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Messages - Serebiisean

Pages: [1] 2
1
New Maps / Re: Jump_nmotion
« on: November 10, 2013, 09:28:31 PM »
Removed Blue side in v8, check OP.

2
General Discussion / Re: Best-made Map
« on: October 29, 2013, 06:30:43 AM »
Eons is my favorite overall.
Volcanic is the most beatiful.
And finally, littleman is where I learned to jump.

3
New Maps / Re: Jump_nmotion
« on: October 28, 2013, 05:55:16 AM »
I'm working on V8, and I'm deciding whether to keep the blue course or not.

I just wanted to get this out so that people on Jump Hell would stop complaining about the damn button

They can be pretty rowdy.. :S
LOL

4
New Maps / Re: jump_bb_city
« on: October 25, 2013, 06:49:15 AM »
No1 wants 2 rtv 2 bb_city  :(

5
New Maps / Re: Jump_nmotion
« on: October 19, 2013, 08:12:26 PM »
V7 is out check OP. I just wanted to get this out so that people on Jump Hell would stop complaining about the damn button - Im working on a much better map.

6
Jump Help / Re: Quad Synch
« on: October 13, 2013, 10:14:11 AM »
I think glow made a vmf with a bunch of jump measurements, but I forgot where it is
First thing I checked, it doesn't have  a quad.

If I make my quads absolutely impossible to quint, it becomes to hard to quad(For myself anyway). So this is my temporary solution until I get better at syncs:

______        A
            l
            l
            l
            l
            l       
            l__    B
                 l
                 l- - - - - - - - - trigger_teleport to C
                 l
                 l
                 l
                 l
                 l
                 l
                 l
                 l
                 l
                 l
                 l
                 l
                 l     _C_
                 l__l      l__

7
Jump Help / Re: Quad Synch
« on: October 12, 2013, 07:49:09 AM »
The one on edgebug is pretty simple, you can likely do it.  It's #3 or #4 or something? Very early. It's an auto-edgebug. You can just hold W to do it. I guess I also failed to realize that it was a large forward component, so the numbers will be off unless you have the same forward component, but it's likely close to them.

Check https://developer.valvesoftware.com/wiki/Decompiling_Maps for GCFScape to decompile maps so you can check numbers like these on whatever map you feel like.
Thanks for the info Kairu.

8
Jump Help / Re: Quad Synch
« on: October 11, 2013, 10:16:32 AM »
imo you shouldn't be making maps in which you can't do the jumps yourself. You'll end up with a shitty skill curve like jurf (LOL POWER JOHN SUCKS).
Gud points. I can do triples, so I might be able to do quads,;however, I dont know many maps which feature a quad for me to practice on. I only know of edgebug because of Kairu, and edgebug is beyond my skill level.  Most maps are made for beginners or experts. The few in between such as Heavy and later coures of 4starters, get really old after awhile.

9
Jump Help / Re: Quad Synch
« on: October 11, 2013, 08:46:04 AM »
plz do not base jumps off of perfection... they usually are just plain horrible imo (for bonus jumps its ok though)
An approx range would still be helpful so I dont have to just rip it out of an old map. Besides, Im a mediocre jumper, so I would stick to the low end anyway so that I could test my map.

10
Jump Help / Re: Quad Synch
« on: October 11, 2013, 08:32:33 AM »
jump_edgebug has one. I'm sure there are others but that's the only one coming to mind quickly.
Thanks Kairu. Does anybody know how tall the heights are?
___            A
     l
     l
     l       
     l
     L__      B
          l
          l   
          l
          l
          l      C

Specifically, the distance between B and C in my terribly drawn diagram, giving the player enough time to catch up to the rockets and fire the fourth one right as he hits the ground, but not enough time to fire a fifth rocket.

Also, how high can a perfectly timed quad launch you?

11
Jump Help / Quad Synch
« on: October 11, 2013, 07:16:49 AM »
Does anybody know the correct height for a quad synch? I havent found one in a map, and I want to know if anyone has tried to make one before. Thanks in advance.

12
New Maps / Re: Jump_nmotion
« on: October 06, 2013, 04:04:47 PM »
No trigger_hurts, ended up killing myself several times.

Texture inconsistencies: the same texture goes from shootable to not shootable, guessing game on some jumps.

#11 there's no indication as to where the teleports are, was wondering if they were timed or what.

Aesthetically it's kinda cramped and dark, but that's more opinion than anything.

In some cases where shootable floor met unshootable wall, my rockets went through the floor as if the shootable section ended a bit early.

Teleports on 13 are reaaaaally weird. Is there a timer over the whole thing? Sometimes i'm teleported to the small blocks, sometimes to the start, i have no indication of why each happens. Should make the button more visible, had no idea it was there for a bit. Lighting on this jump makes the glass very hard to see at times.

No timers in the entire map. Only complex thing in the map is the button and door, and I only figured that out by looking at another map's vmf. Thanks for the other advice though. Lighting has been a consistent issue.

13
New Maps / Re: Jump_nmotion
« on: October 03, 2013, 04:06:49 PM »
Version 5 is out check OP. Any thoughts on the new glass texture?

14
New Maps / Re: Jump_nmotion
« on: October 02, 2013, 03:16:22 PM »
Looks a lot better.  My only complaint is that now the glass on 13 is nearly impossible to see. 

Also in most cases, for aesthetics, it looks better if light actually comes from a source (ie, prop).

I can't do anything right now because Source SDK won't open hammer on my computer, and I forget the exact filepath for hammer.exe

Does anybody know where hammer.exe is located exactly?
Within the /bin/ folder in the /tf/ directory.
Much obliged  8)

15
New Maps / Re: Jump_nmotion
« on: October 02, 2013, 02:44:12 PM »
Looks a lot better.  My only complaint is that now the glass on 13 is nearly impossible to see. 

Also in most cases, for aesthetics, it looks better if light actually comes from a source (ie, prop).

I can't do anything right now because Source SDK won't open hammer on my computer, and I forget the exact filepath for hammer.exe

Does anybody know where hammer.exe is located exactly?

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