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jump_cube_b6

Zeq · 59 · 18021

Zeq

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JUMP_CUBE_B6

Map features:
  • 40 jumps divided in 4 courses, with increasing difficulty
  • 99% custom textures and models
  • Stage selection at end of courses
  • Optimized for both size and performance
  • As big and detailed as I can get it to be within hammer

B6 changelog:
  • Removed the demoman teleporters
  • Redid jump C9
  • Removed a button on jump D5
  • Removed three buttons on jump D10
  • The map should now be completely doable as demoman

B5 changelog:
Spoiler (click to show/hide)

B4 changelog:
Spoiler (click to show/hide)

B3 changelog:
Spoiler (click to show/hide)

B2 changelog:
Spoiler (click to show/hide)

B1 changelog:
Spoiler (click to show/hide)

Download (b6):
https://dl.dropboxusercontent.com/u/5887746/tf/maps/jump_cube_b6.bsp.bz2

Any and all feedback is appreciated!
Special thanks to Sir Plopy, Drexen, QuBA and guyyst or helping me test the map!



More pictures:
Spoiler (click to show/hide)

Imgur album:
http://imgur.com/a/Vc9VI

Original post:
Spoiler (click to show/hide)
« Last Edit: December 15, 2014, 10:17:34 AM by Zeq »


sitood

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This looks incredible! Cant wait to test it out tomorrow. :D


879m

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The map looks great! Most of the jumps are fine, just a few need to have the teles raised (10 B, 4 C, 9 C, maybe some others). Also, 8 A can be done without a skip, and 7 C feels very out of place, it isn't really that difficult, probably more suited for A or B.


buhnanuh

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Quote
h o l y  s h i t
this map looks super cool. must play now



Zeq

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The map looks great! Most of the jumps are fine, just a few need to have the teles raised (10 B, 4 C, 9 C, maybe some others). Also, 8 A can be done without a skip, and 7 C feels very out of place, it isn't really that difficult, probably more suited for A or B.

Thanks! I have fixed the mentioned teleporters and I might do a re-design of of 8A as well if need be. As for 7C, I have always struggled with pogo -> wallclimb, which is why I placed it so far in to the C course! I may have to come up with something else there if it is "too" easy.


nolem

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This map looks soooo good - love the indicator things on each jump

func_illusionary on c1 would be nice
wallbug on c3 if you jump out to the wall
« Last Edit: November 17, 2014, 10:44:07 PM by talkingmelon »


buhnanuh

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Zeq

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This map looks soooo good - love the indicator things on each jump

func_illusionary on c1 would be nice

edit: dibs on showcase when map's done

Thank you! Could you specify what you mean with func_illusionary?


nolem

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This map looks soooo good - love the indicator things on each jump

playerclip on c1 would be nice

edit: dibs on showcase when map's done

Thank you! Could you specify what you mean with func_illusionary?

It's where you cant see the brush but it blocks you from going through it - if you put it in the gaps between walls people wouldn't have to worry about smashing into the sides of the walls. Also, c1 and c2 seem pretty rough compared to the rest and compared to b

would also be nice on c5
« Last Edit: November 17, 2014, 07:27:28 PM by talkingmelon »


Zeq

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This map looks soooo good - love the indicator things on each jump

func_illusionary on c1 would be nice

edit: dibs on showcase when map's done

Thank you! Could you specify what you mean with func_illusionary?

It's where you cant see the brush but it blocks you from going through it - if you put it in the gaps between walls people wouldn't have to worry about smashing into the sides of the walls. Also, c1 and c2 seem pretty rough compared to the rest and compared to b

would also be nice on c5

Ah alright, you mean playerclip! A func_illusionary would have the opposite effect! I'll have a look at the difficulty of c1 and c2 and see what other people think of it.


nolem

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I'm a dummy ok - also haven't done much in hammer  8) 8) 8) 8) 8)


flo

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Beautiful map, but the jumps are nothing special and the skill curve seems off.


Zeq

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Beautiful map, but the jumps are nothing special and the skill curve seems off.

Thanks! Which jumps do you think needs tweaking?


obsidiian

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