[cod2]jm_jumpers_heaven

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Rezil
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[cod2]jm_jumpers_heaven

Post by Rezil » October 8th, 2012, 1:53 am

Jumpers Heaven

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A new simple and clean map for cod2. Inspired by the old Quake 3 style defrag/speedrun maps. It's around 6-7 minutes long for experienced jumpers, most should finish it in under 15 minutes. Comments are appreciated, I'd like for people to actually play the map before commenting(or even better, someone doing a video walkthrough would be great :) ).

Download the map here

Enjoy the map!

- Rezil
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Re: [cod2]jm_jumpers_heaven

Post by Drofder2004 » October 8th, 2012, 4:05 am

I can only rate this 4/5... which is rule breaking!

There are some things that I would usually dismiss:
- Ambience is not looping (although CSV says it should be)
- The textures are not all aligned between brushes, you can see where 2 brushes meet. Too many places.

Other than that, I actually managed to get quite far, which is always nice for being way out of practice :P

This is what I would say is the exception to the rule (regarding 'floating platforms'), if you are gonna make floating platform maps, they should look as pollished as this.

(also, while using CJ mod, I was getting 'pink gun' syndrome)
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Re: [cod2]jm_jumpers_heaven

Post by Rezil » October 8th, 2012, 4:22 am

I can only rate this 4/5... which is rule breaking!
Aw man, you would've given me 5/5 if you found the bonus teleport(at the very least you should try triggering the top of the tower thingy) or tried jumping off the map! Surely that's worth an extra point. :)
There are some things that I would usually dismiss:
- Ambience is not looping (although CSV says it should be)
- The textures are not all aligned between brushes, you can see where 2 brushes meet. Too many places.
Ambience can loop but that would mean an extra 25MB larger .iwd file(.wav files loop without a problem but increase the .iwd size too much)

About the texture alignment problem, I don't really see where the alignment issues are. I suppose the mitre'd edges of the platform don't align as well as you'd like them to? :)
This is what I would say is the exception to the rule (regarding 'floating platforms'), if you are gonna make floating platform maps, they should look as pollished as this.
Hooray for being an exception to the rule!
(also, while using CJ mod, I was getting 'pink gun' syndrome)
DX9 off, I never make a .grid file.

Also, its the mods fault. :p
Drofder2004: Drofder's rules for reviewing a map
[...]
#5 If your name is Rezil, minimum 5/5.
---
<LT>YosemiteSam[NL]:
I heard somewhere that the best way to start is juggling 2 balls with one hand, so you will get a feel for it.

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Re: [cod2]jm_jumpers_heaven

Post by MasterThomy » October 8th, 2012, 10:41 am

Not bad. :D

Funny thing is I wanted to make a map like this some time ago, but then scratched the idea.

Anyway, the music doesn't loop because your mp3 has too high kbps, I converted it to 256 kbps, and it looped fine then.

I couldn't find the hidden teleport, and was pretty surprised when it wasn't where I thought it would be:

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Re: [cod2]jm_jumpers_heaven

Post by Rezil » October 8th, 2012, 11:10 am

Anyway, the music doesn't loop because your mp3 has too high kbps, I converted it to 256 kbps, and it looped fine then.
Never knew that, expect an updated .iwd file when I get back home from work then! :)
Drofder2004: Drofder's rules for reviewing a map
[...]
#5 If your name is Rezil, minimum 5/5.
---
<LT>YosemiteSam[NL]:
I heard somewhere that the best way to start is juggling 2 balls with one hand, so you will get a feel for it.

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Re: [cod2]jm_jumpers_heaven

Post by [SoE]_Zaitsev » October 8th, 2012, 3:29 pm

Pff, platform noob!

Should've used clouds instead of platforms! Kek

:D

Also:

viewtopic.php?f=16&t=4925

Sheesh, mods these days :P
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Re: [cod2]jm_jumpers_heaven

Post by Drofder2004 » October 8th, 2012, 3:32 pm

Rezil wrote:About the texture alignment problem, I don't really see where the alignment issues are. I suppose the mitre'd edges of the platform don't align as well as you'd like them to? :)
There are a lot of places, some mitres and some t-joins. I personally would go around the entire map and just resetting the texture.

I did get to the top of the tower (although, I did not have time to look for the 'secret') but I didn't want to say anything as it is bonus content :)

Sort out the textures, do the looping fix and then you can have your +1 back :P
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Re: [cod2]jm_jumpers_heaven

Post by Drofder2004 » October 8th, 2012, 3:47 pm

KillerSam wrote:#3 + #5 = BLACK HOLE CREATED
Drofder2004 wrote:This is ... the exception to the rule (regarding 'floating platforms')...
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Re: [cod2]jm_jumpers_heaven

Post by Goro92 » October 8th, 2012, 5:11 pm

Drofder2004 wrote: if you are gonna make floating platform maps, they should look as pollished as this.
this.

nice map :)
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Re: [cod2]jm_jumpers_heaven

Post by x0ozero0x » October 8th, 2012, 7:04 pm

Looks quite nice for a floating platformer :P I've had CoD2 for a few years now but can never find any jump servers apart from one which has something stupid like a 200MB+ file download. If anyone knows any that are still running can they tell me, much appreciated.
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Re: [cod2]jm_jumpers_heaven

Post by Rezil » October 8th, 2012, 8:47 pm

The official CoDJumper.com server should still be online.

Fixing the .iwd now. Expect a download link in 30 minutes. :)
Drofder2004: Drofder's rules for reviewing a map
[...]
#5 If your name is Rezil, minimum 5/5.
---
<LT>YosemiteSam[NL]:
I heard somewhere that the best way to start is juggling 2 balls with one hand, so you will get a feel for it.

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Re: [cod2]jm_jumpers_heaven

Post by Rezil » October 8th, 2012, 10:31 pm

Link updated, hope it's up to par this time. :)
Drofder2004: Drofder's rules for reviewing a map
[...]
#5 If your name is Rezil, minimum 5/5.
---
<LT>YosemiteSam[NL]:
I heard somewhere that the best way to start is juggling 2 balls with one hand, so you will get a feel for it.

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Re: [cod2]jm_jumpers_heaven

Post by xZZZon » October 9th, 2012, 9:10 pm

as requested heres a walkthrough, hope i didnt use some cuts

http://youtu.be/z-RXAtdQGN8?hd=1

edit: soz for fail sync i used xf recording.

edi2: soz for the fails but i find it kinda hard to make it with 0loads. did my best with dem_lodz :(

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Re: [cod2]jm_jumpers_heaven

Post by Hoogie » October 9th, 2012, 9:53 pm

xZZZon wrote:as requested heres a walkthrough, hope i didnt use some cuts

http://youtu.be/z-RXAtdQGN8?hd=1

edit: soz for fail sync i used xf recording.

edi2: soz for the fails but i find it kinda hard to make it with 0loads. did my best with dem_lodz :(
Put a song with it, cut out the fails, add the fps and preferably get rid of the timer and chat and make a youtube video request if you like :D Footage is good ;)

@Rezil one of the best floating platform maps i've seen. Your other maps are a lot better though ;)
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Re: [cod2]jm_jumpers_heaven

Post by xZZZon » October 9th, 2012, 10:02 pm

Hoogie wrote:Put a song with it, cut out the fails, add the fps and preferably get rid of the timer and chat and make a youtube video request if you like :D Footage is good ;)

@Rezil one of the best floating platform maps i've seen. Your other maps are a lot better though ;)
tbh about music its kinda personal taste. the kind of music that i like probably nobody here listens to except balkan people. hm cutting the fails... imo it looks better with no edit cause afterall ure here to see the way of doing this map not the ''edit'' :P

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