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Jump Rabbit Final

I is Rabbit

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Howdy, so I did some of the changes, file size down to 100 mb from 250 hurray, um so this is the final version unless there are some new map breaking strats found, so hope you enjoy. Thx again for all the support and help from the entire jump community, I love u guys <3 (no homo)
LOL
Map Download:
https://drive.google.com/open?id=1CPCxcj9WWwbnfpHk-gO6kn0AUMyUnmwX
Walkthrough/Showcase (a bit old version lol)

« Last Edit: April 01, 2020, 03:48:31 AM by I is Rabbit »


Boshy

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I dont know if this is intentional but you can jump around this nonade trigger instead of doubling at the end of jump 6.



Both of these "lines" here can be texture wallbugged (on both sides of the jump). Dont know if you wanna keep it as a strat or remove it.



This one probably doesnt matter at all considering you can just rj across from the start but you didnt nonade the lantern.



On this jump you can climb that back wall and triple at the bottom of the ramp (on the wall), not a very good cheat but its still there.



On 15 you can stand here and wallshot from there into catch.



On 16 you can triple and wallshot the very sides of this tube and resync into a quad/quint using the roof.



Boshy

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As for the bonuses, it would really help if they were separate from the map (for tempus' sake) if possible. By that I mean being in its own separate room or something.



Another thing would be removing these teles on the bonuses that lead into the level select room (there isnt much I can do to prevent people cheating other than putting a checkpoint on every level which would still allow people to go to the end then go back and fail jumps and hit the cps anyway).



I'd recommend removing every tele in general that leads to the level select room.
As for bonuses specifically b1 can be cheated with a telesync from this corner (to skip all the wallpogo).



And b2 can be cheated if you setstart (setting your start point on tempus) on the quint platform and just rj up.



All of these fixes are sort of essential for tempus (or at least would make it infinitely easier to not break things). Also im not sure if all the custom models/sounds would break anything so hopefully they wont.


I is Rabbit

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Right so mostly all of those re intentional. Ofc the wallpogo jumps will be cheatable/satratable. (The wallshot is NOT the fastest way btw ;), and if u try to cheat with the lamp ur insane and i wanna see that lmao) So i didnt know of waterfall and the back wall for jump after the, and ill compile a patched version. The quint was also kind of intentional. I always did a little more so it "seems" like i fixed it without ever fixing it... I guess i can do it for good, but all of these would be time losses and not much easier than the actual jump. IMO. Now for the bonuses I gt confess I dont play on tempus and idk how the tele system works there. But if you check outside of the bonuses that are triggers that rename u, and inside the level select room there is also a trigger. Ill post to screenshots, here are the two images.
https://imgur.com/a/4fdoY0s
so I forget the exact names, but basically what happens, is that you cannot enter the bonuses from another jump without touching one of these triggers, and say your name is a when you spawn, this trigger renames you to b. And the teleport does not teleport players named b. So the trigger in the level select room renames you c or wtv. When you're c, you can go back to the bonus, do the bonus, tele back to level select, but if you LEAVE the bonus and touch the rename a trigger, which you MUST do in order to do the adjacent jumps, you will no longer be able to teleport back; you CANNOT finish the map, touch trigger to rename c, do bonus 1, do jump 11, do bonus again, tele back. You could spawn in map, tele to bonus 1, and use trigger.      About the second bonus idk how to fix that and tbh bonuses are failed jumps that i didnt have the heart to delete. Ill roll out a patched version, but these "problems" wont prevent me from sleeping at night, and i dont think the map is skippable, hey if you found a way pls tell me how and ill fix it but i think its fine idk
« Last Edit: March 31, 2020, 11:54:01 AM by I is Rabbit »


Boshy

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For the wallpogo bonus you can just put a wall across that room (in the middle) that prevents any kind of telesyncs.

For b2 I can't really think of anything other than having some sort of "check" on the water or U section for player touching it. If the player did touch it then the tele for the upper part of the bonus disappears but otherwise it would stay there and teleport you back.

If the the logic for the level select room works like you said then it should be fine but those things are always very wonky so I wouldn't be surprised if someone finds a way to break it. I'll probably discuss the rest in dms.