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jump_karlson
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RueLee
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RueLee
Newbie
Posts:
40
Frags:
+1/-0
jump_karlson
on:
February 06, 2021, 11:39:45 PM
For more info about the original game that was made by
DaniDev
, check out:
https://danidev.itch.io/karlson
Game: Team Fortress 2
Story:
As I was watching Dani's YT video, some of the mechanics were being emulated from Source Engine movement like rocket jumping in Team Fortress 2. So, I got an idea that since he added those, I decided to create the same level but a rocket jump version.
Linear Map:
Solly: T1 (Maybe T2)
Demo: T2
Easter Egg?:
Yes
Changelogs:
v1:
-Jump 1: Fixed scaling issue on the wall.
-Jump 10 now have momentum cancellation.
-Added player clips to the connector as a wall on 11 and 12 to prevent players from reaching the other trigger instead of landing on the platform.
v2:
-Added fans that was replicated from jump_rebus from jump 9 and 10 in reference to trigger_push (an entity where you push player to a direction) in order to let players know this.
v3:
-Replaced black cube to milk for each end chamber/jump that was inspired by the original game.
-Added some red floors as lava.
-Added soldier models by jump 4.
-Lowered almost every tele destination entity.
-Added lasers from jumps 11 and 12 left and right to indicate the edge of a playerclip.
-Removed most playerclip walls from 13, 14, and 15 for a consistent speedrun.
-Increased SpongeBob meme image scale.
v4:
I forgot to make changes from the previous version. Here it is now:
-Made 5 degrees steeper for consistent ramp slide on top of jump 12.
-Lowered all tele entity 1h/u on the ground.
Download:
https://drive.google.com/file/d/1Voejm_7phHMTE05EBka5RbYk3v-SYykB/view?usp=sharing
- Default
https://drive.google.com/file/d/1RscC69gS6zU7AoKq2BfcTa2B4vYitgAK/view?usp=sharing
- v1
https://drive.google.com/file/d/1iVpkVLqHhwP5jWOjLV6M3TocOdTjXXHL/view?usp=sharing
- v2
https://drive.google.com/file/d/1MKprod6gvLyub2o_MUTP8idzTbsdNbSG/view?usp=sharing
- v3
https://drive.google.com/file/d/11h23UsQxf97tTbErhan9RbH11_UB6IZP/view?usp=sharing
- v4
Vid showcase:
«
Last Edit: May 13, 2021, 09:21:23 PM by RueLee
»
AYAYA
RueLee
Newbie
Posts:
40
Frags:
+1/-0
Re: jump_karlson
Reply #1 on:
February 10, 2021, 11:13:08 PM
v1 Changelog:
-Jump 1: Fixed scaling issue on the wall.
-Jump 10 now have momentum cancellation.
-Added player clips to the connector as a wall on 11 and 12 to prevent players from reaching the other trigger instead of landing on the platform.
«
Last Edit: February 11, 2021, 12:03:19 PM by RueLee
»
AYAYA
RueLee
Newbie
Posts:
40
Frags:
+1/-0
Re: jump_karlson
Reply #2 on:
March 28, 2021, 10:24:29 PM
v2:
-Added fans that was replicated from jump_rebus from jump 9 and 10 in reference to trigger_push (an entity where you push player to a direction) in order to let players know this.
AYAYA
RueLee
Newbie
Posts:
40
Frags:
+1/-0
Re: jump_karlson
Reply #3 on:
May 13, 2021, 12:36:34 AM
v3:
-Replaced black cube to milk for each end chamber/jump that was inspired by the original game.
-Added some red floors as lava.
-Added soldier models by jump 4.
-Lowered almost every tele destination entity.
-Added lasers from jumps 11 and 12 left and right to indicate the edge of a playerclip.
-Removed most playerclip walls from 13, 14, and 15 for a consistent speedrun.
-Increased SpongeBob meme image scale.
AYAYA
RueLee
Newbie
Posts:
40
Frags:
+1/-0
Re: jump_karlson
Reply #4 on:
May 13, 2021, 12:40:07 PM
v4:
I forgot to make changes from the previous version. Here it is now:
-Made 5 degrees steeper for consistent ramp slide on top of jump 12.
-Lowered all tele entity 1h/u on the ground.
«
Last Edit: May 13, 2021, 09:21:09 PM by RueLee
»
AYAYA
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