So I thought I'd write up a formal description of this map.
A 12-jump lanc-themed map for Soldier, featuring some slightly original syncing concepts. Difficulty - Hard
Originally this map was supposed to be an easy map, with a lot of leniency and jumps similar to that of jump_junk_solly_b1. Obviously it didn't really turn out that way as I built it, and it turned into one with an asston of syncs and prefires.
DOWNLOAD:
http://bit.ly/1vz1NiaShowcase by Brock
Here I'll give a little behind-the-scenes on a few jumps
Jump4The cp room here is intended to be a bonus, if you can't figure it out, keep going at it
Jump5This jump was purposely built to not allow a triple at the beginning, think of it as underground 2nd last but more difficult. If you do the first 2 syncs well the last wall can be just a wallshot.
Jump6I always see a lot of rampsyncs made this way, thought a wallsync looked kinda cool so I put this in. The detail was quite a painstaking effort to get right, I had to delete it about 2-3 times before it is the way it is now. I felt it was too static at first so I added some dustmotes to the big cave area and moving water
Jump7I hate this jump the most, not from the jump itself (though most have told me it's the most difficult), but its detail. I couldn't really find much way to make it more dynamic rather than a pile of shitty wood textures.
Jump9The idea for this came from considering how bounces work in theory, since the client calculations of your position registers you as touching the floor while the server does not at the instant that you can bounce, and how the func_conveyor-s don't seem to be affected clientside while teleports seem to be handled serverside. I didn't think it'd actually work in practice, but it actually did.
The bounce platform is a func_conveyor with a teleport on top of it, even with the above considerations I thought the awkward collision models of brush entities that are not func_detail would make this either impossible or inconsistent, and apparently it doesn't. The bounce itself can be jump then crouched, or a walk off then crouched. I find the latter to be easier to time.
Jump11LASER LIGHT-SHOW COURTESY OF INSPIRATION FROM AFTERGLOW
coincidentially the entity I used for the glows is env_lightglowJump12That one jump on BAQu 3rd door (?) with a triple instead of a single wallshot. I've had reports that said that people have done it with a single wallshot which is kind of embarrassing.
--------------------------
changelog
--------------------------
jump_vulc_a2
- initial release