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Messages - Torii

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16
New Maps / Re: jump_torii_v3
« on: October 14, 2013, 02:06:37 AM »
v3, mostly just fixing overlays that i for some reason didnt notice were broken

17
New Maps / Re: jump_torii_v2
« on: October 09, 2013, 08:25:22 AM »
v2~

18
Jump Videos / Re: Soldier jump videos
« on: October 03, 2013, 09:20:28 AM »
TF2 Jumping: jump_legion_beta3 (+bonus) Small | Large


pmuch

19
New Maps / Re: Jump_nmotion
« on: September 29, 2013, 05:12:19 PM »
I ran through it

1. It's in fullbright which looks awful, it doesn't take that long to put lights

2. At the start and in some parts of the map you can do some func_detail-ing

3. I found it odd to suddenly have roman numerals for jump5, 10.

4. The teleport on the skip plat on jump6 teleports you back to jump5

5. On the last jump it should be clear that you have to left wall (either that or I'm doing this wrong)

Tutorial on func_detailing
Hammer Tutorial #21 optimization Part 1- Func _detail and Skybox

20
Jump Help / Re: Jump_4starters D8
« on: September 26, 2013, 06:07:10 AM »
A version of a9 had that, but now the plat is unshootable

IIRC you're supposed to speedpogo 2 times and then shoot the last rocket on the white pogo-ground thing before you hit the ramp

skip to 9:18, yeah the vid is of a9, but it's pretty much the same
TF2:jump_4starters_a9

21
New Maps / Re: Jump_MirrorsEdge
« on: September 25, 2013, 07:19:43 AM »
Someone help pls

"WARNING: BSP node with unbounded volume (material: TOOLS/TOOLSPLAYERCLIP, near (-7008.000000, 5740.429688, 8.000000))"

Only problem is
1) There's nothing even near those coordinates with playerclip
2) Even after deleting every single instance of playerclip from the map I still get that issue.
3) Google doesn't help.

Map won't even compile now because of this, there's literally no reason why that should even be happening.

I believe it's a general error, it happened to me when I accidentally made a displacement a brush entity and I think it also happens when you have a brush that's outside the grid.

Post the full compile log and let drexen come in and be a pro.

22
New Maps / Re: jump_eons remade
« on: September 21, 2013, 10:01:21 PM »
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?

Personally I think it's a pretty big cheat that should be fixed

As for the water, water_2fort, water_canals03, water_well is pretty good. The dev_water textures aren't too bad either but some of them don't really work.

23
Jump Videos / Re: Soldier jump videos
« on: September 21, 2013, 10:09:55 AM »
dismapgud

jump_turnip_v2 flawless kekkekekeke Small | Large

24
New Maps / Re: jump_eons remade
« on: September 21, 2013, 01:16:59 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~

25
New Maps / Re: Jump_Hajnal
« on: September 16, 2013, 08:00:53 AM »
On jump2, I think the depression in the walls are quite unnecessary and makes it harder than it should be, add playerclip/nodraw or just make it square/rectangular

As for jump12... The ramp bumps you up when you're going fast, I find this tends to happen when you make the ramp out of multiple brushes

On jump13 you can stand on the first wallpogo wall.

As said... Add trigger_hurt around the entire map, no one likes to die after failing a sync and dying from fall damage or killing themselves rocket jumping to the next jump. Yeah one can use gboats but for one not eveyone has gboats, some don't like to change their loadout presets (like me) and it takes about 2 minutes to do and makes a map more jumping-friendly.

Overall, fun and well-detailed.

26
Jump Help / Re: I've Plateaued
« on: September 14, 2013, 09:24:37 AM »
Blindly jumping won't get you very far, so really focus on your aim (where you shoot rockets) and your keypresses while jumping. For example, be conscious when you're pressing D while doing walljumps (You normally press it after shooting a rocket), whether or not you're holding Crouch the entire way, etc.

There's not much individual style in jumping, so aiming/keypresses are mostly the same, the only real noticable individual characteristic being the smoothness of a person's mouse movements which really doesn't matter at all.

As for syncs, syncs are very dependent on ping, assuming you're playing in a server where you have a stable ping, or playing offline, start with syncs where you can look up at incoming rockets (the jump on pagoda is a good place for this) and get a feel for when you should rocket jump based on the distance the rocket appears to be from your point of view (or you can grind jump_sync).

If you're not using "cl_interp 0" and "cl_updaterate 66", I recommend it, although you can jump perfectly fine without it.

Finally... Jumping takes a whole lot of practice, eventually you'll come to a point where everything comes naturally.

This taught me quite a bit when I was starting out, especially wallpogo
TF2 rocket jumping: the ultimate tf2 rocket jumping tutorial I HD


happy jumping~

27
New Maps / Re: jump_gateway_final
« on: September 14, 2013, 04:21:24 AM »
final released

28
New Maps / Re: jump_asshole_a2
« on: September 10, 2013, 12:02:13 AM »
sounds amazing

29
Jump Videos / Re: alle Jumps #1
« on: September 08, 2013, 07:32:46 AM »
to fix the glitch thing i think you need to turn off autoreaload while watching demo
im not 100% sure though
If you read the description you can see that I tried it and that it didn't work.

I'm pretty sure you're supposed to use the opposite of what the player uses, I assume you tried that though.

30
Mapping Tutorials / Re: Making Overheal Brushes
« on: September 07, 2013, 08:03:02 AM »
This is the shortened version:

1. Create a brush with the trigger texture, select the brush and hit Ctrl-T to tie it to an entity

2. Make the brush a trigger_multiple

8. Open up the properties window of the trigger_multiple, make the output "OnStartTouch", target "!activator", it will "AddOutput" to a parameter override of "health x", where x represents the players health that the relay will set it to.

Dude I was just about to edit the op, oh well.

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