classes as well, its great.