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jump_karlson

RueLee

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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

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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

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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

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    • Posts: 40
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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
    • View Profile
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