Thanks both for the feedback! Really appreciated
small update (a_12): https://www.dropbox.com/s/7joz0fwhvk3b0mt/jump_boogiewoogie_a12.bsp?dl=04: closer first sync distance, jump is now fun which is usually good.
5: nogrenade pillars (though map still cheatable in general as of yet) and backwall added.
7: exchanged texture of "pillars", not final probably be changed when detailing further. I might alter the connector and platform to make the triple harder to set up, I'll see.
8: pushed sync plat slightly further and backwall added, tighter finish as a result also.
10: bigger sync-ramp for fat speedshots.
comment:
2: ctap was known and I'm fine with it.
6: I'll have to add a question mark thingy at some point explaining the autoEB for sure.
9: Ctap is indeed the intended method, I don't know if a normal rj is possible, not from my testing anyway. I agree with the flaws of the jump, it's a bit boring to wait to walljump but it's at least consistent. More interesting options (wallshots in the vent or upward ramp sync, sync catch and whatnot) made getting a consistent setup harder and quite complicated to playtest for me. As a result the jump is sadly a bit of a compromise. So unless people think the jump really diminishes the map I'll leave it as is probably.
10: I guess I could just have the ramp to sync on directly after the ss, but having the first jurf gives time to judge your speed and aim your 1st rocket and the second jurf (or first ramp) slows you down. It might be a convoluted way of doing a simple ramp sync but I find quite satisfying to have to get a fast ss and a good sync on this jump.
As for bugging on the
last ramp jurf I don't really know what could cause it, are there resources to make ramps bug-proof? Never had a problem in tf2 with rampbug plugin or momentum mod.
Gonna start detailing the whole map to the level of the first three jumps if nothing else comes up.