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jump_strikapult

Gorge004

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v3: https://www.dropbox.com/s/h5hji9dquqkkvsu/jump_strikapult_v3.bsp?dl=0

changelog v3:
v3:
  • fixed even more everything
  • added 2 checkpoints for demo - they still can't stand anywhere tho
  • changed jump 6 a bit (water triple) so it's more multiplayer friendly

Showcase:


now its ready for real


Gorge004

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it never ends!

v4: https://www.dropbox.com/s/7q3kmpkejwzxu9v/jump_strikapult_v4.bsp?dl=0

just a small change on the button locations on jump8 so you can't accidently bonk into 1 of them if ure stupid


JorgeLayja03

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i feel like theres something that should be changed... ::) :-X :-[


Gorge004

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v5: https://www.dropbox.com/s/diu005nk5nfkjmr/jump_strikapult_v5.bsp?dl=0

changelog v5:
  • fixed a missing tele for demo on jump 2
  • better logic for the anti multiplayer fuckup on jump 14
  • added an anti-resync tele on 8


Zike

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i feel like theres something that should be changed... ::) :-X :-[
i feel like theres someone thats a washed up jumper





Dr. Heinz

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Gorge004

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Dr. Heinz

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Gorge004

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so apparently I never released the current version on tempus here hehe.

v12: https://drive.google.com/open?id=1Y796QutqTq9W9YmxoA_FpSpXy4wJgUda

I made 1 small update, added a fast reload attribute to the whole map, making it possible to run the map offline without regen script. With this trigger, if you run out of ammo and you're holding m1 still, you'll reload 1 rocket fast enough to keep shooting at airstrike speed. If you stop holding m1, you'll reload your full clip instantly, or you'll get regen from the func_regenerate depending if the regen trigger ticks first.

I heard False was making something like this on his limited regen map so I wanted to give it a try. Idk if that's the attribute he used cause theres a few different that modify reload speed. Lots of attribute triggers are very inconsistent, but this one I used is working consistently so far. I believe this is something that can be use for limited regen maps to make them consistent AKA letting you shoot/get ammo at the start and end of a jump no matter what.

Problem before was that func_regenerate is on a global timer, making getting regen inconsistent. Sometime you could enter a func_regenerate and have to wait a few seconds before getting regen, and sometime those few seconds in a speedrun is enough for you to go out of the regen trigger before it has given you ammo, leaving you with 0 rocket and a sad face ):

Using this at the start and end of a jump, you can now enter the trigger and instantly be able to shoot since you get ultra fast reload speed when entering. You still want to use a func_regenerate otherwise you'd end up running out of ammo since this only reloads your clip, it doesn't give you more ammo.

This is the trigger if anyone's interested:
https://gyazo.com/f5e7532874fadc8d68546bd9aefbf537