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myria · 12 · 555

myria

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complete redo of my first jump jam submission which was an atrocity. hopefully this one is good. whatever is inevitably broken lmk. hope its fun

- 9 jumps, all downair and 45 degree down airpogo
- probably t6/t0 demo/soldier
- 1 bonus (we so  up brou)

DOWNLOAD LINK WILL ALWAYS HAVE LATEST VERSION:
https://tf2maps.net/downloads/lilith.15480/

Map showcase:


tjank you for playing]
« Last Edit: May 18, 2023, 09:56:51 AM by myria »


myria

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lmfao forgot to pack, current version from download link in first post now has packed version


hex

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Considering all the platforms are non-solid for stickies you should either add clips or add momentum-cancelling teles via trigger_catapults so that you don't slide around every time you teleport. There are clips on the 45 jumps so I'd just do that for the rest of the downair ones too, but also adding the catapults to kill speed would be appreciated and not hurt anything.

You also might want to consider adding the catapults on all the crystal teles between levels to nuke any telehop strats, most people don't like those.

Also, not sure if there's supposed to be anything on the end platform like a texture or smth but it's just an empty skybox room for me.


riot

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nodraw on l7

i also get stuck in the floor on last when i get teled


Tharronis

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Fun map. I liked the 45 deg down airs, I can't recall encountering all that many before esp with any obstacles. Spacing felt a tiny bit awkward on a couple of the regular down airs but probably nothing worth changing. Aesthetics are good and easy on the eyes. For the straight down verts, it might be nice to have some just barely visible glass marking where the wall is, but the 45 degs felt fine.


myria

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Version a2 is out, fixing most of whats mentioned thus far.

link in first post will have the latest version!

changelogs from TF2Maps.net post:
  • added catapults and playerclip to straight downair (first 5 jumps)
    • some catapult triggers are just Cursed and it took remaking them, copy pasting working ones, etc to fix them. ONE (2nd jump, first platform) still does not work but atm i dont have the sanity to do the 200th compile of today to see if the game wishes to cooperate so ill fix it later
  • also added catapults to teles between jumps (no more rat telehops)
  • fixed FindPortalSide errors
  • fixed calc_triangle_representation errors which caused visual bugs on 7th
  • moved last tele destination up 2 units to prevent getting stuck on tele
  • finished last end cap point
  • removed herobrine

lmk what else you all find, and ty for the feedback. hope its fun <3


Kingstripes

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Fun map! Really enjoyed the 45 levels.

I tested a2 which crashes with an Engine Hunk Overflow error so had to play with r_hunkalloclightmaps 0

some catapult triggers are just Cursed and it took remaking them, copy pasting working ones, etc to fix them. ONE (2nd jump, first platform) still does not work but atm i dont have the sanity to do the 200th compile of today to see if the game wishes to cooperate so ill fix it later

imo it's way more convenient to use vscript to cancel velocity than creating all those catapult triggers, especially since it's causing you problems. With vscript, you can just make it cancel player velocity at the same time as being teleported by adding a function to your existing trigger_teleports. If you want to do it this way, I'd suggest selecting all the level fail trigger_teleports for each level, tie them all to 1 entity with ctrl+t (rather than individual), then going to the output tab of the trigger_teleport entity properties and do this:
  • My output named: OnStartTouch
  • Targets entities named: !activator
  • Via this input: RunScriptCode
  • With a parameter override of: if (self && self.IsPlayer()) { self.SetAbsVelocity(Vector(0, 0, 0)) }
then you can just use the Copy/Paste buttons at the bottom of the outputs window and paste the same output to your 8 other level fail trigger_teleports. you shouldn't run into any problems doing it this way.

Only other thing is I think you should remove the playerclip from all the platforms, unless you don't mind bhop/eb cheats (e.g. on l3, l4 and l5, you can jump off -> bhop on the 3rd plat down)


myria

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Version a3

link in first post will have the latest version!

i opted not to use vscript to fix catapults and just got them working i guess, but if any are still bugged just lmk.
Changelogs from TF2Maps.net post:
  • removed playerclips on straight down jumps so no edgebug or bounce strats
  • fixed the last bugged catapult (i think)
  • cut playerclips down 16 units on obstacles for 45 degree jumps to prevent edgebug and bounces
  • fixed a lot of visleaf garbage
  • lightmap scale toned down from everything having default (16) to 64
  • added join camera
  • by
  • added generic_ambient with the revenant wwwwwwhhaaaaaauuuuhghhhhhh pulsing sound
  • full compiled, but lighting is still weird in some places so will have to fuck with it later
  • remouved herobrine
if you find anything else funny lmk. ty for feedback!!


myria

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Version b4

link in first post will have the latest version!

I spent a lot of time making different iterations of the map to fix random garbage and I also have the old original lilith betas from 2021 so here we are skipping ahead to b4. Most of this is going to be adjustments in lighting and tbh I can't remember most of what I fixed in the last like 4 days so here's what I can remember doing:
  • Adjusted texture size and lightmap scale of lights/blue004 to not be so abhorrently blotchy and bright in areas
  • Added light entities for more ambient/diffuse/whatever lighting. Each jump should now be more evenly lit
  • Fixed skybox ambient light grossly fucking over how last looks
  • Reduced file size down to like 49mb
If the lighting is still too dim lmk. I do intend for the map to be darker but I also want your eyes to function properly


myria

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Version b5

link in first post will have the latest version!

I added a bonus. Will notele for soldier later


myria

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minor update post:
  • added missing func_regenerate on b1
  • changed b1 to notele for soldier
  • respaced a few parts of b1


myria

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Final version released. Thank you everyone for playtesting!

Map showcase:


will also link this in original post