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jump_sobel

Malecus · 20 · 3435

Malecus

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Hey.

Malecus here, and I'm back with something unusual. I really like when an art form is pushed in different directions to see what it can really do. Traveling down the same road ahead is fine, but sometimes we need a detour to see what else we can get from it.

jump_sobel is an edgebug map that's designed to make you good at edgebugs. I love Eleven and jump_edgebug, but I was missing practicality. My goal was to make a map to teach you how to take edgebugs into real games.

I promise I'm not done traveling on the road straight ahead--I have more ideas for standard maps than I know what to do with. But thanks for smelling the roses with me.

Download here:
https://github.com/alexwnovak/TF2Maps/releases/download/jump_sobel/jump_sobel.bsp

As always, I've posted the original VMF and materials to my GitHub repo:
https://github.com/alexwnovak/TF2Maps

Preview:


donuttt

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looks awesome! great job  8)
_____________________________________________
wew lad



nick

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879m

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nice map, though on two the tele should always send you back to the middle, since you have momentum that will push you back in the direction you were trying from and will leave you in a better starting position. also the start on 5 feels pretty awkward, you could bring the eb a bit closer, might just be me though.


Malecus

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I'll keep that in mind for the future about the teleport on 2. It was supposed to be a nicety, in case you're going to one side over the other. I also think 5 can feel a little awkward because you're starting by going sideways instead of straight ahead. This jump is actually one I do on Badwater near last if you wall jump from under the Sniper's nest and strafe down to the lower Red spawn and edgebug the rail. I feel like it's easy to go either too high or too low.



Sere

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If this is final, I'd be happy to add this to tempus
"Simplicity is the ultimate form of sophistication." - Leonardo Da Vinci


generic

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:o look forward to playing it, looks fun.


Malecus

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If this is final, I'd be happy to add this to tempus

Yes, this is the final version. Thanks for the add!

Quote
:o look forward to playing it, looks fun.

Have a blasty, my dude.


Consition

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I'm normally not a fan of edgebugs but this looks really interesting and fun.


Malecus

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Quote
I'm normally not a fan of edgebugs but this looks really interesting and fun.

Thanks! That was my goal. I'd be interested to hear how it goes and whether you get to a point where you'd try to use them in games because they've become part of your tool set.


AI

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I approve of maps being made open source like this.  Too bad there are not many out there.


Malecus

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Thanks! We might as well, right? Tools exist to decompile and extract resources anyway, so why not save someone a step? I learned a lot of techniques through doing that. Someone came along and re-worked my Airstrike map (jump_lotus) to not require the Airstrike, but instead to apply the correct condition to simulate it. Everybody wins.


Starkie

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idk if youre still working on it, cant update the tempus version but there are loads of cheats
2 - can do 2 bhops and strafe to end
3 - jump off jumpbug on the edgebug platform
4 - telesync
6 - telesync
7 - telesync
10 - can telesync not sure if its worth it though as its really tight

because all the walls are non-solid you can just telesync through them


Malecus

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Whoa, I think I need more information. First, thanks for being so thorough. I don't mind the first two, since they don't make it much easier. Those telesyncs though... I don't understand "because all the walls are non-solid you can just telesync through them." I put the anti-telesync walls in front of the jumps--are you shooting through that somehow? Or are you shooting a different wall that's part of the room geometry?