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Waldo · 4 · 1038

Waldo

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JUMP_THE
demo t6, soldier t6
10 courses
10 bonuses

pogo map for the strong

b1: https://mega.nz/file/taYCBK6a#hBFhjPCm9Rvvt2sOlryOpGfIiMKhNLFfouqX2tRZSuo
b2: https://mega.nz/file/UPgXnSLK#nsKELGQv4BWwPEXAxAUPAQX1y1WHElr3MZN5qM0jldU
b3: https://mega.nz/file/0CIzjagY#mEkyc-KULT4DUEU-nM6siOJUOF0J8JhBETg5w53iHag

includes courses detailed/themed like aando/armature/when/nbn and bonuses derived from jumps on m0nkey/happygonk/armature/when
« Last Edit: December 28, 2020, 01:55:42 AM by Waldo »


wild

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* Waldo : i am always right, you can choose whether or not to accept reality


Waldo

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Update to b2:
- swapped 3-5 <-> 3-8
- raised ceiling in 5-9 by 16u
- removed ceiling tele in 5-10
- changed 6-5 so its not just airpogo
- raised floor in 7-9 to 120u tele
- fixed + rebuilt prop letters (z-fighting on c8-7,9,10)
- added 4 checkpoints to 8-9
- changed some strange 8-9 brushes
- added 2 checkpoints to 8-10
- fixed clipping on c9-11
- made downward holes easier in 10-4
- added some more anticheat roller to the m0nkey bonuses, might still be cheatable (thanks darkknio)
- added explicit roller to skybox on b3 so that the ceiling double works offline
- added headcheck near end of b7 to force the catch
- added catapult 0 on b9 door

Some of C10 might need nerfs (10-1, 10-3, 10-7), but I wasn't sure.


Waldo

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Update to b3 (Now playable on soldier!):

changelog:
- fixed more zfighting in 8-7
- fixed wrong textures in 8-7
- fixed renaming/teles in 8-8 -> 8-9
- fixed level ordering in c3
- added a checkpoint in 10-3
- lots of small texture alignment fixes, tweaks to jumps

Soldier cheats/strats:
1-5: skybox ceiling uncrouched
1-6: jump off uncrouched
1-10: ceiling uncrouched

c2 just works (wallpogo)

3-1 wallshot/wallpogo -> texbug (sync?)
3-4 ceiling uncrouched on the slope; bonk against the back edge of the hole
   then texbug down next hole
   texbug 3rd hole
3-5: texbug first hole
   ceiling pb next (lower ceiling)
   added funny displacement that should let you pogo the playerclip part
   notele after that (illusory to show border)
3-6: notele between start of sloped playerclip and upward hole
3-7: ceiling uncrouched before the upward tube
3-8: tb holes, speedpogo catch the 2nd one
3-9: notele in slant/water section
3-10: all notele

c4: all notele

5-4: func_brush wallbug after hole (consistent enough)
5-5: notele
5-7: ceiling jb before first hole, then notele between first and second holes
5-10: notele

c6: 0.5 gravity

7-1: notele
7-5: notele at start, sync up tele hole
7-9: notele
7-10: notele, return trigger at end

8-3: some notele for holes
8-4: notele
8-5: skip
8-6: some notele at end holes, some notele at start holes (still need to wallpogo -> wallshot to the pipe below hole)
8-7: notele
8-9: notele
8-10: notele lowgrav

9-9: notele on the platform under hole

c10: 1-9 all notele

Approximate soldier tiers:
c1: t5
c2: t4
c3: t6
c4: t4
c5: t5
c6: t6
c7: t5
c8: t5
c9: t4
c10: t3