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jump_benroads

Benroads · 46 · 12060

Benroads

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fairly new to this whole mapping thing but I've been messing around on this for a week or two and I've gotten to the point where some feedback would help a lot.

Anyway on to the important stuff.

-20 Jumps
-Easy/Intermediate ish? difficulty


Things i'm not 100% sure about.

-Order of the jumps, made them as they came to mind so i'm not sure how well the map flows in terms of difficulty.
-Regen sounds, I tried adding jump_benroads_a1_level_sounds.txt to the bsp using pakrat but it did not seem to work so the map will have regen sounds until I can figure out how to fix it.

Download (.RAR):
(a5) (not a .rar)
http://www.mediafire.com/download/px5z1j40bdyovb1/jump_benroads_a5.bsp

(a4)
http://www.mediafire.com/download/h6986meu57htn6t/jump_benroads_a4.rar

(a3)
http://www.mediafire.com/download/z4xyismvljv2rf1/jump_benroads_a3.rar

(a2)
http://www.mediafire.com/download/1sm73alcmopb4b1/jump_benroads_a2.rar

(a1)
http://www.mediafire.com/download/21oyalti49f842a/jump_benroads_a1.rar


Screenshots:
http://puu.sh/7VLsH.jpg

http://puu.sh/7VLo1.jpg

http://puu.sh/7VLqe.jpg

Big thanks to Stimpack and Wari for helping me a bunch with this.

Changelog ish thing

A1
-Initial release
A2
-Adjusted tele heights on most jumps
-Added regen triggers all throughout map
-Added another tele brush to jump one so you would not need to fall as far
-Labeled start/level select
-Numbered jumps in map and in level select.
-Added jump 11-15
-Considering adding a few bonus jumps that don't quite fit with the main series of jumps.
-Redid startroom
-Added end room w/ cappoint
-Redid level select to add bonus section
-Added Bonus 1 (from Wari)
A3 (in progress)
-Added new extra silly bonus jump
-Fixing regen triggers to be more effective
-Added jump 16-20
-Added drexens timer
-Added another silly bonus
-Added last bonus
-Stimpack clipped over all the func_brushes to fix some issues
A4
-Redid level select room
-Made many of the jumps less precise
-Redid jump 5
-attempted to do some nodraw stuff on jump 9, idk how to fix the rest so it doesnt look like shit
-Extended a bunch of platforms into walls
A5
-Redid all levels to make them more visually appealing
-Added full regen for levels that could not be cheated
-Redid jump 15
-Cleaned up some jumps (Shorted end platforms, fixed out of place textures)
-Cleaned up OP as there was a lot of outdated shit
-Made jump 6 secret replaced with new jump
-Reordered all levels to fit a difficulty curve more
-Fixed the surf rings on bonus 2 to be omnidirectional (I hope?)
-Didn't fix cubemaps heh






A2 will see release after I finish 15 jumps or monday night, whatever comes quicker.

A3 will probably come after I finish jump 20 and do a bit of polishing up on the map.

A5 will see release once I get the jumps rearranged to have a better semblance of skill curve
« Last Edit: September 01, 2014, 01:39:14 PM by Benroads »


Oatmeal

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Pretty fun. It took me some time to finish it (because I suck). I had to use a regen script because the regen in the map seems pretty inconsistent and I died like two times. You could just put both func_regenerate and trigger_hurt brushes around each room to fix that. What really annoyed me were the long falls to the trigger_teleports on the floors, there is really no need to let people fall all the way to the bottom of the room, just place the teleport brushes directly under the lowest platform of each jump. The fullbright textures are a pretty ugly, but I guess it's still in alpha

Quote
-Easy/Intermediate ish? difficulty
I would say the difficulty is intermediate


Benroads

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I've added the regen triggers and such for a2, not going to release it untill I have like 3 or 4 more jumps. And most of the rooms the teleport to reset you was like 30 units under the lowest platform. What specific levels had problem with the long fall height, I know 1 could be problimatic and i'll probably add another tele brush because the jump gets a lot lower later in the jump. Regarding the textures/lighting it's probably going to always stay like this, personally I hate texturing/annoying lighting in jump maps, I was trying to copy the lighting style from jump_quba but clearly hav'nt figured out what he did differently.

« Last Edit: April 04, 2014, 07:19:13 PM by Benroads »


Oatmeal

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I hate texturing/annoying lighting in jump maps

Just paint the ceilings with the "tools/skybox" texture and place one light_environment entity at a random location in your map. The skybox will create all light and you don't have to care about it anymore (I think that's how quba did it with jump_baqu). For the values of the light_environment, just copy them from one of the maps in this list.


Benroads

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What I have right now is the white walls being func_illusionary + playerclip and outside them is a skybox box. I'm not sure how he did the lighting in jump_quba cause I copied his light_env entity from the decompiled version and it's still the "fullbright" ish kinad lighting.


Benroads

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First off holy fuck these forums why do I need to log in like 11 separate times before it will put me in and then auto signs me out after I post. This oneall login stuff is pretty terribad.

http://forums.tf2maps.net/showthread.php?t=4872

Copy paste from there and copy the appropriate skybox (in the notes on the light_env entity), then just put skybox on the roof of each level and you're set.

Each level is surrounded in a skybox box so that rockets will not fly into other levels. I was thinking about refixing them with func_nogrenades and then making the walls just normal ass brushes w/ skybox ceiling but I actually kind of like how the boxes and such look.


Dr. Heinz

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Some distances are bad and the fullbright as said before.


Benroads

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Some distances are bad and the fullbright as said before.

What ones specifically? Most of the jumps you have to be fairly precise to do correctly. The only one that seemed to cause large problems was the skip -> speedshot -> ramp and that one has already been fixed.


BQE

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Benroads

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dl link for a2?

A2 will be released either when I hit 15 jumps completed OR Monday night, whatever comes first. I'm a  bout half done on 13 so unless I run 100% out of ideas I should be releasing it late tonight or tomorrow.


Oatmeal

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Quote
I was thinking about refixing them with func_nogrenades and then making the walls just normal ass brushes w/ skybox ceiling

That would probably be the cleanest solution.


Benroads

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I was thinking about refixing them with func_nogrenades and then making the walls just normal ass brushes w/ skybox ceiling

That would probably be the cleanest solution.

Even if I do decide on doing that it will be awhile as redoing nearly all the rooms would be a huge pain in the ass.

Probably also going to add a couple jumps that I don't think would fit with the normal set as bonuses. Currently only have one but i'll figure out what to do with those as far as implementation. Not sure if I should have a "finish" room with a cap point cause i'm fairly sure that's how speedrun plugins and such work on jump servers so it'd probably be worth it to tack on an extra room with that in it.


Benroads

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Time got away from me this weekend and had a bit of trouble thinking of jump 15. Fairly happy with what I have now however I gotta do a run over once again so I won't be releasing a2 until tomorrow night. Might be fairly late depending on how late scrims run or if I have time to do stuff prior.


Benroads

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a2 released!

I was planning on adding in drexens timer thing but i'm a bit too tired to mess with it right now, maybe for a3.

Big changes from a1 to a2

-Numbers jumps and labeled rooms and such
-Added 5 more jumps and 1 bonus jump accessible via level select room
-Added finish room with cap point thing
-Added proper regen throughout whole map
-Tweaked a few jumps to make them easier/more consistant.

If you have any suggestions let me know but please do be specific thanks in advance.


Benroads

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a3 released

Gonna be the last release for awhile unless I need to fix major issues.