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jump_vex_final (Soldier)

Balls · 44 · 10874

Gebobus

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-It's very easy to cheat jump 10 by climbing up the wall on the left then you just walk around and wallshot off the displacement.

-Jumps 11 and 17 are too dark imo.

-add drexens timer pls  ;)

other than that it's a great map!  ;D


Balls

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Hey, was a pleasure to watch you jump :), and I appreciate the comments and feedback!

The cheat for 10 shouldn't have been possible as there should have been a nogrenades on the displacement (No idea how that got left out!). This is fixed and drexens timer already added in my working a2. I'm working on the lighting too, and those two are indeed excessively dark!



BQE

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me gusta

dope as fuck and i love how you did the lighting. 


Vexon

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This is amazing like me, 10/10

Best map I've ever played
5:01 PM - john | jump.tf: 👌


Oatmeal

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Looks really good now  ;D

Just came here to complain again about the nodraw under the new bridge at spawn.


Balls

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Looks really good now  ;D

Just came here to complain again about the nodraw under the new bridge at spawn.

Oh Balls. I can't believe I missed that. :(


Dr. Heinz

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@14 it much easier to use the rockwall on the left at the end...


Balls

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@14 it much easier to use the rockwall on the left at the end...

Thanks for letting me know.

I've had some slightly unusual problems regarding the func_nogrenades. The previous issue was a similar situation on jump #10, and the only way I could get it working was to destroy the original brushes and re-create. I'm guessing this is some kind of funky hammer thing, because those triggers were working fine in the a1 version.



Balls

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Actually updated the post with the new showcase.


ESKIN | Syro? #supernew

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So far all of the jumps I have played in this map have been unique. This is awesome! It seems rare to find a new map with unique jumps.


Balls

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jump_vex_final released!
View the updated post!

There are a few big changes that might be worth checking out if you played the map before, especially if you felt that the last couple of jumps were too hard. (Spoiler alert: they're a bit easier now!)

So with this version I'm declaring the map done. Unless there is anything huge, I wont be making any more edits or spending more time on it. I have lots of ideas which I may make into a new map one day. Thanks to everyone who got involved in some way and especially those who gave me feedback (There's a message somewhere in the map for a couple of you).
« Last Edit: June 18, 2015, 08:03:58 PM by Balls »


Balls

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I've updated the showcase on the first page now.

For anyone interested, you can see what the map looked like in the early planning stages when I was still designing jumps. A few never made it in, and others (the left wall sync) became something different (Jump 13).

Spoiler (click to show/hide)