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jump_rnc_a4

RNC1839 · 10 · 4718

RNC1839

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jump_rnc is now in a4 and IMO it's a completely different map

Changes include:
Map is way better
Timer is setup exactly like Tempus, so rob if you change anything I hate you... jk <3.
New textures
Lightmap scale upgraded from 1024 to 16 :o
No walls still, fuck you I'm not changing it
Countless jumps removed and changed (countless cuz I'm too lazy to count)
The map is 95% demoman friendly, you will need a regen script/plugin
Super duper sexy RNC Font
Modified Drexen's timer
There is still 0 optimization, so if you have a potato comp good luck


Jump 12 on blu is the only jump I'm considering changing at the moment.


Super duper sexy awesome video:



Normal DL:
https://dl.dropboxusercontent.com/u/24673875/maps/jump_rnc_a4.bsp

Zipped peasent DL:
https://dl.dropboxusercontent.com/u/24673875/maps/jump_rnc_a4.zip

I was going to release this with 4 other maps on the same day but I haven't touched 3 of them in months and 1 of them may be used in beginings 2014.

Explanation of blu 13:
All the stairs on the staircase are 1 unit thick and 18 units tall. This makes you effectively move diagonally up at roughly the same speed as a rocket. So I made a triple using this idea. I was going to make the blu bonus a quint version of that but I thought it was too tall for this map. Blu 10 is tall enough as it is.



a4 changes:
Moved all 'end of jump' door teleports up by 1 unit
Added a wall reset on blu 10 with end door teleport
Made blu bonus ramps and skip platform func_brush so now it's a 20,096 unit airpogo for demo 8)
Fixed the teleports Heinz pointed out and one I noticed
ALL JUMPS ARE THE SAME
« Last Edit: September 14, 2014, 02:00:33 AM by RNC1839 »


RNC1839

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I'll save you some time Torii  ;). My respones are in blue.
Quote from: Torii
Ran through the map (a1) with mostly default loadout, really wish TF2Jump was still up. RED being the easy course feels kinda weird, but that's minor

For RED course

Jumps 1 to 6 are fine
Jump 7, the first surf platform is quite redundant
Yeah I was thinking of making it rocketgothroughable but it's not really nessecary
Jump 8, beautifully smooth surf ramp right thereJump 9, quite a step up in difficulty from 8, maybe too big a step
I agree, just need to come up with a good replacement
Jump 10 was amazing, gave me an aridia vibe
Jump 11 is fine
I might actually lower the wall somehow
Jump 12 has a water triple, please add an overheal brush
Jump 13 requires more than 3 rockets, very prone to dying, same thing as 12, add an overheal brush
Fixed in a2 1000hp
Jump 14 is fine
Jump 15 is super fun

For BLU course

Jump 1, the 3rd skip plat (and the wall, similarly) could be moved further back
Not much room left for it...
Jump 2, why sync speedshot so early :(
Been getting loads of complaints about it being there so it's staying
Jump 3 is fine
Jump 4 is fun
No regen in the 4-5 connector
Fixed in a2
Jump 5 is pretty damn hard
Not only are you forcing a low and kinda long walljump, those triangle walls make it rather difficult to keep a steady height
I remade this where there are more triangles closer together I'll release it in a2 and see how it goes
Jump 6, I feel is redundant after RED11, and similarly, add an overheal brush
I may replace it with something else, a bunch of wallshots maybe. Fixed overheal in a2 anyway
Jump 7, 8 and 9 are reaaally fun
Very nice surf ramp on 7, and I like the wall on 8 after the telesync (presumably) so as to not force a specific height from a sync
Jump 10 is fine
Jump 11 The triple is diffuclt to sync, too little time, the bottom platform should be lowered. I did it by rocket jumping at the start, but one shouldn't have to do that.
Lowered it by 128 units in a2. imo it was fine the way it was...
Jump 12 is pretty damn fun
Jump 13, definitely one of the hardest in the map, quite fun though, but water doubles are a quite annoying to get
Jump 14 is pretty easy after 13
imo 14 is harder than 13 but I may revert it to the a0 version to make it harder
Jump 15, just like azure2 and 4starters E last eh, quite fun, but much easier than 13

I did the RED bonus, repetitive but easy I guess. BLU bonus on the other hand... Screw that, didn't do it.
Red bonus was just meant to be fun. I completely agree with you on blu bonus...

Overall

Can't say much about the dev textures, but the lighting is strange. It would only compile if I made the lightmap scale 1024... vrad crashing... It doesn't hinder the jumping, and everything is sufficiently lit, but I think something's wrong when there're clear borders separating rectangles of light.Overall, I like it, it was a fun map as a whole, difficulty curve like many maps was very iffy especially for the hard course. It's difficult to make a good difficulty curve though, so I can't knock too much on that. I'll try to fix it but I'm not sure how possible that is given space restrictions. Restrictions that are entirely my fault...


DysFunction

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I got through the red course and bonus a little while ago. It was a lot of fun! I don't have anything to add to Torii's comments but I found a minor bug on 15. If you fall below the 2nd skip platform you don't get reset. You can just walk around on the invisible brush until you fall off.

http://youtu.be/_jj6Bh4OU-4


RNC1839

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I got through the red course and bonus a little while ago. It was a lot of fun! I don't have anything to add to Torii's comments but I found a minor bug on 15. If you fall below the 2nd skip platform you don't get reset. You can just walk around on the invisible brush until you fall off.

http://youtu.be/_jj6Bh4OU-4
Yeah I found that too... it's fixed in the a2


RNC1839

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Dr. Heinz

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door from red intel back to the jump doesnt work (although I dont know where it should take you)
door from blue bonus back to select room doesnt work.
(I think I have the right colors)


RNC1839

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door from red intel back to the jump doesnt work (although I dont know where it should take you)
door from blue bonus back to select room doesnt work.
(I think I have the right colors)

Well balls... I'll try to get a4 out tomorrow. Minor changes.


Shunix

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you went from connected jumps to teleports in between jumps... you literally took a step back in the mapping process  :-\


BQE

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^ at least red 9 doesn't make me hate this map anymore.


RNC1839

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From an ~8 month update to a ~12 hour update. a4 is out 8)

Any further changes will either be on red 9 or blu 12 (based on complaints/critiques), changing the heights of where the jumps are, and making the numbers into props. Currently all have the bottom at the same z coord. And I'll probably disable the timer on servers with more than one person on, I just don't like seeing the timer flicker the way it do.

Fun Fact: There are 2366 brushes in this map.
« Last Edit: September 14, 2014, 02:02:46 AM by RNC1839 »