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obsidiian

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Happy 2021! Final version in a week if nobody finds anything that badly needs fixing.

Basically only visual fixes, and nothing that will change gameplay in any significant way in order to preserve the validity of existing runs. Will be adding some missing waterfall particles and doing some texture alignment in the next few days and then this map is actually gonna be finished.

Download Here (b4): https://drive.google.com/file/d/1UGplT0cZdKsi9sVGO0VerswDYYP2ReI_/view?usp=sharing

Spoiler (click to show/hide)
« Last Edit: January 08, 2021, 08:08:52 PM by obsidiian »



dipp

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Holy cow epic!

You didn't include health regen in some connectors, and I died even with gunboats :/
You can add tick health regen through logic_timer with these attributes (it doesn't give ammo regen):
Spoiler (click to show/hide)

I think for 18 you should make the bounce hint thing more obvious, I know that most people walk past these func_dustmotes and did not even notice them:
Spoiler (click to show/hide)

You should fix your shoutout message, it cuts off:
Spoiler (click to show/hide)

For last, I didn't get get any edgebug inconsistencies in my playtest, but it could happen. There's a thread that has a fix, I think you should apply it to your map (if you haven't): https://jump.tf/forum/index.php/topic,3051.0.html

Here are some of my subjective opinions that you can ignore:
The numbers ruin the map aesthetic a bit imo.
Also the sakura trees look a bit uglier now :(.

The map definitely has been improved, the water isn't doing weird reflections, but other than that it's the old apex that everyone knows and loves, great job on making such a legendary map :D.


obsidiian

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Updated to b3. Still need some minor adjustments to lightmaps, and I'm gonna do a strawpoll to see how people feel about the jump numbers.

Poll (remove or keep jump numbers?): https://www.strawpoll.me/42389357

Download link: https://drive.google.com/file/d/1S3zoBDC1aBL53CNgGRVWNVitIEw1fokP/view?usp=sharing

Changelog (b3)

General
  • Improved texture alignment throughout the map
  • Fixed tick regen timer (thanks Dipp)
  • Fixed end shoutout (thanks again Dipp)

Jumps
  • Jump 1 - Added no-shoot texture to walls for consistency.
  • Jump 2 - Added no-shoot texture to walls for consistency.
  • Jump 5 - Cleaned up light textures a bit. Retextured back part of sync platform for consistency.
  • Jump 8 - Retextured side of sync platform for consistency.
  • Jump 9 - Slightly moved pillars.
  • Jump 15 - Fixed upward flowing water? woops.
  • Jump 15-16 connector - Added particles to waterfall.


Gorge004

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please dont use addoutput/health for tick regen, it adds overheal to demo wich is kinda lame.

Instead:

Ontimer / player / sethealth / 900

that gives tick regen, keep every class to their max health without overheal and allow for overheal triggers to work upto 900 health.

With a bit more work you can separate soldier and demo health regen.
  • put 2 filter_tf_class in the map, 1 with class set to allow soldier and the other set to allow demo.
  • put 2 trigger_multiple around the spawnpoint in the map so you spawn inside it
  • set the filter property of 1 trigger_multiple to the soldier filter you made, and the other to demo
  • On the soldier trigger_multiple, add an output OnStartTouch / !activator / Addoutput / targetname soldier
  • On the demo trigger_multiple, add an output OnStartTouch / !activator / Addoutput / targetname demo
  • add 2 logic_timer with 0.015s refire
  • On 1 of them, the output would be OnTimer / soldier / addoutput / health 900
  • On the other: OnTimer / demo / sethealth / 900

This renames every soldier than spawn to "soldier" and rename every demo to "demo", and the logic_timer targets those names to overheal soldier to 900 every tick, and the other to keep demo at max health every tick.

This assume the map never renames the player tho, wich I dont think apex does anyway.


obsidiian

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The timer right now uses sethealth and it just uses the old overheal brush at the quint. I forgot to set the timer fire interval before which is why it was broken, but honestly, might as well set up the separate class regen so people don't have to use gunboats to avoid bad luck.


obsidiian

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Updated to b4. Numbers are staying, so thank you to those who responded to the poll. I'll give it a few days to see if myself or someone else finds anything that needs fixing, but this should pretty much be it, so expect version _final soon.

Download (b4): https://drive.google.com/file/d/1UGplT0cZdKsi9sVGO0VerswDYYP2ReI_/view?usp=sharing

Changelog b4
General
  • Fixed lighting on some stairs throughout the map
  • Updated hp regen (thanks Gorge004, king of hammer logic)
Spawn
  • Retextured a couple walls for consistency


firestabber

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Love apex!  After playing b4, I happened to notice that you can stand at the top of the ramp you slide down at the end of jump 10.  This was not the case in b1.  Given that you're trying to limit/eliminate changes that affect gameplay, I assume this was unintentional.  Amazing map, thanks so much for making it!


John

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