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jump_attached3

Dr Gains

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jump_attached3_rc8:

Ultra hard wallpogo technique / gimmick map. Made for the few people who love these wallpogo maps. Current version is 4 courses 8 levels each 4 bonuses.

I tried to make the map have heavy anti-cheating measures featuring: anti-telesync, anti-button-cheat, anti-edgebug, anti-wallbug, anti-bhop, and anti-side-to-side starts. Added demoman only rooms to make the map more playable as demoman (button rooms are vanilla, anti-sync removed so it doesnt catch stickies). Could probably use a little more testing on all of this. Current map order is put together from feedback from a handful of players.

Also looking for just some more general feedback with the current levels, like are any levels too long with unneeded recovery space / boring, could the roof be higher / floor be lower on some levels, would you like to see longer walls / more room for the levels to be more comfortable, ectara.

Map DL: https://drive.google.com/file/d/1w8GJyGU0myBieo49_YJrBEBkl5VoDw6m/view?usp=sharing

Old versions:

Old original post:
Spoiler (click to show/hide)

Screenshots:
Spoiler (click to show/hide)
« Last Edit: July 18, 2022, 04:39:35 PM by Dr Gains »



Kattocate

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"Sweat saves blood, blood saves lives, and wallpogo saves both." -Erwin Rommel




Dr Gains

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jump_attached3_rc1:

Went with option 1. Maps now 3 courses, 8 levels each, hardest levels are bonuses (teleports located in last cap room behind door to spawn), limited regen levels removed. Edited the hard pillar level (was 4-7, now B-1) to have no downpogo at the start. Could still use some testing on antiedge bug levels, decided to remove trigger output to enable / disable teleports to prevent foreseen 2nd player assist.

DL: https://www.dropbox.com/s/c12dhw51b16yzuz/jump_attached3_rc1.bsp?dl=0
« Last Edit: November 13, 2020, 01:59:20 PM by Dr Gains »


Dr Gains

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jump_attached3_rc2:

Changed antisync from displacements to teleports, which also fixed some lighting and removes the need for a few demoman room copies.
Added cap zones at the end of bonuses, fixed red team not being able to cap course zones.

DL: https://www.dropbox.com/s/8kv70sislsc0tpc/jump_attached3_rc2.bsp?dl=0


League

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  • say drugs to no, kids
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Dr Gains

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jump_attached3_test_new_levels_3:

Made a bunch of levels to try to fit in to attached3 to bring the map back to 4 courses. Theres 11 levels, need 6 for the map. Looking for feedback on which levels to add so that I can continue mapping the main map.

Levels:
Spoiler (click to show/hide)

DL: https://www.dropbox.com/s/yda53twpzqb31tj/jump_attached3_test_new_levels_3.bsp?dl=0


Dr Gains

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jump_attached3_rc3:

Finally an update!
Map is now 4 courses, 8 levels each, no bonuses
Added 6 levels from test map
Spoiler (click to show/hide)
Removed 1 level from rc2
Spoiler (click to show/hide)
Made the end climb on some levels 64hu high (1-4, 1-6, 3-7)
Changed end of level 2-5 (backshot droppogos, increases) to backshot to climb (needs more testing)
Added another room on 4-7 (270 level) for practicing purpose
Made 4-6 symmetrical, moved start back, added anti-sync
Added indicator for direction on 3-5 to help with orientation (256hu altwall level)
Added a slope to tele back on 2-3 (alt wall recover level)
Changed walls on 2-1 to nohull displacements + playerclip, and increased 2nd drop distance (basic diagonal recovery level)
Fixed headbug tele skips on 2 levels (4-1, 4-2)
Added more indicators for head bonks
Edited some walls to prevent bottom-of-brush wallbugs
Changed the end of level texture to the same as it was for attached 1 & 2, let me know which you'd prefer
Removed obsolete team filters (can run as either team now)
Re-ordered map based on some feedback, will probably need to re-order again...

Did a bot test, map still runs fine with 24 players on at once
Few levels still not deemed  possible (4-3, 4-5, 4-7(not ready for tempus, others have .dem proof))

ToDo:
Add button level resets (still unsure how I want to approach this)
Prevent 2 players from being in anti-edgebug rooms (unsure if possible)
Edit:
Found a few things I need to fix for next update
Demoman route is broken, teles not taking you to right next level
Level 2-3 only has 1 working tele (South East room), just noclip to correct level for now
Demomans 2-5 isnt a copy of new design
Some decals to show which level you are on have an incorrect number, more so with demoman rooms

DL: https://www.dropbox.com/s/vkkl8zn1tm7gkfs/jump_attached3_rc3.bsp?dl=0
« Last Edit: June 03, 2021, 09:53:16 AM by Dr Gains »


Dr Gains

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jump_attached3_rc5:

Another update!
Level 2-3 removed and replaced with a more vanilla wallpogo level due to issue with skaiting rockets that I was unable to fix
Level 4-2 made more difficult, is now 1 rocket per corner then jump to an outside pillar to climb up
Level 4-5 nerfed, strafe distance from 64u to 32u
Level 2-1 fixed way to bypass antisync cheat
Level 2-5 fixed missing teleport
Levels 1-4, 1-6, 2-5, 3-5 added cancel multiplayer triggers to prevent other-player assist for cheating
Level 4-6 fixed misplaced nogrenades
Levels 1-4, 1-6, 3-5, 4-2 has button location resets on fail, 1-4, 1-6, 3-5 have buttons on ceiling behind respawn location to select which wall you want to start with
Some indicators are shorter due to removing displacements, hit max count
Minor re-ordering, needs to be redone better

Need proof of completion on levels 4-2, 4-4, 4-5

DL: https://www.dropbox.com/s/ck1mmk3m4aa54bn/jump_attached3_rc5.bsp?dl=0


Dr Gains

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jump_attached3_rc6:

Few changes
Another level re-order...
Level 4-5 removed, might end up being a bonus, idk yet
New added at 2-4
Level 4-3 made harder (less recovery room)
Striped unneeded bottom of wall indicators from 4-1 to add more indicators on to 3-1 (was at 2-8)
Increase wall size on level 4-8 (was 4-4) to make the length the same on both sections
Raised wall separator height on 2-8 (was 2-3) to make headbonk less likely
Fixed texture fighting on 2-3 (was 2-4)

Maps getting close to finished now

DL: https://www.dropbox.com/s/kzw9pv208cwkpe7/jump_attached3_rc6.bsp?dl=0


Dr Gains

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jump_attached3_rc7:

4 bonuses in map now (all very hard)
2-8 moved to b-3 (too hard for main map), new level to replace it
2-4 fixed missing playerclip
Map's somewhat stable with 24 soldiers spamming rockets, but not perfect. If  I have to I'll just make 1 less room for b-1

DL: https://www.dropbox.com/s/4qeyv461gb8k20i/jump_attached3_rc7.bsp?dl=0


Dr Gains

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jump_attached3_rc8:

Lowered trigger count in button levels (was causing broken rockets). Thanks Gorge004 for that fix.
Changed how multiroom teles work to something simpler.
Nerf to B4, changed 90? drop to 90? back and forth.

DL: https://drive.google.com/file/d/1w8GJyGU0myBieo49_YJrBEBkl5VoDw6m/view?usp=sharing
« Last Edit: July 18, 2022, 04:39:19 PM by Dr Gains »


Waldo

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Not a major issue, but I instantly crash if I enter 3-2 with showtriggers on.

The whole thing plays very nicely as demo; I have no complaints as of this version.


Dr Gains

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Odd room to crash with that reason. There isn't anything special about how that room works and the next level teleport only goes to 1 soldier room and 1 demo room determined by a filter. Ill look in to it a bit when I get home but don't understand what I'll be looking for lol. Do you know if this happens on any other room (like: 1-3, 1-5, 2-3, 2-7 3-6, 4-1, 4-7, those are all similar as far as triggers or at least teleports go)?