Im so dumb, I noclipped up just to check the level, and thought the top was a tele, was like fuuuuck that. >.>
As for your model count, you can select multiple nogrenades, and make them 1 model, same with teles, etc. On attached2 my model count would be like 160% if I didnt combine.
Hahahaha. I actually considered adding a telepad up there at first. But then i remembered all the time of agony in attached 1 where i hated on that shit so damn hard with the edges and teles (looking at you, next last of c4/attached1).
But now when you are saying it i might make it so you need to strafe around to the other side. Making the top like 20 units wide or so. If that makes it too hard of a start for people i'll just let it be i think. Want to hold back my evil thoughts of level design to a course 3 if i make one.
Also regarding the model count. It took me half a week to figure out that i did exacly that wrong. Been long since fixed by combining, but thanks anyways! I had also problems with entdata limit (i use a lot of logic in my map). But that was also fixed with self-illuminating textures and removal of most lights.
it is no doubt t6, smart and well-designed jumps tho, i won't be beating this any time soon but i'd like to see what kind of times people can get on something like this now
Glad you liked my design. Tried my best to make jumps unique as i learned how to
abuse hammer more. And if you say its T6 it probably is. I hope i didn't make the course 1
too hard. Except for the current last level of course 1 i tried making it not too difficult. If you see a level that can be switched with course 2 and vise versa to have a good difficulty curve it would be nice with some feedback regarding that.
Course 1 is meant for average wallpogo person.
Course 2 is meant for people who want a challange.
Course 3(if i make one) is meant for people who want a reason to uninstall tf2.
Thats at least how i want to have the map currently. Might change later.
These changes looks very good! A few things though:
The jumps need to be covered in trigger_hurt with large negative damage values to prevent deaths in between func_regen cycles.
The triple sync jump needs to have a health buff, if you do a close to perfect triple with shotgun you die. The health buff on the quad is nice.
These are just quality of life changes, but are still important to consider.
If you ever plan to have your map added to Tempus for speedrunning purposes you will need to use a different method to display your hints, env_hudhint will conflict with the HUD used for Tempus. I suggest using game_text so it doesn't conflict in this way. You can also do something along these lines for the output of the triggers you use.
Instead of unnecessarily doubling the outputs using On End/Start Touch.
The trigger_hurt on all jumps has been on my to-do list since forever. I always keep on forgetting it. Next update will have em. Hopefully :^)
Even if its just details, all kinds of improvements i can i make on the map is always much appreciated!
I actually concidered switching to game text already. Since on servers the hudhint goes to crapper and displays only for a half a second, for some reason. And as for Tempus i have no idea. I never been on a Tempus server before (i think) nor read much about it. Might read up and try a submit once im fully done. Speedrunning is not my thing but it would be fun to watch others do it.