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Gorge004

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Collab map between me and hex for the ongoing jump mapping contest.

I post here if people want to test, this isnt the final submission and jmc judges are not allowed to playtest this (:

https://drive.google.com/file/d/1bbKdDgyKXb4mZ690jkx1mCyNJ7fDtWlR/view?usp=sharing

Its both a demo and soldier map. Soldier needs +attack2 bind to play, you'll figure out what to do.

Worth mentioning that you do NOT want the "waiting for player" 30 sec timer when you first load the map offline to run out.  input mp_waitingforplayers_cancel 1 in console everytime you laod the map otherwise the gimmick wont work on soldier

« Last Edit: September 19, 2020, 05:12:59 PM by Gorge004 »



Resistance

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Really really fun, nice one gorge.

One small thing though, there's a bug where rockets rarely just explode on a surface that should make them do the gimmick thing


gunshlinger

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"you'll figure out what to do."

You underestimate how stupid I am with gimmicks. Can't figure out level 1. GG


Gorge004

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"you'll figure out what to do."

You underestimate how stupid I am with gimmicks. Can't figure out level 1. GG

after a rocket bounces you can detonate it with attack2

Really really fun, nice one gorge.

One small thing though, there's a bug where rockets rarely just explode on a surface that should make them do the gimmick thing

This happens when you're very close to the ground, the rocket hit the ground before it gets push by the push trigger. The only way to fix it would be to make the ground unshootable by rockets and youd get the rocket slide/bounce underground. I decided against that since it would be weird I think, and the rocket exploding like that actually makes jump 6 a little better (-:

While im at it, might aswell say that the telehop that you can get when you try to det a rocket but hit a teleport and you get boosted after teleporting can't be fixed. I messed around a lot and the only way I was able to fix it was by applying the added push force to a rocket with a 0.15s delay after detonating the rocket. I tried every single delays and because of inconsistent tf2's delays between outputs, thats the fastest delay that worked all the time. That delay made the thing very weird to play with so I just put it back like it was and we just need to deal with telehops (just dont fail noob).
« Last Edit: September 10, 2020, 08:37:17 PM by Gorge004 »


Resistance

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Ah, ok I gotcha.

I was curious about that telehop thing too, but i thought that was due to me being offline and not used to the timings. Good to know tho :)



Gorge004

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Updated to b4:
https://drive.google.com/file/d/1ab0LiMXzlWRk1q8rFHQuBIVZ0bIEQcfo/view?usp=sharing

-Fixed rockets not getting its blue particles after being frozen in rare cases.
-Fixed soldier gimmick not working if playing as demo before.
-Added a FAQ in spawn.
-Changed the 1000u/s blue particles color to a blue/purpleish one to be easier to see during jumps.

Afaik this should be final. This version doesn't work in multiplayer, I have to copy paste the logic 23 times to make it work and I'm waiting a few days before doing it incase something comes up.


Resistance

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Alright, 2 things.

1: Do regular rockets have reduced knockback? Because I can't wallshot very easily at all.

2: On level 5 this happens on this entire segment:

The rockets end up inside the wall considerably. Is there a way to fix this or do I just have to shoot like the showcase does?
« Last Edit: September 16, 2020, 11:11:48 PM by resistance is futile »


hex

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1. every rocket thats not on a gimmick wall slowly increases gravity to prevent wallpogo cheating jumps
2. those walls are illusionary so that rockets dont explode before getting stopped (iirc), so you need to aim further down and less horizontal otherwise they'll be too far away when they actually stop moving


Resistance

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1: Oh, alright then, I guess that makes sense.

2: Why would walls be phase if floors aren't?
« Last Edit: September 16, 2020, 11:42:13 PM by resistance is futile »


Gorge004

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This happens when you're very close to the ground, the rocket hit the ground before it gets push by the push trigger. The only way to fix it would be to make the ground unshootable by rockets and youd get the rocket slide/bounce underground. I decided against that since it would be weird I think, and the rocket exploding like that actually makes jump 6 a little better (-:


Resistance

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Well like, it goes through the wall even when i fire it from far away, so I'm just wondering how the gimmick works perfectly from far enough away for floors, but not for walls.

OH, small edit, it does work properly for some walls, like the first wall on jump 5.
« Last Edit: September 17, 2020, 02:02:49 PM by resistance is futile »


Gorge004

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I manually added a small delay on some walls, from 0.04 to 0.1s delay before it gets frozen depending on the jump. thats because without delay and when ure right next to a wall inside the trigger, the rocket would stop too fast and be right inside you too high to do anything so when you det you would get push down. the walls that you wallpogo have 0.07s delay, those that you just need 1 rocket (the big push backward ones) are instant, those that you need to downpogo like the first 2 walls on that catapult jump have 0.1s and those that you need to go up have around 0.04 iirc.

I adjusted the delays manually depending on the jump.


Resistance

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Ah, I see. Well I'm sure I'll get used to it, then. Thanks for the info  ;D