jump_vex_final- Changed some jumps:
~ Jump 4: Added a small cornered-off edge to the ending platform. For speed, it's best not to land here - but it makes the jump a little more accessible.
~ Jump 10: Extended the final wallshot section to make the jump a bit more forgiving.
~ Jump 11: Re-made! The new jump is of similar difficulty - but more interesting. See screenshots!
~ Jump 17: Re-made! The old jump was a real pain in the ass and really broke up the flow of the map. The new jump is easier than the old one, and much more fun! See screenshots!
~ Jump 18: Added an extra wall meaning you can finish the jump with 2 wallshots instead of a wall-sync.
- Added locked spawn for RED team.
- Added extra regen to some areas where you could run out of rockets if timed badly, and to areas where you might run out if using speedrun strats.
- Fixed a few areas that were unintentionally dark.
- Sealed off a few areas where you could get stuck.
- Replaced some glass textures and water textures with nicer looking ones.
jump_vex_b2- Changed some jumps:
~ Jump 10: Moved the wallshot blocks back toward the main wall. It doesn't really change the jump much, but the dimensions are slightly different.
~ Jump 17: The first skip platform is now on a slight slant and the final required height is 32 units lower. The aim is to make the jump just a little bit more forgiving.
~ Jump 18: The speedshot section has been replaced by a ramp slide. I feel this jump is already hard enough with a ramp sync + wall sync... The speedshot makes it far more frustrating.
- Added player clip to some jumps:
~ Jump 1: You can no longer bump into the wallshot block.
~ Jump 4: You can no longer bump into the
second pillar. It is still possible to bump into the first.
~ Jump 5: You can no longer bump into the wallshot block from the ramp.
~ Jump 10: You can no longer bump into the wallshot blocks.
~ Jump 14: You can no longer bump into the wallshot block. Some additional player clips prevent the jump being cheated by using the left wall.
~ Jump 17: You can no longer get behind any off the wallshot blocks.
- Designed/redesigned various parts of the map:
~ Added a lot of detail to spawn
~ Made the reset for jump 1 more interesting
~ Added detail around jumps 8, 9 and 10 and simplified geometry.
~ Re-did displacements and detail for jump 13, and added 3d skybox detail around this area.
~ Designed a better looking transition for jump 17-18.
- Changed geometry at the start of 17 to stop it being possible to fall into a small hole.
- Fixed some visible nodraws on jump 15.
- Blocked visibility of jump 15 from jump 14.
- Removed ramps between jump 13 and 14.
jump_vex_b1- Added Drexens Timer
- Added Capture Point
- Built proper cubemaps (no checkerboards!)
- Improved lighting on several jumps, especially 12 and 17.
- Aligned several textures!
- Changed some jumps a bit:
~ Jump 2: Removed red reset wall from jump end platform.
~ Jump 3: Slight change to climb dimensions.
~ Jump 5: Additional usable wall due to new scenery.
~ Jump 10: Now has a larger surf ramp, and no part of the wall can be used.
~ Jump 11: Second speedshot platform has been raised slightly.
~ Jump 13: Raised water jump pool slightly.
~ Jump 14: Increased the size of the wall, and the reduced the height needed to finish the jump.
~ Jump 15: Completely removed the pogo section and extended the ending platform.
- Added a lot of design elements to jumps 2, 3 and 10.
- General design changes and improvements.
- Fixed shootable displacement on jump 10.
- Fixed small regen error on jump 12.