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jump_rampz

Bill · 3 · 971

Bill

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Please check it out as I'm new.Tell me about glitches if any.
Link: http://www.filedropper.com/jumprampz_3
v2: http://www.filedropper.com/jumprampzv2
Changes:
V2:changed teleheight and fix solids out of place
:D
Made for solly
« Last Edit: October 11, 2016, 08:46:31 AM by Bill »


plep

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edgy uploading site doe

Firstly, move all of your teleport_destinations, and also the teamspawn down to the ground, so you don't free fall for half a second each time you fail a jump or when you spawn in the map. These both need to be at least 1 unit off the ground otherwise players will get stuck in the ground.

I agree EXCEPT FOR THE WATER LEVEL ITS SO FUN TO FAIL BUT KEEP THE MOMENTUM AND GO FORWARD SO FAST PHDSQBODSQIDGZQSD

Also an issue on this level http://puu.sh/rFacq/5fbe1ee71d.jpg
If you hug the wall at the end, you'll hit your head on a tiny ledge and idk if it's wanted or not http://puu.sh/rFadT/ca95cb2bb2.jpg
« Last Edit: October 11, 2016, 05:42:58 AM by Sir Plopy »


scotch

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There are a few glaring issues,

Firstly, move all of your teleport_destinations, and also the teamspawn down to the ground, so you don't free fall for half a second each time you fail a jump or when you spawn in the map. These both need to be at least 1 unit off the ground otherwise players will get stuck in the ground.

Secondly, you need to cover all of your jumps with an entity called trigger_hurt, and set the Damage and Damage Cap values to large negative numbers (-1000 is fine). This prevents players from dying to triples, etc.

Other random stuff:

Tele (-1536 -3584 9188) on whatever number jump this is needs to be rotated. Just change pitch/yaw/roll to 0 270. Next jump has the same issue.
Spoiler (click to show/hide)
Same jump has skybox sticking out by a few units
Spoiler (click to show/hide)