jump_when, because when is this map going to end. demo map, hopefully t4-t6 eventually. I'm doing something different with the releases, where every time I finish another course I will upload a new version of the map. Before you say anything about skill curve, looks or anything search deep within your mind to find the map it is based off.
Changelog and release log (big)
Latest version, jump_when_a1, 1 course : http://www.mediafire.com/download/bit4d3w6bsszwsq/jump_when_a1.bsp
Last level has no teles.Latest version, jump_when_a2, 2 courses: http://www.mediafire.com/download/l8ow4y4yzcoojhp/jump_when_a2.bsp
No hurtme, just use overheal for now.
8 minute compile timeLatest version, jump_when_a3, 3 courses: http://www.mediafire.com/download/7ek5lc1nm8rht8c/jump_when_a3.bsp This one has textures.
No hurtme, just use overheal.
4 minute compile timeLatest version, jump_when_a4, 4 courses: http://www.mediafire.com/download/0x8t7xn7pxpwnbz/jump_when_a4.zip
No hurtme, just use overheal.
18 minute compile time, which seems far too long compared to a3, and considering c4 alone takes 1 min 30.Latest version, jump_when_a5, 5 courses: http://www.mediafire.com/download/cbdp7nmx91d4hds/jump_when_a5.zip
No hurtme, just use overheal. A couple of other issues are mentioned in the post lower down.
30 minute compile time, which is about 3x as long as it feels like it should be, but likely due to the leak.Latest version, jump_when_a6, 6 courses: http://www.mediafire.com/download/4262pfcdbf1s7y5/jump_when_a6.zip
No hurtme, just use overheal. No issues that I know of.
14 minute compile time thanks to rnc fixing some leaks.Latest version, jump_when_a7, 7 courses: http://www.mediafire.com/file/pn4m2ehqv8w1nea/jump_when_a7.zip
No hurtme, just use overheal. No issues that I know of. Small changes to some jumps in course 6, and lightmap scale has been reduced for a 2nd time to prevent engine hunk overflow. 12 minute compile time because of this.Latest version, jump_when_a8, 8 courses: http://www.mediafire.com/file/a4o9z5ihx810dtp/jump_when_a8.zip
No hurtme :^). No issues that I know of. I went into a lot of effort making this course, don't hate. 14 minutes compile time.Latest version, jump_when_a9, 9 courses: http://www.mediafire.com/file/winx0c3gch0xeeb/jump_when_a9.zip
Still no hurtme, and no issues that I know of. Back to good long pogo levels. 23 minute compile time.Latest version, jump_when_a10, 10 courses: http://www.mediafire.com/file/3h39s6ulvx7lc8l/jump_when_a10.zip
Still no hurtme :^), and no issues that I know of. 28 minute compile time, 150% ldr leaf ambient, 91% brushes, 70% entdata, yet it still works without hunk errors. glAll that's left now is to make as much of the map possible for soldier, and use up the last 9% of brushes in bonuses.Latest version, jump_when_b1, now all the jumps are possible as soldier (probably): http://www.mediafire.com/file/ua1bcjvwzvoc5hq/jump_when_b1.zip
29min compile, 92.1% brushes, 154% lighting, 75.7% entdata.Soldier T0 List (feel free to correct me or tell me some, I want wacky strats over bounces and bounce platforms)
2-10: im fairly confident you cant go up the hole at the end
3-1: big gay, but i'm going to add an edgebug strat
3-3: hole at the end might be possible but uber gay, so there will be a place for sol to stand
3-7: add bhop at the start, and the next 2 ceilings last works?
3-8: pumpkin or trigger_push tomfoolery
3-9: grav strats inc
3-10: grav again probably
4-1: filtered tele + pumpkin
4-2: eb strat
4-3: something to make you fly up
4-4: to continue the theme of not caring about this jump, no soldier teles
4-5: something to go up both holes
4-6: i think you can wallpogo into the diamond hole and get up it, not sure though
4-10: something to go down the 2nd hole, random bounce seems too mean
5-3: something to go up the holes
5-4: i'll probably just remove teles for soldier
5-5: same here
5-6: pumpkin catch :^)
5-8: remove teles up top likely
5-9: something to get to the beam at the top
5-10: something to get you across the bottom
6-2: something for both holes
6-3: first hole wallbug, no sol teles on last 3 holes
6-5: trigger_push to get across the first 2 gaps at the end
6-6: maybe a pumpkin to go up the last hole
6-7: something to get down and up the holes
6-10: something for the 3 holes
7-1: help
7-2: help
7-3: help
7-4: add bounce after hole
7-5: dank pumpkin strats
7-7: help
7-10: help
9-1: nope
9-2: something for the first hole, and no sol teles for the ending
9-3: no tele at the overhang and at the end
9-4: heck no
9-5: something for the overhang and squiggle
9-6: lots of goofy stuff
9-7: goofy stuff + heckin stuff
9-8: no tele = ez
9-9: 180 corners easy imo, just stuff for transfer and squiggle
9-10: so much stuff
10-3: nope
10-4: nope
10-5: nope
10-6: nope
10-7: nope
10-8: nope
10-9: nope
10-10: hell nope
overall 53 jumps impossible, 1 more jump than c1 and c2 of rvr
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Final (i hope) version, jump_when_fix_fix, now there are 10 bonuses. hurtme+regen, identical jumpwise to all b2 versions.
http://www.mediafire.com/file/k505qwg8s6cabqv/jump_when_b3.zip28.5min compile, 98.7% brushes, 80.6% brushsides, 71.2% vertexes, 79.2% entdata, 183.3% ldr leaf ambient.
100 jumps over 10 courses, ranging from t4 to t6+++, all possible as soldier too. 10 hastily made bonuses, some of which aren't possible as soldier (idc) and 50ish pumpkins.