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Jump_Sinister

TomSinister

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Jump Sinister is a very hard soldier map (tier 6) with 10 jumps an no bonuses. For demo the map is much easier (tier 3 or 4). I am interested in improving the map for both classes so long as it does not negatively effect soldier gameplay. This was my first time using hammer, so I hope I didn't screw everything up too bad.

*updates*
- removed cheat for jump 3
- fixed teleports on jump 3 sending you back to jump 1
- lowered height required for quad on jump 9
- fixed telesync to triple sync cheat on jump 7 (again)
- moved wall back on jump 4 to make wallsync better
- added detail to jump 4
- retextured jumps 4-6
- added overheal to jumps 1, 2, 9 and 10
- added fog effect to 3d skybox (does it look better?)
- various other small changes to lighting and detail

Showcase

Created and edited by Gibus (thank you so much!)
Also, here is jump 9 done with TA by RNC
Spoiler (click to show/hide)

Screenshots
Spoiler (click to show/hide)

Map Download Link
http://www.mediafire.com/download/gdyyvl0fjqk94tz/jump_sinister_final_ver2.bsp
(missing textures)https://www.mediafire.com/?a75b1ncvs9fyr0h
(old)http://www.mediafire.com/download/uwbb85289dnqd6p/jump_sinister_final.bsp
(older) http://www.mediafire.com/download/wd4kk189sxtfdw9/jump_sinister.bsp
(oldest) http://bit.ly/1c71dzn
« Last Edit: September 07, 2015, 11:56:10 AM by TomSinister »


Dr. Heinz

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Please pack the textures along with your map, noone wants to download 2 files.


TomSinister

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Please pack the textures along with your map, noone wants to download 2 files.

Sorry, I didn't know you could do that. I downloaded pakrat and tried to make a new bsp with the extra textures packed in.
*edit*
http://www.mediafire.com/download/2b4uacchud1gbtp/jump_sinister(2).bsp
http://bit.ly/1c71dzn

I'll update the OP with a new download link.
« Last Edit: May 21, 2015, 06:57:29 AM by TomSinister »


Dr. Heinz

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You didn't pack them in the new download either. Also, just call it jump_sinister_beta1 or overwrite jump_sinister, at least don't call it jump_sinister(2)


TomSinister

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You didn't pack them in the new download either. Also, just call it jump_sinister_beta1 or overwrite jump_sinister, at least don't call it jump_sinister(2)
I did overwrite jump_sinister, mediafire just renamed the file. I changed the file name on mediafire for you. Im pretty certain that I packed the texture files with the bsp properly, but I guess I'll try again.


Dr. Heinz

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Maybe something on my side, got the textures now.
But mediafire still gives jump_sinister(2) as download, everything is named jump_sinister, but when  I click download it starts downloading jump_sinister(2), kinda weird.

You can use my download if you want. http://bit.ly/1c71dzn


TomSinister

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thanks for the help heinz. im a big fat noob


Dr. Heinz

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tyjle

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Map looks cool except for that lazy brick texture. Ew.


TomSinister

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Map looks cool except for that lazy brick texture. Ew.
I've retextured that area at least 3 times, but nothing seems to look good. Do you have any suggestions?


Kendrick.

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creative jumps! :D  just need overheal on 2(?) , 8 , and 9
everything looks fine and also nice 3d skybox  :)

Spoiler (click to show/hide)
Boom Boom


catfoosh

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TomSinister

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well isn't really big deal ;D

nice catch! thats an easy fix.
how do I add overheal to jumps? I know that the trigger_hurt entity can only heal up to full.

*edit*
It turns out that 3d skybox graphical glitch isn't an easy fix. at first glance it appears that the displacements havent been merged, but they actually are! I think the problem is that part of my the wall in my 3d skybox pokes into my map. I dont think I can fix it without a tremendous amount of work. Oh well, lesson learned for next map. also, I have no idea where that odd shadow in the corner is coming from.

@foosh, I had a lot of free time :D
« Last Edit: May 21, 2015, 04:25:01 PM by TomSinister »


RNC1839

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The bounce on jump 2 is really interesting.

According to Bcheck (not tempus version), Bounce Alert, and the old Bounce spreadsheet this isn't a ctap bounce.

But according to my spreadsheet and my secondary method it is.

The exact height of the bounce is 1486.849731 (acquired through jrecord) which after rounding and adding 1 gives 1488, then accounting for crouching gives 1468, which is this bounce height, but all the other bounce checkers seem to be wrong somehow.



For those interested my secondary method is to just use a slowmo bind
alias slow_mo "toggle host_timescale 1 .05"
When you jump/walk/ctap off hit the bind before hitting the ground and your screen will shake before you get teleported, if it shook after the teleport it's not a bounce. 100% accurate and can be done in game with no plugins, although at low vert vel it's pretty useless.


TomSinister

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I would guess the odd height is probably because I used a prop for the bounce which tend to not have perfect geometry. I got the original bounce height from your spreadsheet (which was super helpful btw!!!)