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Messages - obsidiian

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31
New Maps / jump_alle
« on: September 25, 2013, 08:45:27 PM »
Shoutout to my boy alle.

Shoutout to guyyst for helping me with texture scheme.

http://www.mediafire.com/?939m3gfmqminc4d

New version out; jump_alle_a2

32
New Maps / Re: jump_eons remade
« on: September 25, 2013, 07:38:30 PM »
how about use a custom HDR skybox or just custom ?
here are a link to 10xxxxxxxx boxes and ofc u can use one from css
http://css.gamebanana.com/textures/cats/28
i dont care because i can change it by server but........


What's wrong with the current skybox? :(

33
New Maps / Re: jump_eons remade
« on: September 25, 2013, 12:14:23 AM »
Oh rly on b1? Idk, on dediserver I was launching b2 i believe..... Anyway how to get source game info from demo file and possibly change name?

I think you can just change it on youtube... Not sure though.

34
New Maps / Re: jump_eons remade
« on: September 24, 2013, 09:40:11 PM »
I just made a quick video with this map.

TF2: jump_eons_b2

Haven't edited it too much, just compiled it. Later jumps was pretty funny. Hopefully you'll add more of them in b3 :D


I think you were playing on b1...

He was, but for the jumps it doesn't matter at all.


Yeah but he should probably change the title of the video because it says b2

35
New Maps / Re: jump_eons remade
« on: September 24, 2013, 04:56:30 PM »
I just made a quick video with this map.

TF2: jump_eons_b2

Haven't edited it too much, just compiled it. Later jumps was pretty funny. Hopefully you'll add more of them in b3 :D


I think you were playing on b1...

36
New Maps / Re: jump_eons remade
« on: September 22, 2013, 09:02:04 PM »
I don't like the arrow at 13, it doesn't fit the theme...

Also, what did you change?

Changes in the first post.  I've changed the arrow to a glowing arrow (similar to the jump numbers).

37
New Maps / Re: jump_eons remade
« on: September 22, 2013, 05:22:00 PM »
b2 released!  Changes in original post.

38
New Maps / Re: jump_eons remade
« on: September 21, 2013, 10:22:08 AM »
Jumps 9 and 10 I feel are too lenient.

On jump 13, 14 and 16 one can stand on the buttons
On jump 15 one can skip the whole first section of pogo by rocket jumping up to the 2nd level.

Personal opinions on the detail, the glass (like on 5) and water texture is kinda ugly, there's like a rain/thunderstorm ambience without the actual rain and jump15 is a little dark.

Despite the criticisms, bloody hell the map is pretty, especially the spawn and cap area. Great use of props and displacement, fast opening doors, putting playerclip on the wall jumps, etc

Keep it up~

Thanks for letting me know about the buttons, I had no idea.  Also, I knew about the jump on 15 before but decided to keep it because people like it for speedruns.  Do you think it should stay or should I move the platform back?

And as for the water, I've been trying out different waters but they all look funny.  Do you have any recommendations?

39
New Maps / Re: jump_eons remade
« on: September 20, 2013, 11:33:39 PM »
keep it in the center

There's little more frustrating in a map for a beginner jumper than having to spend 3-5 seconds walking to a wall each time you fail.  Considering how easy the map is, that seems like a good target audience to appeal to.

Moved tele a little to the right on 14 and 16 only.

40
New Maps / Re: Jump_Hajnal
« on: September 19, 2013, 10:21:24 PM »
pressure's on now, don't disappoint :)

I CAN'T HANDLE THIS

but more importantly packrat/vide/anything else that's supposed to pack custom files is being stupid and not working.

help pls.

I had problems packing things too.  I found a tutorial on tf2maps.net that really helped (I used VIDE).  If you get super stuck and can't figure it out, add me up and I'll see what I can do.

41
New Maps / Re: jump_eons remade
« on: September 19, 2013, 10:19:40 PM »
A couple jumps have teleports to the center of the platform when a right-side teleport would've been nice (not sure which ones), but that's my only complaint! I like it.

I've thought about this for some time and I'm not sure what to do.  For a lot of people it would probably be nice but at the same time I don't want the map to encourage people to become one-sided jumpers.  I'm thinking about moving them to the right but only on certain jumps where the area is quite large (14,16 mainly).

42
New Maps / Re: jump_eons_b1
« on: September 18, 2013, 11:24:43 PM »
Leave the jump 10 and jump 15 skips.
They are so fun for speedrunning.

Yeah, I think those will stay.  They aren't obvious and don't break the jumps, so newer players will still do the intended jumps but more experienced and advanced players can have a speedrunning advantage.  I think it works out well for everyone, plus I like maps with some little secrets in them.

43
New Maps / Re: jump_eons_b1
« on: September 18, 2013, 11:02:10 PM »
Pretty cool map

The aesthetics were ok, nothing too impressive for me. You put a lot of work into the start and end scenes but not nearly as much into the parts between jumps
The jumps themselves were really fun, a couple issues here and there

You only need the first two walls for 7, not three
You only need the first two walls for 9, not three
jump 10 is easy to skip because you can sync after 9
jump 11 the speedshot platform needs to be moved back a bit
jump 14 the doors need to open a little more quickly
jump 15 you can just jump from the starting point up to the first level of the pogo (lol)

Overall things:
I really liked that the doors opened fast enough when you do speedshots
Maybe have an ammo regen in between jumps for people who can't do speedshots well
Make more levels

A lot of the things you mentioned I decided to keep because this is a beginner maps and I don't want to make it so people need to execute the jumps perfectly in order to pass.  The thing in 15 I thought was fixed but I guess you can still ctap it.  I'm not sure whether or not to keep this in as a speedrun strat though.  Same thing with the sync between 9 and 10.

44
New Maps / Re: jump_eons_b1
« on: September 18, 2013, 05:49:50 PM »
The starting area of the map is very laggy, and it comes in waves, which is odd.  Aside from that, this map is very fun, especially some of the later jumps, and I have a good feeling there will be some peeps speedrunning this in the near future.

I'm working on optimizing it.  By comes in waves do you mean that it gets laggy and then suddenly stops lagging?

45
New Maps / jump_eons remade
« on: September 15, 2013, 10:04:16 PM »
I've finally returned to my map after a long break from mapping.  The map is similar yet completely different from the old version.

Downloadhttp://www.mediafire.com/?825aolen2sp76se
Current version: jump_eons_b2

Changes from old version:

Spoiler (click to show/hide)

Known problems:

  - IMO both buildings are poorly detailed (beginning and end)

Update 9/22/13

b2 released!  I've fixed all issues with b1.  No new jumps, but the map has basically no issues now.  New jumps etc. will probably be in b3.

Fixes:

  - Retextured a few places that were missing their textures (thanks for messing them up VIDE)
  - Increased the speed of the doors on jump 14
  - Decreased delay before reset of doors on jump 14 from 4 seconds to 2 seconds
  - Decreased delay before reset on the first set of doors on jump 16 from 4 seconds to 2 seconds
  - Moved teles towards the right on jumps 14 and 16
  - Fixed displacement positions at dock
  - Added more lighting to jump 15
  - Fixed being able to stand on buttons on jumps 13, 14, 16
  - Better water texture

Enjoy!

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