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4.2 Feature Preview - Jump Map Training Rate Topic: -----

#41 User is offline   hannibal_lagtor (old) Icon

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Posted 23 August 2008 - 11:47 AM

awesome

#42 User is offline   Courgette Icon

  •   community dev   
    B3 bot developer
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Posted 23 August 2008 - 10:57 PM

just an idea :

maybe a few crystals could be linked together by the map dev so they would all need to be captured in the correct order to validate a goal.

It would solve the pb described by [T]BludShoT of people just running to a crystal without accomplishing the proper jump path.
It would also allow map dev to make jump tutorial maps where they would put crystals in places where a wall jump is to be made, etc...

#43 User is offline   Misato-san (old) Icon

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Posted 25 August 2008 - 05:10 AM

Ooh! This is very nice, thank you for good work =)

#44 User is offline   L3mMinG (old) Icon

  • Joined: 20-February 04
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Posted 25 August 2008 - 09:28 AM

Quote

I'm just saying.. it's really annoying when I want to play the game with some buddies and they're like "Sure!! Yea lets go to a jump server!"


Just go with them and stand still in a strategic point so they can't make their jumps nor kill you to remove you :P

In fact I see a lot of this crap happening hehe

#45 User is offline   TwentySeven Icon

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    Lead Engine Developer
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Posted 25 August 2008 - 11:07 AM

You can still kick people. 

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#46 User is offline   Crazy_Butcher (old) Icon

  • Joined: 17-August 05
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Posted 25 August 2008 - 12:25 PM

how about red crystals that need to be shot. the more bullets in them the more points ?
that way it would teach "jump & gun".
however would make balancing the final score an issue (ie hits vs time).

and could the "jump & shoot" points be put into external files, that way they could be added by non mappers, too. (without having the original map) and easily tweaked?

#47 User is offline   MrSentry Icon

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Posted 25 August 2008 - 05:23 PM

Quote

wow 27 you are the awesome.

<3


Awesome

#48 User is offline   lee (old) Icon

  • Joined: 26-April 08
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Posted 31 August 2008 - 11:47 AM

great feature, i think its fine the way you first stated 27, well with the addition of the cvar for the 'end map'. as someone who makes jump maps this gives me something new to work with, so i will try to make a jump map like you envisioned. could you make an extra stamina bar (it could even be invisible) and make a crystal that fills it, the bar would be something like 100x the amount of stamina as the regular bar. this would allow for countless new jumps, which is starting to be needed. dare i even ask if a crystal for more than 3 wall jumps is possible? lol, thanks!!

#49 User is offline   slackin Icon

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Posted 27 September 2008 - 12:28 AM

aaa-fucking-mazing, i love it 27. i dont ever play jump maps, but it finally gives me a reason to add a certian "jump element" to my maps.

#50 User is offline   Rambetter Icon

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Posted 27 September 2008 - 01:22 AM

I read all the posts and here are my notes:

How will you be able to identify other players?  Will their name show up
when you point at them much like pointing at teammates in team deathmatch?
Or will it be like free for all where to determine who is standing next to
you you have to actually hit them.  If hitting is turned off in JMT, then
without seeing a name pop up under the crosshair you won't know who you are
facing.  Identifying other players is a very important issue and should be
carefully thought out.

This issue has already been brought up but here it is again:
Once a player has hit all the goals the map is over?  This won't give the
noobs very much time to practice.  A map will be over before the noobs can get
very far, and it will be frustrating to lose all the progress made when the
map cycles.

You say that a lemming can kill you but a leg break will cause you to limp
but won't make you lose health.  These two things are inverses of each other.
Which is the case?

Regarding nade jumping.  Will it be possible to play a JMT-designed jump
map in any game mode other than JMT?  Because think about the scenario
where jump #3 is a nade jump and is not possible without killing yourself
on a nade.  People on this thread have already brought up ideas on
making non-JMT maps (like uptown) into JMT-aware ones, but nobody has mentioned anything
about playing maps designed specifically for JMT in some other game mode.  RIght now it is possible to play most jumps maps in FFA, TDM, or CTF, and it may be nice if this were still true for JMT-designed maps.


Also important to consider is the possibility of playing old 4.0 or 4.1 jump maps on JMT servers.  In a lot of cases mappers won't update their maps to JMT, and a lot of these old maps are good.  Old jump maps should work in JMT mode in my opition.  Actually you can't insert "ut_jmt" into the arena file for an already-released map, but are the gametypes listed in the arena file important?

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