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jump_kowaiu (A11)

Kowai · 19 · 4720

Dr Gains

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This map is hot!
Could only do a couple jumps on this, would love to see a video with someone doing 1-4 and 2-3
Spawn was really dark for me, my brightness is always maxed.
1-5 seems to have a really long reset time if you fail early
2-2 moving block cuts through end face, not the biggest deal
2-cap could use tele to spawn
Both bonuses could also use tele at start
Liked sleek better, both courses seem t6 imo, but maybe Im just bad :l

Thanks gains! Here is the video on 1.4, 2.3 is bs hard so that will take me quite a long time to pull off.


At spawn. Ye i was reported this by my mates. On my screen it looks fine so eh, guess ill put some extra lights there later.
Course 1 level 5 sadly has long fail timer i know. I havn't figured out a way to make it shorter and still have no way to cheat the map. I will see later if i can figure something clever out.
Course 2 level 2. Yah i know. I havnt done anything fancy to the level yet since its still alpha. Will make it much more fancy later :^)

I didnt add tele to spawn yet since i managed to do 97% model fullness before. Its fixed now and i'm basically just very lazy. I'll add them for A7!

And its like RainForce commented on my map. "You made this map specifically to torture people, didn't you?" So it might be T6. I'm shit at everything except wallpogo and course 2 is made to be very very hard even for me. So don't worry about not making levels haha.
Im so dumb, I noclipped up just to check the level, and thought the top was a tele, was like fuuuuck that. >.>
As for your model count, you can select multiple nogrenades, and make them 1 model, same with teles, etc. On attached2 my model count would be like 160% if I didnt combine.


fishy

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it is no doubt t6, smart and well-designed jumps tho, i won't be beating this any time soon but i'd like to see what kind of times people can get on something like this now


scotch

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These changes looks very good! A few things though:
The jumps need to be covered in trigger_hurt with large negative damage values to prevent deaths in between func_regen cycles.
The triple sync jump needs to have a health buff, if you do a close to perfect triple with shotgun you die. The health buff on the quad is nice.
These are just quality of life changes, but are still important to consider.

If you ever plan to have your map added to Tempus for speedrunning purposes you will need to use a different method to display your hints, env_hudhint will conflict with the HUD used for Tempus. I suggest using game_text so it doesn't conflict in this way. You can also do something along these lines for the output of the triggers you use.
Spoiler (click to show/hide)
Instead of unnecessarily doubling the outputs using On End/Start Touch.


Kowai

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Im so dumb, I noclipped up just to check the level, and thought the top was a tele, was like fuuuuck that. >.>
As for your model count, you can select multiple nogrenades, and make them 1 model, same with teles, etc. On attached2 my model count would be like 160% if I didnt combine.

Hahahaha. I actually considered adding a telepad up there at first. But then i remembered all the time of agony in attached 1 where i hated on that shit so damn hard with the edges and teles (looking at you, next last of c4/attached1).
But now when you are saying it i might make it so you need to strafe around to the other side. Making the top like 20 units wide or so. If that makes it too hard of a start for people i'll just let it be i think. Want to hold back my evil thoughts of level design to a course 3 if i make one.

Also regarding the model count. It took me half a week to figure out that i did exacly that wrong. Been long since fixed by combining, but thanks anyways! I had also problems with entdata limit (i use a lot of logic in my map). But that was also fixed with self-illuminating textures and removal of most lights.

it is no doubt t6, smart and well-designed jumps tho, i won't be beating this any time soon but i'd like to see what kind of times people can get on something like this now

Glad you liked my design. Tried my best to make jumps unique as i learned how to abuse hammer more. And if you say its T6 it probably is. I hope i didn't make the course 1 too hard. Except for the current last level of course 1 i tried making it not too difficult. If you see a level that can be switched with course 2 and vise versa to have a good difficulty curve it would be nice with some feedback regarding that.

Course 1 is meant for average wallpogo person.
Course 2 is meant for people who want a challange.
Course 3(if i make one) is meant for people who want a reason to uninstall tf2.

Thats at least how i want to have the map currently. Might change later.

These changes looks very good! A few things though:
The jumps need to be covered in trigger_hurt with large negative damage values to prevent deaths in between func_regen cycles.
The triple sync jump needs to have a health buff, if you do a close to perfect triple with shotgun you die. The health buff on the quad is nice.
These are just quality of life changes, but are still important to consider.

If you ever plan to have your map added to Tempus for speedrunning purposes you will need to use a different method to display your hints, env_hudhint will conflict with the HUD used for Tempus. I suggest using game_text so it doesn't conflict in this way. You can also do something along these lines for the output of the triggers you use.
Spoiler (click to show/hide)
Instead of unnecessarily doubling the outputs using On End/Start Touch.

The trigger_hurt on all jumps has been on my to-do list since forever. I always keep on forgetting it. Next update will have em. Hopefully :^)
Even if its just details, all kinds of improvements i can i make on the map is always much appreciated!

I actually concidered switching to game text already. Since on servers the hudhint goes to crapper and displays only for a half a second, for some reason. And as for Tempus i have no idea. I never been on a Tempus server before (i think) nor read much about it. Might read up and try a submit once im fully done. Speedrunning is not my thing but it would be fun to watch others do it.