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Jump_Sinister

RNC1839

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Well the thing is that Bcheck shows the actual bounce height as 1468 and Bounce Alert uses basically the same raytracing heightgetting mumbojumbo. And the old spreadsheet just says 1469.

Also I would say to never have a prop be a bounce platform, it'd be better to just make the prop not solid and add a blocks bullets brush or nodraw func_brush where you want it.


Dr. Heinz

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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!!!)
I assume you mean Jamiens spreadsheet  ;)


TomSinister

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I assume you mean Jamiens spreadsheet  ;)
I used the one from the jump map resouce thread (http://tf2rj.com/forum/index.php?topic=956.0) which I thought was the same one RNC was referring to? Anyway, whoever made it has my thanks.

is there a problem with using props as a bounce other than inconsistent geometry? Ill probably make them not solid in the future, but the one on jump 2 seems to work perfectly to me.


RNC1839

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I assume you mean Jamiens spreadsheet  ;)
I used the one from the jump map resouce thread (http://tf2rj.com/forum/index.php?topic=956.0) which I thought was the same one RNC was referring to? Anyway, whoever made it has my thanks.

is there a problem with using props as a bounce other than inconsistent geometry? Ill probably make them not solid in the future, but the one on jump 2 seems to work perfectly to me.
Yes I made that spreadsheet with TalkingMelon's help, Dr. Heinz is just being a shitter :P

Yeah the weird geometry is the only reason, it's just way easier to control what's going on if you make the brush. Bounces are accurate to .000001 units which in reality does give a "large" amount of wiggle room, but if your that much off it won't work at all.

Jump 18 on jump_embrace backwards for example is 1080.3 units. 1080 units is a walkoff crouch height and 1081 is a walkoff uncrouch height, and because of that .3 unit difference and rounding you can do walkoff crouch or uncrouch bounces.

Now if you're just doing a pogo then props are fine because accuracy isn't necessary.


TomSinister

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thats super neat! I didnt know you could get 2 different bounce heights with rounding. something to keep in mind for the future~


tyjle

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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?
I think a metalic texture would look better there.


TomSinister

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updated the map with several suggestions!

http://www.mediafire.com/download/wd4kk189sxtfdw9/jump_sinister.bsp

*edit*
added screenshots of new textures. hope it looks better!
« Last Edit: May 22, 2015, 06:08:46 PM by TomSinister »


TomSinister

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overheal kind of ruins some jumps for demo, is there any way around this? probably not :(

also, is there anything I should do to better my chances of getting my map on tempus?


Dr. Heinz

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Just wait, it will eventually be put on tempus.

It would be nice if you named new versions of the map something like jump_sinister_beta1/2/3 etc. Overwriting the current version gets confusing.


John

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tempus adds new maps in batches so yours would most likely be in the next batch whenever that's going to be


TomSinister

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final touches added to map. changed map download (with new name for the bsp :D)

http://www.mediafire.com/download/uwbb85289dnqd6p/jump_sinister_final.bsp

thanks for all the help and feedback guys :)