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jump_yump

HOI · 31 · 4096

HOI

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I've made a soldier map called jump_yump, using the beautiful dev textures.
There are 20 jumps in total.
Course 1 is very easy (T1) and has 11 jumps.
Course 2 is quite easy (T2) and has 7 jumps.
Bonus 1 is difficult (T3.5?) and bonus 2 is very hard (T4.5?).
I hope to get this on Tempus, feedback will be appreciated c:

I am considering adding some teleports to previous jumps but I am unsure whether I should.

TF2Maps https://tf2maps.net/downloads/jump_yump.5321
GameBanana https://gamebanana.com/maps/196926


200

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Really love the map. Classic clean dev textures (could've used pants dev textures, but still good).
Really cool strats as well, kinda easy last comparing to the rest of the jumps though.

If you are aiming for a 100% texture clarity, change walls on those jumps to grey, like on other unshootable surfaces.
Spoiler (click to show/hide)

Also, build cubemaps, take care of dx8 users please.


fishy

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no teleports to previous jumps DO NOT ADD QUBA DOORS I WILL BAN YOU FROM JUMP ACADEMY



HOI

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I have made version A6 which has the following changes:
- Increased texture consistency for jumps 10 & 11 of course 1
- Added teleports to the previous jump for jumps where the previous jump is not easily reachable
- Increased teleport height in some water

I'll build cubemaps as soon as I work out why running buildcubemaps gives me error messages about the skybox (which persist no matter what skybox I use)


catking00

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The bhop bonus is broken. You have each bhop as 128 units below the last one. When you bhop (bouncehop), you're jumping on the pseudo-ground, not the ground. Pseudo-ground is 0-2 units above the ground. This means that when you bhop, you gain a small amount of height. After 2 bhops, you've gained enough height where the 129 unit height no longer works.

In order to complete the bonus, you have to edgebug, since it's not possible to bouncehop from the third set onwards. We've already managed to complete it by edgebugging it, so we know it's possible, but it's not the intended method.


HOI

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Oh I had no idea you don't jump from the ground height :0
That explains why I was struggling so bad on the third set of bhops
Is there a way I can fix this without using completely different step heights? Could I raise the second step by 1, third step by 2 ...


catking00

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Yes. You don't gain exactly 1 Hu every time, though, so you should still test it out to make sure they're the right heights.


HOI

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I have made version A7 which should fix the bonus.
- For the third and fourth bhops in each set I have raised the tele layer by 1 and put a playerclip layer between it and the ground.
- For the final bhop I have raised the tele layer by 2 and used a playerclip of height 2 below it.
The bonus is definitely possible if you do not jump at the beginning and just walk off the edge before bhopping each time.
I don't know whether it is possible if you jump at the start, as this appears to be harder.


scotch

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generally a bad idea to have the player bhopping on an invisible brush


plep

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generally a bad idea to have the player bhopping on an invisible brush

This.

Just raise the floor.


HOI

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Fair point, I made version A8 which has a raised floor instead.
I thought it would look goofy with 129 and 130 height brushes having 128x128 dev textures but I guess it doesn't. I also didn't think 1 and 2 unit playerclips would be a problem but I guess it could make timing a little harder and less intuitive.
Is it possible for jumping into a bhop and walking into a bhop ending up with the player travelling at different heights/speeds afterwards?
« Last Edit: September 30, 2017, 08:04:33 AM by HOI »


?oss

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Is it possible for jumping into a bhop and walking into a bhop ending up with the player travelling at different heights/speeds afterwards?
I'd say yes because you can bhop into ur bhop with tele that will give you some extra speed
That also allows you to completely skip the third bhop where u have to bhop three times in a row


?oss

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Is it possible for jumping into a bhop and walking into a bhop ending up with the player travelling at different heights/speeds afterwards?
I'd say yes because you can bhop into ur bhop with tele that will give you some extra speed
That also allowed you to completely skip the third bhop where u have to bhop three times in a row in previous versions
Idk if it still does since you raised the floor even though its a couple of units who knows


HOI

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I understand that if you jump at the start then you land further along the platform, but I still didn't think it was possible to cheat the bonus at all since the starting platform for each bhop group is actually cut 3 units short to prevent the player from crouch jumping over the first bhop (3 units seems to be enough, any more and I risk making the last 5 bhops impossible without jumping at the start).
I was really wondering whether IF a series of bhops is possible AND the first bhop is possible even if you jump onto it instead of walking onto it THEN that means that the series of bhops is possible, whether you jump at the start or not.
I realised that the level number for 10 has disappeared, besides that and the missing cubemaps is there anything else I should fix/change?