New version (first post was updated with a download link):
- Added spawn area and an "end" area
- Replaced overheal with soldier-only health buff
- "Checkpoints" added for demo on jumps 1-4. If this is a cool idea, let me know and I'll look into adding it for the rest of the jumps. There's also issues I'll fix with the visuals when playing with others (though the jumps should still operate perfectly fine) and lingering visuals after completing a jump.
- nonade fixed on 7 (thanks Elandi)
- Textures scaled to 128 hu (thanks Elandi)
I plan to fix the other issues Elandi mentioned, they make sense to have cleaned up in a final version of the map. I'm probably going to redo some of the lighting/light props, too. Hex's comment about the map feeling like 'platforms in a box' is spot-on, and I plan to try to bring walls closer and connect platforms to the walls in a meaningful-looking way, but only after I know what I'm doing with the demo stuff so I don't ruin a good idea there.
The biggest change here is probably the checkpoints for demo. You need to go to the areas marked in yellow before you can go to the end, which is marked green when it's available. Let me know if this is a fun mechanic or a useless gimmick that'd be better left out. If it's received well, I could use some feedback on the routes. I have ideas for some of the remaining jumps, but I don't know what to do for others:
5: ??
6: ??
7: Add checkpoints so you roughly follow the soldier route
8: Add a checkpoint in the far upper-left corner so you doublepre to it and strafe to the end (you can probably just double to the corner though, my demo is bad lol)
9: ??
10: Perhaps a checkpoint low on the last pillar to encourage them to pogo/vert up it?
11: Triplepre from top of wedge
12: Checkpoint way above far platform to require you to go over there and vert up to it, then come back and go to the top
Bonus: some airpogo around the tower (or twice around, idk) and to the end
I was thinking about making the external walls have larger nonades to prevent demos from using them to wallpogo, too. Perhaps I should use another texture to differentiate.