This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.
the hammer gods have decreed that hajnal be the recipient of a large migraine.
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.
Yeah.... I'd have to see the vmf. sounds like some invalid brush. Maybe try ALT+P to show the problems menu for anything obvious.
I thought both courses were pretty straight forward, don't know where this confusion is coming from. Also since you're editing the first course now and adding more teleports: jump_mirrorsedge_rc1 course 1
I don't know if you want to leave that in or not but I think it's a fun skip for speedruns.
Why does failing a jump tele me back to an earlier jump?
edit: I like the theme, but the whole "screw up, and you just might go back to the beginning" is really annoying.
pressure's on now, don't disappoint
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
This was intentional, the point of that jump is have controlled shots in the marked areas. I am by no means a good jumper (I'm terrible for that matter) and this jump doesn't pose any sort of problem in terms of difficulty
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
Understood, will fix.
On jump13 you can stand on the first wallpogo wall.
just realized the I hadn't checked the client flag for the tele, fixed
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.
Added
Overall, fun and well-detailed.
Very nice map, looks awesome. plays well.
Thank you.
About some of the mapping stuff thats been talked about here already:
dont worry about the maxplane count, or any of those % limit values at the bottom of the compile
looking over the map, i would agree a trigger_hurt is needed, just one large brush covering the whole map is perfectly fine, its very easy to kill yourself at some points, and most people expect them.
Okay, the only reason they hadn't been added was because I was doing them with triggers in each jump, which bumped my max plane count considerably. I come from a different engine where having a trigger set up like that is blasphemy.
and about optimization, from a quick look over the map with mat_leafvis 2, doesnt seem like you use func_details. which are really useful! should cut down your probably large vvis compile time.
Strange, more than 70% of the map are set as func detail.
"but it seems that probably wont be happening considering all the engine limits I hit."
what specific engine limits? you could definitely add way more jumps into this map without too much trouble.
Lightmap limits and more importantly, the max plane limit which is at 97% right now. It shouldn't be that high, but I'm used to modeling in third party programs like 3dsMax, where grid alignment is a non issue. Obviously Source doesn't take to kindly to this.
either way, awesome map