Now I know what you might be thinking: this can't possibly be a jump map!
Well...
Originally, when I worked on this project, my goal was simple: convert Sonia's Counter-Strike: Source bunnyhop map (with Sonia's permission) to Team Fortress 2 so that it will be played on our TF2 bunnyhop server.
The map itself has a lot of alternate ways for completing each room, and not only does it not have any trigger_teleport (which means that it technically cannot be failed), but also it is completable without performing bunnyhops (although it would take a lot longer).
At some point I thought to myself that the map could be interesting to play using jump settings as demoman, so I gave that a try and the experience was surprisingly fun to me (most TF2 bhop maps would be repetitive and awkward as a jump map, but this one feels special for some reason).
I then proceeded to read through the map submission guidelines, and it does not seem like this map goes against any of the rules in particular in terms or content or good practice. So I asked yesterday on the Tempus discord if the fact the map name doesn't start with "jump_" would be a problem, and if the gameplay itself makes it not worth posting it here. The replies I got gave me the feeling this could be a legitimate subject to discuss, which is why I am allowing myself today to write this very post you are reading through.
So here is the map port I did (it should be the final version):
https://drive.google.com/file/d/1rejE4SCDB-t-vyn4Ck0Awz8pJHwhf6ME/view?usp=sharingSome Screenshots of the map:
- The map features big rooms with diverse geometry and height elevation, to the point where the map has a lot of replayability value to it. It also features elements like vertical boost platforms, surf ramps and slopes that can be slided on. I believe some of the bigger rooms can also be used for trick or freestyle jumping.
- This map is a tributes to Tron, a science fiction movie. Its aesthetics use blue and orange neon textures, which gives it a cyber theme to it, something I did not see very often in regular jump maps. The detailing of the map makes it a bit dark at places, but I adjusted the tonemap settings for it to look brighter in HDR.
- Based on the hardest jump of the map, this is tier 1 for every class, except the heavy where one of the jumps requires a tier 4 airstrafe to cross the gap.
- I have added health and ammo regeneration to the map for it to be playable as a jump map without needing any additional configuration.
- I added in the map also has built-in timer triggers to operate with the Resurfed timer. They are trigger_multiples named "start_zone", "checkpoint_1", "checkpoint_2", "checkpoint_3", "checkpoint_4", "checkpoint_5", "checkpoint_6", "checkpoint_7" and "end_zone". I do not know if the Tempus timer can make use of them, but if you want to put them manually at the same locations, they should be easy to find using showtriggers.
- Because in bunnyhopping nowadays, maps do not have a capped maxvelocity, this map has a point_servercommand that increases the maxvelocity to a very large value. I think this will only make the jumping more fun, and some of the most advanced routes would be much harder without raised maxvelocity.
Here is the original CSS post from Sonia:
https://gamebanana.com/mods/289480And here is the map showcase of bhop_tron_evolution being played as a bunnyhop map :
To this date, the map has not been put on the TF2 bhop server yet. However keep in mind that this is not only supposed to be a bhop map, but also an accurate port of the CSS bunnyhop gameplay it has on it. This means that I cannot make adjustments on it that would induce a change to the core bhop routing and gameplay. The kind of fixes I can do though is fixing ramp and slide collisions if they have bumps, adjust texture alignment, and perhaps make some skybox walls shootable. So even if in its current state the map is supposed to be definitive, feel free to suggest if within next week you want me to do adjustements and I'll try to implement them if they don't cause interference.
I am only bringing this map to your attention in case that some people would find it interesting to play this bhop map as a jump map (like I do). I have also got feedback from a couple experience Tempus jumpers who told me that they either found the map interesting and awesome, or boring and grindy. This to me is the sign that this conversation is worth having. My personal opinion is that this map would make a very original jump gameplay where players who have never jumped before can learn the basics without stress and witness their progress as they advance through the map, but also give a serious challenge to people who seek to perform the fastest run.
So if you like this map, the file is yours to use. If you don't like it, at least it will still be an amazing bhop map!