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Topics - Torii

Pages: [1]
1
New Maps / jump_finite_a2
« on: November 01, 2013, 02:29:52 AM »
DOWNLOAD - https://www.dropbox.com/s/feubw68xj24wuu0/jump_finite_a2.zip

Because of "complaints" that 14 was too difficult, here's a2


dev textured because why not

15 jumps - many of them centred around skips, speedshots and speedpogos

featuring drexens timers!!!111111

---------------------------
CHANGELOG
---------------------------
finite_a2
- made jump14's wallsync-triple easier to hit
- second ramp on jump15 has been shortened

finite_a1
- initial release

dem screenies (looks familiar doesn't it)





2
Jump Videos / jump_scorpion_b1 speedrun
« on: October 16, 2013, 03:41:46 AM »
9 minutes

failing on several jumps for 1-2 minutes each? hell yea.

jump_scorpion_b1 9 minute speedrun Small | Large

3
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.

4
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

5
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




6
New Maps / jump_aurora_a3
« on: July 28, 2013, 07:50:13 AM »
for big aurora
https://www.dropbox.com/s/daroehg0pl48wqy/jump_aurora_a3.bsp

intermediate demomap, atm 16 jumps, ill add more... maybe.
hopefully there're no bugs and stuff.

-----
changelog
-----
aurora_a2
- initial release

aurora_a3
- fixed trigger_hurt

some screenies




next map (if i ever do make one) will have dev textures, hell yeah.

7
New Maps / jump_azure
« on: July 08, 2013, 09:32:25 AM »
Here it is, the final version, if there are any major bugs (messed up teles, etc), Ill release a v2.
https://www.dropbox.com/s/qryc8207wxli4n7/jump_azure.bsp

Video by tf2ojiichan
jump_azure Small | Large



14 beginner-intermediate jumps, 11 advanced jumps

-------------------
changelog
-------------------
azure (final)
- Added new hjump
- Wallpogo (previous jump 10) is now a bonus
- Changed some lighting
- other stuff

azure_a5
- redone spawn room
- added new hardjump (skip to skip to wallshots to rampslide to left wall)
- added hub (spawn) teleport in the 2nd cp room
- fixed a small cheat on the quint
- made 2nd regen higher on easyjump14
- doors on easyjump14 open sideways
- other random changes i forgot

azure_a4
- added regen at the 1st cp
- fixed regen in easyjump13

azure_a3
- added new easyjump (speedshot to sync rampslide)
- edited the lights in the easy course
- decreased distance for easyjump11
- optimised the map a bit
- quint/water triple can now be done with vanilla loadout (no gboats/rocket jumper)
   - the method i used causes a slight bit of lag, the same way hurtme does, if anyone knows of a better method please inform me
   - also needs to be tested on servers with more people
- other random changes i probably forgot about

azure_a2:
- hardjump2 (water triple) has been remade (made it bigger, not as claustrophobic as before)
- made all (hopefully) lamp/torch props unsolid
- changed the metalgrate texture on hardjump1
- added lights to spawn room
- added trap spawnroom for RED team
- added new jump to hard course (jurf + pumpkin bomb, hurr)
- added new jump to hard course (skip + telesync double catch + wallclimb pogo)
- other random minor changes

azure_a1
- initial release

some screenies




8
New Maps / jump_torii_v3
« on: June 22, 2013, 12:59:21 AM »
So I decided to remake this map, because I thought it looked like ass and the cap point didnt work.

Mostly it's just distances and aesthetics changes, the jumps are mostly the same.

I met with some crashing problems which should be fixed, so hopefully they are.

edit (v3): overlays got fucked, so here's v3.

https://www.dropbox.com/s/islspsge7a5drtr/jump_torii_v3.zip

torii_v3
- fixed the number overlays
- added numbers to bonuses
- added lighting to certain areas

torii_v2
- remade jump1
- ending plat for jump2 is slightly higher
- jump3 is wider
- distance for jump7's first sync is longer, and the second sync is shorter
- distance needed for jump12 significantly increased
- fixed main cap point
- fixed teleport on bonus2

screenshots



---------------------------------------------------------
changelog
--------------
jump_torii:
- Added a new bonus level + cap point for the 2 bonuses
- Added playerclip to the wall on jump 8
- Increased the distance needed for jump9
- Increased the distance needed for jump12
- Random cosmetic changes

torii_a2:
- Added a new jump to the start of the map
- Lowered the ending platform on jump2 (the walljump)
- Jump3 is now a triple sync
- Increased the distance needed for the walljump on jump9
- jump11 (previously an edgebug to speedshot) has been replaced
- The previous jump11 is now a bonus jump, find it if you can
- Shortened the shootable wall on the edgebug jump
- Teleports for jumps that use walljumps have been moved nearer to the wall
- Fixed a glitch in the cp area
- Added jump numbers

9
Mapping Tutorials / Leaks and Fullbright
« on: June 13, 2013, 09:53:53 PM »
I've been making a map, and for some reason, the map appears fullbright when there are no leaks (no pointfile generated), but when there are, the lighting appears as per normal.

"mat_fullbright 0" doesn't work
I checked all my lights, I don't see anything wrong with them
I've tried setting vis/rad to normal instead of fast, and using HDR

The compile log doesn't seem to have anything out of the ordinary...
Code: [Select]
materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
Loading C:\Users\fts\Desktop\jump_torii.vmf
Patching WVT material: maps/jump_torii/nature/blendgroundtograss001_wvt_patch
Patching WVT material: maps/jump_torii/nature/blenddirtgrass001b_wvt_patch
Patching WVT material: maps/jump_torii/nature/blenddirtgrass001a_wvt_patch
fixing up env_cubemap materials on brush sides...
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Users\fts\Desktop\jump_torii.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
   skybox/sky_day01_08*.vmt
 ! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
   skybox/sky_day01_08*.vmt
 ! Run buildcubemaps in the engine to get the correct cube maps.
Finding displacement neighbors...
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (12) (218658 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Water found with no water_lod_control entity, creating a default one.
Compacting texture/material tables...
Reduced 223 texinfos to 140
Reduced 34 texdatas to 22 (1289 bytes to 855)
Writing C:\Users\fts\Desktop\jump_torii.bsp
13 seconds elapsed



8 threads
reading c:\users\fts\desktop\jump_torii.bsp
reading c:\users\fts\desktop\jump_torii.prt
 587 portalclusters
1320 numportals
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Optimized: 213 visible clusters (0.36%)
Total clusters visible: 59100
Average clusters visible: 100
Building PAS...
Average clusters audible: 226
visdatasize:39276  compressed from 93920
writing c:\users\fts\desktop\jump_torii.bsp
0 seconds elapsed



[Reading texlights from 'lights.rad']
[34 texlights parsed from 'lights.rad']

Loading c:\users\fts\desktop\jump_torii.bsp
5154 faces
12459586 square feet [1794180352.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
5154 patches before subdivision
305320 patches after subdivision
16 direct lights
0...1...2...3...4...5...6...7...8...9...100...1...2...3..


I don't even

10
Jump Help / 7 Rocket Syncs
« on: June 12, 2013, 10:18:43 AM »
I've been testing a 7 rocket sync (done in the usual quint-syncing style) that I made in Hammer, but it seems to me that I can't go any higher than what I would get with a quint, I figured it might be a velocity cap, but then again, a quint compared to a 7-rocket sync on a ramp gets a lot less distance and height.

Am I just jumping terribly or is there some source engine physics shit going on?

11
General Discussion / Remove Intel Pointer from POV Demos
« on: February 09, 2013, 04:25:25 AM »
After looking at a bunch of HUD guides, I've managed to find a way to remove the intel pointer and keep the red hitmarkers for POV demos on maps that offer intel. It SHOULD work regardless of whether it's a neutral, red or blue intel, I've tested it on demos recorded on foundation_a2 and nbn_b4b.



Just drag this file into /tf/resource/ui/
(For people with the Default HUD, you have to create the folders yourself)

https://www.dropbox.com/s/uvy3mpembvt0vxt/HudObjectiveFlagPanel.res

For those using Lawena to record
Go into the Lawena folder, put the file into "hud/*custom . full . killnotices . medic*/resource/ui"
When you start up TF2, it should remove it too.

* - Depends on which setup you use with lawena, you can put it into all of them.

yea

12
Jump Help / BAQu_a2 Jump 4-3
« on: November 29, 2012, 09:26:50 AM »
I've actually already completed the map, but this was one jump that I felt confident in doing but took much longer than I thought.

The jump at 5:10
ßOl Small | Large


Is there any way to get consistent at that? I find it's just complete dumb luck whether the rockets magically stop my fall instead of eventually contributing to the drop. Does it matter if I walk off the edge or fall off while crouching, etc.

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