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finn · 17 · 3328

finn

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b5 download: http://www.mediafire.com/file/pnkvzkt9x9phxif/jump_thorn_b5.bsp

Showcase (old version):


Tier 6 demoman map. 16 jumps. I wanted it to be very hard but not too annoying or precise.
Tier 4 ish soldier. Easy and boring except for a few cornerpogos.


The first map I've built to completion. :)

Please lmk if you find any problems or dumb bugs. I'm fairly confident I've not left any major issues but it's possible.

Cheers
« Last Edit: May 27, 2019, 07:27:23 PM by finn »


League

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this looks like a fun map to play if i were good enough at demo jumping. very nice!
hmm


finn

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this looks like a fun map to play if i were good enough at demo jumping. very nice!
Thanks!
It's at the very edge of my abilities but I designed it to be a personal challenge


shakez

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fun map
first of all, did you forget to pack your map? the doors and the question mark on jump 6 are missing textures for me
then another texture related thing (might be just me tho): i kinda dont like that the pogo platforms on jump 4 are the same texture as the normal floor on the jumps which isnt shootable
on jump 7 you can roller pogo on the floor after the vert
on jump 14 you can pogo the first part of the jump
also the teleport destinations could be closer to the edge on some jumps

« Last Edit: April 26, 2019, 10:09:48 AM by shakez »


Superchuck

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It looks like your map might be leaked?
The reason I say this is because I see some parts of other jumps when I shouldn't be able to.

https://developer.valvesoftware.com/wiki/Leak#Finding_leaks
The Rat Master


finn

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Updated link in OP

- Packed the map to fix the missing textures (hopefully it worked, I only learned about this today)
- Made blocks on j7 unshootable to disallow roller pogo
- Made starting floor of j14 unshootable to disallow pogo
- Moved some jumps' teles closer to edges of starting platforms
- Made all of the height barrier things (e.g. jump 1, jump 5, jump 14) reflective where some were previously sticky or unshootable
- Moved some teles closer to the ground after making surfaces unshootable
- Added an extra trigger_hurt on j1 so you won't blow yourself up with the air sticky playing offline

There were no light leaks, the sky clutter was just a result of my shit being messy and my nodraw application being imperfect. I've cleaned it up a lot by leveling jumps out on the z axis (this way they're no longer visible to each other).

I experimented with other textures on the j4 platforms but I didn't like the look of it any other way so I've kept it the same. I apologise if this bothers anyone but I think it's still obvious enough that they're pogo platforms.

Again please post if you find problems, happy to do 1 or 2 more revisions to fix anything major  :)


finn

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Oh I also swapped jump 11 and jump 13. With this arrangement it feels like a better difficulty curve to me.


Gorge004

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for the trigger hurt to avoid dieing offline, you can add tick health regen to do just that without having to deal with putting trigger hurts everywhere.

put a logic_timer with refire time of 0.015 with 2 outputs:
Ontimer / !player / addoutput / health 175
Ontimer / player / addoutput / health 175





finn

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for the trigger hurt to avoid dieing offline, you can add tick health regen to do just that without having to deal with putting trigger hurts everywhere.

put a logic_timer with refire time of 0.015 with 2 outputs:
Ontimer / !player / addoutput / health 175
Ontimer / player / addoutput / health 175

Oh cool, thanks!


nut

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actually what gorge's method does is make soldiers health 175

the ACTUAL way to add tick health that doesn't affect max health is to make a logic_timer with these attribute/output:



shakez

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some teles on 2nd last and last are missing


finn

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some teles on 2nd last and last are missing
thanks for letting me know. i'll fix that and make some other minor changes within the next couple of days and put up a final version


False_

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please please either cover the entire tele doors at the ends of each jump entirely with teleport, or just make the black brush illusionary. for speedrunning, it's nice not having to worry about landing directly in front of the door, instead of landing on top of it.


finn

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please please either cover the entire tele doors at the ends of each jump entirely with teleport, or just make the black brush illusionary. for speedrunning, it's nice not having to worry about landing directly in front of the door, instead of landing on top of it.
sure, i can do that. thanks for the feedback


finn

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updated link in OP. i made a lot of small changes, took a bit longer than expected. i will update the title to be the final version provided there are no problems discovered.

- fixed a missing tele on jump 16
- covered tele doors in tele trigger
- put in a logic_timer for health regen to replace the trigger_hurts
- visually restyled jump 8
- retextured the pogo platforms on jump 4 (changed my mind)
- made all of the floors and many of the walls sticky but non-explosive. i also lowered the floor teles so random bhops and jumpbugs will now be possible. some of the walls are still reflective, where it's necessary or where i found it useful to be able to hug them.
- adjusted the lighting, lowered the overall brightness
- made all of the stage fail teles movement cancelling
and some other small things not all of which i can remember

i'm working on a new demo map at the moment, i'll try to make it better  :)
« Last Edit: May 24, 2019, 11:04:53 PM by finn »