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jump_gateway_v3

Torii · 20 · 4310

Torii

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Well, it's been awhile since I've released anything. Huge thanks to DrHeinz for keeping the map list updated, all the updates in the past few months like, year, have pretty much all been made by him.

MAP INFO:
v4 has been released! Thanks to all who submitted bug reports! This will likely be the absolute final version of the map, unless there are major issues (no trigger_hurt, no overheal, etc). Until then, enjoy :)

A remake of jump_gateway_final, a map people have told me they either loved or hated; I was part of the latter.

I thought I made too many mistakes while building this map, so this is an attempt to fix them. This is not a complete makeover, I simply mapped the jumps and connectors better - hence the jumps are very similar, although the changelog indicates a ton of distance changes, they are only by about 64 to 128 units usually, some however, have been changed dramatically - you will know when you play the map.

Old tempus times on gateway_final do not apply, should Rob123 wish to change the map, though I do not recommend it at this point as I wish to iron out any bugs that may have slipped through testing

Note that v4 is the latest version, ie
v4 > v3 > final

DOWNLOAD (v4): http://bit.ly/1No9Tkp

-------------------
changelog
-------------------
gateway_v4
- more aesthetics changes (mostly lighting, textures, etc)
- added fall damage filter (no fall dmg)
- 1-1: fixed teleport to spawn door
- 1-9: fixed a bug where you could shoot the wall at the sync
- 1-9: added back wall to sync at
- 1-11: added light textures in water for clarity
- 1-12: fixed the nogrenades not eating rockets on the left wall
- 1-15: fixed a bug where you could shoot the entire length of the walls
- 1-15: fixed skybox issue
- 2-1: added door to spawn
- 2-1: made walls around the sync wallshot unshootable
- 2-3: added overheal on the ramp
- 2-8: made grey wall at the corners unshootable
- 2-9: moved wallshot wall into the playerclip
- 2-10: added a slanted ceiling

gateway_v3
- aesthetics changes (textures, detail, texture scales, etc)
- added hdr; changed skybox
- used new logic_timer to apply trigger_hurt
- ammo regen now applies everywhere
- 1-10: fixed nogrenades on the sides to mitigate accidental "eating" of rockets
- 1-11: jump has been remade - rj > wallshot > skip > water rampshot > jurf
- 1-12: slightly increased the distance needed to complete
- 1-13: slightly increased the distance needed to complete
- 1-14: new detail added
- 1-15: removed horizontal clipping on ramp to prevent ramp collisions when travelling at high speeds
- 2-1: slightly decreased the distance needed to complete
- 2-2: changed the distance between the pogo platforms at the beginning
- 2-3: decreased the height and distance required to complete
- 2-3: increased the height of the ceiling
- 2-4: changed the distance required to complete, added skip platform, increased length of ramp
- 2-5: increased the width of the final slanted pogo wall, changed inclined on the pogos
- 2-5: connector is now a teleport, instead of directly linking to the following jump
- 2-6: decreased the distance required to complete
- 2-7: decreased the height required to complete
- 2-8: increased length of the overall jump
- 2-8: decreased distance required to complete
- 2-8: removed connector, replaced with teleport door
- 2-9: decreased distance required to complete
- 2-9: increased width of the wallshot wall
- 2-10: decreased the height required to complete it
- cap: cap room has been redone
- cap: bonuses now can be accessed readily - no trigger of events required
- bonus1: increased the height required to complete
- bonus3: fixed a bug where hitting the teleport at the top of the tunnel would stop the player's ascent

gateway_final
- supposed final release
« Last Edit: August 17, 2015, 12:19:11 PM by Torii »


internal

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its always nice when mapmakers recognize their mistakes and put an effort on correcting them and improving their maps, i just wished others did the same, i´ve always wondered why some people don´t do it, basically making good maps not fun, because of 1 or 2 jumps have shitty distances
GG


plep

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- used new logic_timer to apply trigger_hurt


Explain this to me ???

Otherwise great! Can't wait to test it!


John

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its always nice when mapmakers recognize their mistakes and put an effort on correcting them and improving their maps, i just wished others did the same, i´ve always wondered why some people don´t do it, basically making good maps not fun, because of 1 or 2 jumps have shitty distances
GG

because some mistakes are so bad that fixing is impossible without starting from scratch ROFL
(don't decompile jurf you'll see what i mean :s...)

can't w8 to play new torii maps


BQE

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Vexon

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NOOOOOOOOO IT WAS SUCH A GOOD MAP BEFORE! EVERYTHING WAS PERFECT! NOOOOOOOOOOOOOOO
5:01 PM - john | jump.tf: 👌


Vexon

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the 2nd course was perfect other than last ):
why you do this torii
5:01 PM - john | jump.tf: 👌


HeliX

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The aesthetic changes look neat, all jumps feel pretty much the same I think, except 11 obviously. Last on c2 definitely feels a lot better and very consistent timing-wise now compared to final. I'm not sure if you wanted to patch the triple cheat on 5 the big wallpogo level, since the wall above is still shootable http://puu.sh/jybu9/5ee1c80ebd.jpg, which just makes it a bit harder to cheat. 7 on c2 is also still cheatable with a triple, still I suppose it's nice to have some alternate ways (definitely skipping the wallpogo).

I managed to find one bug, 9 on c1, you can shoot the wall where you double, unless I'm going crazy. http://puu.sh/jybtI/dab417bc0b.jpg



fro_yo

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Dr. Heinz

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Torii

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- used new logic_timer to apply trigger_hurt


Explain this to me ???

Otherwise great! Can't wait to test it!

Basically, a logic_timer is set to fire an output every 0.5 seconds, the output being SetHealth, set to an absurdly high number, heals like trigger_hurt and doesn't mess with overheals.

the 2nd course was perfect other than last ):
why you do this torii

:x

I still don't like the spooky hell room :(

That was fast, I honestly didn't expect it to be found so quickly

^_^

;)

The aesthetic changes look neat, all jumps feel pretty much the same I think, except 11 obviously. Last on c2 definitely feels a lot better and very consistent timing-wise now compared to final. I'm not sure if you wanted to patch the triple cheat on 5 the big wallpogo level, since the wall above is still shootable http://puu.sh/jybu9/5ee1c80ebd.jpg, which just makes it a bit harder to cheat. 7 on c2 is also still cheatable with a triple, still I suppose it's nice to have some alternate ways (definitely skipping the wallpogo).

I managed to find one bug, 9 on c1, you can shoot the wall where you double, unless I'm going crazy. http://puu.sh/jybtI/dab417bc0b.jpg



I don't want to erase any good strats, though I didn't know of the triple cheat on 2-7.
As for the 1-9 bug, I definitely didn't know of that lol. v4 will definitely fix that, thanks :).

I call dibs on the showcase!!

:)


Anymore bug reports will be appreciated, my 3 weeks of exams are coming up soon, and my A levels not soon after, I hope to at least finish this map by my 3 week exams.


catfoosh

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I finally managed to beat gateway_final ):



TomSinister

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Awesome showcase Brock! That edgebug was sick!

also I really love madvillain.