edit: would the tele cheat on jump_ayers and the jump on jump_kpop be affected (or are those types of jumps more than 1 unit sticks)
No idea what these are, but if its an issue on some maps, we can simply have the plugin disabled for those maps.
i dont think anyone ever implied it would be a negative, just nobody ever answered the question
"That's cheating" only really has one connotation.
I just discovered this server today and so far like it. I do a lot of engineer jumping and like that I can get times for it. I just have a couple suggestions for the server.
1. Increase wrench speed. I like the uber fast swings on Joined's server so you don't have to spend as much time building.
2. Ability to use save points in your run. I don't mean like cheating the system by saving at the end then starting a run to only teleport to the end. I mean like local saves used in the run only. This would make it so engineers can place a dispenser and land on it, save, then teleport the sentry over there. That's a method I use to get through a lot of maps on jumps where I can only jump from a certain part because flying around a corner would block the sentry's line of fire.
3. Reverting the Wrangler nerf. The wrangler got a nerfed rate of fire, which makes engineer jumping rather hard on this server. On Joined's server he reverted the change so that engineers can jump the way they used to. Along that vein is also a regen-esque system which would allow the engineer to keep healthy and not die to their bullets.
We may do something for engineers later if we have the time and effort for it, but if we do, it will probably be something more along the lines of how JA handled engineer jumping back in the day.
The only problem I have with this is that it will make it harder to compare runs on OpenTimer and Tempus. Soldier will be slightly easier on some maps with OpenTimer and demo will be much faster on Tempus. I agree that the increased rate of regen on Tempus for demos is cheating. Ideally Tempus would remove increased regen for demos, and you would remove the rampbug plugin from OpenTimer, but it seems like neither of those is going to happen :/
That's not how it works. This won't make a run any faster or slower, it simply allows for more consistent attempts. Losing a run to a random rampbug that is entirely out of your control sucks. It does not magically grant speed, and it won't make a failed rampslide (due to speed or angle) successful.