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toopliss

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Latest version DL: https://drive.google.com/open?id=1BdIEaKGjmUukZ760GWGLk5fRRyuNtUag

Showcase video:


Screenshots: https://imgur.com/a/W4RadDN


Ignore any version that isn't doesn't have v2 as its suffix because those belong in the trash pile of 2017.

a2 version DL: https://www.dropbox.com/s/ij68gyyd5cg8zqg/jump_crunch_a2.bsp?dl=0

Updated the map I submitted to Jump Jam with a staggering 3 new jumps, 3 new really shit bonus jumps and redid c1.

Still pretty new to this "jump mapping" shenanigan so if it's a pile of hot garbage just say it.


« Last Edit: October 28, 2018, 03:34:21 PM by toopliss »


Klowwd

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It's fun, although I think you went a bit overboard with the skybox texture. Also, the first sync isn't necessary since you can just wallclimb up. Overall, it's very fun, it'd make a nice solly T3


toopliss

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A belated, but complete overhaul.

download link for v2_b1:https://www.dropbox.com/s/jdutobehzohlw4r/jump_crunch_v2_b1.bsp?dl=0

Changes include, an artpass makeover (death to dev textures). Most jumps were modified, too many to list. Bonus jumps will be re-added in later updates.


False_

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another jump jam artifact, recovered and restored


Adolf The Toast Jesus?

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Love the new map, seen a few problems:

On jump 10 you can climb up the rock face to do a double to the end skipping the entire jump.

On 13 you can stand on top of the glass and the end of the water double.

On 14 you can stand on top of the wall.

On last: Demos can double sticky over the wall and;
Soldiers can shoot the sign to strafe around and skip the bounce, they can also shoot the other side of the glass to climb up after the quint.

The maps also damn beautiful.
JA Support Admin, Lounge Admin


toopliss

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Love the new map, seen a few problems:

On jump 10 you can climb up the rock face to do a double to the end skipping the entire jump.
Added nonade in next revision.

On 13 you can stand on top of the glass and the end of the water double.

I'm not sure how you could stand on top of it.



the ramp there has an angle of 82.8, which should make players slide off.

On 14 you can stand on top of the wall.
Clipped out with playerclips.

On last: Demos can double sticky over the wall

Yeah I saw it happening when someone playtested it before the release. Thought it was funny at the time and decided to leave the underwhelming end in version b1. The gag isn't worth it now and I adjusted 15 quite a bit, at least for the starting platform and the height of the glass to stop demos from just doing a double over it.

Soldiers can shoot the sign to strafe around and skip the bounce
Adjusted nonade width. I'm intentionally leaving out the shootable wall of the starting platform so that soldiers can use the wall to one-wall downpogo or wallshot it to strafe and skip the uncrouched bounce.

they can also shoot the other side of the glass to climb up after the quint.

That cheese was deliberate. I know people hate doing quints so I'm just gonna let them slide with hitting at least a quad.

Also, since I'm here. I'm gonna sneak a preview of one of the bonus jumps I'm working on.



It's time.

https://jump.tf/forum/index.php/topic,2565.0.html
 
Spoiler (click to show/hide)
« Last Edit: May 21, 2018, 12:07:51 PM by toopliss »



toopliss

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v2_b2 DL: https://www.dropbox.com/s/46mpab4nwnlzfon/jump_crunch_v2_b2.bsp?dl=0

Changelog:
  • Added 3 bonuses
    Spoiler (click to show/hide)
  • Adjusted jump 10, 14 with clipping and nonades
  • Added walls at the end of 14 to hopefully make the jump easier
  • Added a cover to jump 15
  • Added class-specific clipping for jump 11 and jump 15, There a invisible wall now for solider reaching the last bit of 11 while demos can still go through(also worth mentioning most of the clipping in 11 is removed), the opposite happens for jump 15, clipping alongside the jump where soliders can go through and demos cannot
  • Adjusted lighting, especially with pine trees(attempted, at least)
  • Added soundscape and waterfall sounds
  • Removed regen noise
  • Added observation points
  • Updated shoutouts

If nothing major comes up, next update will be the final update and I can finally remove the god damn versioning.

Mostly worried about the walkoff jumpbug strat not working in b1 because I didn't test that one but oh well, the rest is at least functional.




donuttt

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https://imgur.com/a/1NWYNVX

giant fan of the detailing, amazing map. i also like how you made your quint cheesable, i am one of the people you did this for. hero.
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toopliss

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Not sure what happened with the water there, checked and the texture alignment is the same between the two brushes. Removed one of them now though.

That spot is intended to be stand-able on Jump 7.

Jump 9 is... honestly I can't think of a way to make it cheat proof without making the jump not fun to speedrun. I guess you could see it as a palette cleanser from doing 3 sync related jumps in a row?

And yes it's a walk off uncrouched bounce if you walk off from the left on Jump 10.


Klowwd

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Just a reminder, you should always update the original post with the correct download link, people might not scroll down.
Some issues I found:
  • You can get out of bounds at the first control point, some clipping should solve it
  • Jump 11's wallshot walls should be clipped imo, it would make for an easier and less frustrating jump
  • There's some rocks at spawn that aren't displacements
  • The hole leading to the start of the timer could use a little work
  • https://steamcommunity.com/sharedfiles/filedetails/?id=1398825074
Overall, great map! I loved it, and I love the scenery surrounding it!


toopliss

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  • You can get out of bounds at the first control point, some clipping should solve it


...oops

  • Jump 11's wallshot walls should be clipped imo, it would make for an easier and less frustrating jump

Here's a story behind 11, I removed the clipping on 11 because I watched a demo jumper friend of mine running b1 and bonking into the clipping there. I thought it would be frustrating for demos because there's no indication that you couldn't just do 11 with a mere triple from the starting plat at first glance (unless there's more people running with mat_drawclipbrushes than I thought). However after removing the clip brushes another friend pointed out to me that soldiers can just easily do a triple and wallshot it, skipping the need to do a double at the end. So I added back clipping but only for soldiers. Guess I should probably extend the clipping back to the wall.

tl:dr I pulled a dumb move.

  • There's some rocks at spawn that aren't displacements

Are you sure you're not looking at the prop rocks? I checked and every cliff face IS a displacement.

Also, from the compile log of b2

Code: [Select]
dispinfos             2048/0          360448/0        ( 0.0%)
Even if I wanted to make more displacements, I can't. Unless I optimize on the usage, which at this point is not a thing I really wanted to push out. I've ran into max_disp_info way too much during the final days of pushing out b1. Not a thing I want to relive.


How tf did I miss that?, will fix.


toopliss

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Oh heck it's been almost 6 months already?

This is most likely final version for crunch unless something else comes up.

Download:https://www.dropbox.com/s/bg42zi3g5a9l809/jump_crunch_v2.bsp?dl=1

Changelog:

  • Bonus 2 is replaced with something completely different. Also added one new bonus (also jumpbug related)
  • Replaced the old Drexen's timer with the more efficient Pants' texture timer
  • Slightly cut down the amount of particles used for waterfalls
  • Added fog
  • Improved detailing on last
  • Updated shoutouts
  • Slight map optimization

Will add showcase video once it's edited.
« Last Edit: October 11, 2018, 09:34:20 AM by toopliss »


donuttt

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_____________________________________________
wew lad


toopliss

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