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Messages - Torii

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31
Mapping Tutorials / Re: Making Overheal Brushes
« on: September 07, 2013, 05:22:45 AM »
So how do you do it QuBA?

I imagine you only need the trigger_multiple, I actually noticed it while writing the tutorial, so I guess I overcomplicated it lol.

32
Mapping Tutorials / Making Overheal Brushes
« on: September 06, 2013, 09:58:39 PM »
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.

<3

For jumps that require more than 200hp to do (quints, water triples, etc), there's a "new" way (I found it by googling) to give health mapside so changing loadouts/!superman is not needed.

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
3. Select the entity tool (Shift-E), make an entity and make it a logic_relay
4. Name the logic_relay whatever you want
5. Go back to the object properties window of the trigger_multiple, and go into the Outputs tab
6. Make an output "OnStartTouch", target the logic_relay and make it trigger the relay, set the delay to 0.1
7. Make another output, "OnStartTouch", target the relay again, and now set the "Via this input" to CancelPending, the delay will be the default 0.00.
8. Open up the properties window of the logic_relay, make the output "OnTrigger", 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.

So yeah, when a player (the !activator) touches the trigger_multiple, it's trigger the logic_relay to give you health, pretty much.

:edited to include the cancelpending that i forgot:
I personally don't even know if the CancelPending will be beneficial in any way, but if you don't want to use it then the relay isn't needed I guess.

33
Jump Videos / Re: jump_collab speedrun 10min
« on: September 04, 2013, 10:06:16 AM »
lol 10min, were you planning to take a nap?!?!

yes

34
Jump Videos / jump_collab speedrun 10min
« on: September 04, 2013, 01:13:48 AM »
one of the most rage-inducing maps that I can somewhat speedrun.
as you can see, there are a shitton of flaws (2min on matti's jump), feel free to destroy my time.

fuck collab (10 minute speedrun) Small | Large

35
New Maps / Re: jump_gateway_a1
« on: September 02, 2013, 02:27:30 AM »
I pretty much hate almost every map that I run

masochist jumper

I start to hate it when I am running it, then typically after I finish it I go "i'm never running that shit ever again".

Some more so than others, I'm still somewhat ok with soar and momentum. But when I look at facility I get angry, tholos is just annoying (fav map in terms of design tho) and cake is just urughghghghghh

36
New Maps / Re: jump_gateway_a1
« on: August 30, 2013, 08:46:55 PM »
*Torii's mindset for making maps*


i really enjoyed that map i did a run on recently!

i want to make a map!

... i know ill use the texture scheme from that map i recently played!

but in all srsns

if this has one of those 1 unit wide pogo things i will not be happy

It doesn't have any of those, but I can make one :3.

edit: btw, I pretty much hate almost every map that I run, speedrunning really lets you see all the flaws of a map.

37
New Maps / jump_gateway_final
« on: August 30, 2013, 10:26:02 AM »
behold, (probably) my last map, jump_gateway (name courtesy of combustion)
https://www.dropbox.com/s/3vsjs5lsflnxxum/jump_gateway_final.zip

This'll be last release if there aren't any major flaws (bad teleports, no func_nogrenades, etc)

soldier map; 15 easy-intermediate jumps, 14 advanced jumps.
with ever-so-amazing dev textures

3rd and 4th bonus courtesy of combustion

as for videos, there's a 20000 unit droppogo (2/3 the height of the termywermy vert airpogo bonus), sooo take that in mind.

-------------
changelog
-------------
gateway_final
- lighted up 4th bonus more
- lowered the glass (a lot) on 4th bonus
- fixed teleport on hardjump2
- made some aesthetics changes

gateway_a1
- initial release

screenies




38
General Discussion / Re: Map Naming Request
« on: August 27, 2013, 09:23:41 PM »
Maybe we could just add a letter or two to the maps on JumpIT so the mappers don't have to do it and we organize the jump servers a bit.  Unless of course Claire wants to seperate demo from soldier with servers :)

Nah, then all clients would have to rename their own maps or redownload them.

If say, in the !nominate and !rtv list you can put (Demo) or (Soldier) at the end of every map name then I could see this working.

39
Jump Help / Re: Can't seem to get enough speed/height
« on: August 26, 2013, 10:50:04 AM »
Using scripts = baaaad

IIRC, the 2nd jump of CourseA 4starters can be done in 1 rocket, although the first jump of CourseC almost pushes a regular rocket jump to its limit so you can try that. You're supposed to press jump, crouch and shoot all at the same time, consciously work on that and you should be fine.

40
New Maps / Re: jump_pushittothelimit
« on: August 20, 2013, 05:01:26 AM »
I love the idea, maybe I'll try for the triples.

My one criticism though, I don't particularly like the overheal because it lags my TF2 similar to hurtme (It sort of stutters slightly, looks ugly and makes time-sensitive stuff like speedshots difficult). I suggest only using the overheal brushes on jumps that actually have a risk of dying (doubles, triples and double catches pretty much) and trigger_hurt for the others.

Unless, of course, there's some way to fix this, since it seems like no one else has this problem...

41
New Maps / Re: jump_azure
« on: August 17, 2013, 08:57:55 AM »
final (hopefully) released

42
From my experience of changing between the original and the stock a whole lot, it really doesn't make much of a difference in jumping except for certain techniques (wallpogo...) and can mess you up at times with wallshots, speedshot timings, etc (skills that have any kind of reliance on the rocket spawn origin).

As for regular play, I have better aim with the original, but because I jump a lot more than I play regular, I'm with the stock for the most part. Also, if you have too used to the original you might not be able to play classes like huntsman sniper, flare gun pyro or demoman at your fullest potential.

I suggest to not keep changing like I do (or did), it's terrible when you break your muscle memory and have to re-learn it again. Stick with what you like and you should be fine.

I still have no idea how to wallpogo with the original though.

43
Jump Help / Re: A Quick Question
« on: August 07, 2013, 10:47:16 AM »
Do you use any lights? You could've added an extra zero to the brightness on a light in that jump.

Thats all I got really, good luck mapping.

Also, you should post your full compile log (I suggest using the Copy to Clipboard option since the log file doesn't seem to save the full compile log), just in case something happened during the vrad process

44
Jump Videos / Re: Run of the week
« on: August 02, 2013, 10:55:06 AM »
this was the best run so far really i am really impressed by doing some of the craziest jumps without any fail.
big respect to torii!

I wish I hadn't failed 15 like 4 times

45
New Maps / Re: Water turns blu sometimes
« on: August 02, 2013, 07:03:04 AM »
Oh, then I'm out, might want to ask Drexen or something

I guess you can try using different water, like water_canals03, water_2fort, water_well, texture all sides of the water, etc.

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