Sorry if this has been mentioned or suggested before, I couldn't find any existing threads so I decided to make one.
I hate playing jump maps. I am not knocking them, I'm just pretty bad at them most of the time. I understand that they help develop fundamentals, and ill be honest, when I'm actually hitting my jumps they can be kind of fun. Personally tho I prefer to practice map specific jumps that apply to match situations instead of syncing 3 rockets into a wall pogo.
What I normally end up doing is going into a server, loading a map, turning on sv_cheats so I can do hurtme -9999 and impulse 101 as I need them. It works well enough but say I'm practicing the process rollout... Once I get to mid I've gotta go all the way back to spawn to do it again which can get a little annoying. If I want to practice a different jump on a different map I've gotta change the map and setup everything again.
My idea is for a 6s based jump map. It would have a bunch of practical (and some less practical, but still useful) jumps/rollouts from various comp maps. Have the ground send you back to the start of the jump you are on if you mess up. I don't know if an !add system like MGE would be possible, but if not a main room with doors to each jump (like many jump maps have) would work fine
Some suggestions for jumps/rollouts
- process rollout (for roamer and demo)
- badlands choke to enemy spire
- snakewater lower to ramp/cheese
- metalworks fast flank to enemy flank
- process sewer side door to spire
- process fast mid to enemy spire
Those are just a couple I thought of quickly, and some are easy, others a little tougher. Each jump could be designed so that you can only touch the ground/walls where you would need to jump/pogo and anything else you touch sends you back.
I dunno I thought it was a decent idea so I figured I'd throw it out there. If it seems to be a somewhat popular idea maybe someone with map making skills could build something like this if they are bored and looking for a project.
Sorry if this has been mentioned or suggested before, I couldn't find any existing threads so I decided to make one.
I hate playing jump maps. I am not knocking them, I'm just pretty bad at them most of the time. I understand that they help develop fundamentals, and ill be honest, when I'm actually hitting my jumps they can be kind of fun. Personally tho I prefer to practice map specific jumps that apply to match situations instead of syncing 3 rockets into a wall pogo.
What I normally end up doing is going into a server, loading a map, turning on sv_cheats so I can do hurtme -9999 and impulse 101 as I need them. It works well enough but say I'm practicing the process rollout... Once I get to mid I've gotta go all the way back to spawn to do it again which can get a little annoying. If I want to practice a different jump on a different map I've gotta change the map and setup everything again.
My idea is for a 6s based jump map. It would have a bunch of practical (and some less practical, but still useful) jumps/rollouts from various comp maps. Have the ground send you back to the start of the jump you are on if you mess up. I don't know if an !add system like MGE would be possible, but if not a main room with doors to each jump (like many jump maps have) would work fine
Some suggestions for jumps/rollouts
- process rollout (for roamer and demo)
- badlands choke to enemy spire
- snakewater lower to ramp/cheese
- metalworks fast flank to enemy flank
- process sewer side door to spire
- process fast mid to enemy spire
Those are just a couple I thought of quickly, and some are easy, others a little tougher. Each jump could be designed so that you can only touch the ground/walls where you would need to jump/pogo and anything else you touch sends you back.
I dunno I thought it was a decent idea so I figured I'd throw it out there. If it seems to be a somewhat popular idea maybe someone with map making skills could build something like this if they are bored and looking for a project.
http://teamfortress.tv/forum/thread/2207-a-rollout-trainer-i-made
Little bit different from what you said but its the same idea basically
http://teamfortress.tv/forum/thread/2207-a-rollout-trainer-i-made
Little bit different from what you said but its the same idea basically
I'm pretty sure the guy that made the map linked above ran out of space and couldn't fit more than badlands/process/granary rollouts, but it's really nice for those 3 maps.
I'm pretty sure the guy that made the map linked above ran out of space and couldn't fit more than badlands/process/granary rollouts, but it's really nice for those 3 maps.
Yawnyhttp://teamfortress.tv/forum/thread/2207-a-rollout-trainer-i-made
Little bit different from what you said but its the same idea basically
I use this.
Best one so far, hope it gets updated with more maps, but hammer sizes do not allow that
[quote=Yawny]http://teamfortress.tv/forum/thread/2207-a-rollout-trainer-i-made
Little bit different from what you said but its the same idea basically[/quote]
I use this.
Best one so far, hope it gets updated with more maps, but hammer sizes do not allow that
Another possible solution is just do mp_roundrestart 1 and it will put you back to your respective spawn. This won't restart the timer. I'm naming the command off the top of my head and it's very possible it's incorrect, or something similar. Hope this helps.
Another possible solution is just do mp_roundrestart 1 and it will put you back to your respective spawn. This won't restart the timer. I'm naming the command off the top of my head and it's very possible it's incorrect, or something similar. Hope this helps.
If people show enough interest I could make a map like that once I finish my current map. I've been toying with the idea for a long time but have never actually made a rollout map.
If people show enough interest I could make a map like that once I finish my current map. I've been toying with the idea for a long time but have never actually made a rollout map.
Would be really neat to make like a dev texture version of all of those jumps.
EDIT: Toggleable regen script I use for jumping offline. I don't demo jump often so I don't have a script for practing rollouts anymore.
//Regen Script
sv_cheats 1
// Loop code
alias regen_loop1 "impulse 101; wait 100; regen_loop2"
alias regen_loop2
// Activator/Deactivator: Aliases that do the actual work of managing the script
alias regen_on "alias regen_loop2 regen_loop1; alias regen_toggle regen_disable; regen_loop1"
alias regen_off "alias regen_loop2; alias regen_toggle regen_enable"
// Aliases that invoke the wait check or cancel the script
alias regen_enable "alias regen_wait_check regen_wait_enabled; regen_wait_test; regen_wait_check"
alias regen_disable "regen_off"
alias regen_toggle "regen_enable"
alias regen_wait_test "wait 5; alias regen_wait_check regen_wait_disabled"
alias regen_wait_enabled "regen_on"
alias regen_wait_disabled "echo Wait is disabled"
bind r regen_toggle
Would be really neat to make like a dev texture version of all of those jumps.
EDIT: Toggleable regen script I use for jumping offline. I don't demo jump often so I don't have a script for practing rollouts anymore.
[code]//Regen Script
sv_cheats 1
// Loop code
alias regen_loop1 "impulse 101; wait 100; regen_loop2"
alias regen_loop2
// Activator/Deactivator: Aliases that do the actual work of managing the script
alias regen_on "alias regen_loop2 regen_loop1; alias regen_toggle regen_disable; regen_loop1"
alias regen_off "alias regen_loop2; alias regen_toggle regen_enable"
// Aliases that invoke the wait check or cancel the script
alias regen_enable "alias regen_wait_check regen_wait_enabled; regen_wait_test; regen_wait_check"
alias regen_disable "regen_off"
alias regen_toggle "regen_enable"
alias regen_wait_test "wait 5; alias regen_wait_check regen_wait_disabled"
alias regen_wait_enabled "regen_on"
alias regen_wait_disabled "echo Wait is disabled"
bind r regen_toggle
[/code]
SpunksterAnother possible solution is just do mp_roundrestart 1 and it will put you back to your respective spawn. This won't restart the timer. I'm naming the command off the top of my head and it's very possible it's incorrect, or something similar. Hope this helps.
I generally use this. It's good because you get to practice the initial jump when you can't strafe or anything. You can use this code. "[" to restart the round, and "]" to give you a buff.
sv_cheats 1
bind ] "mp_restartround 0"
bind [ "hurtme -120"
[quote=Spunkster]Another possible solution is just do mp_roundrestart 1 and it will put you back to your respective spawn. This won't restart the timer. I'm naming the command off the top of my head and it's very possible it's incorrect, or something similar. Hope this helps.[/quote]
I generally use this. It's good because you get to practice the initial jump when you can't strafe or anything. You can use this code. "[" to restart the round, and "]" to give you a buff.
[code]
sv_cheats 1
bind ] "mp_restartround 0"
bind [ "hurtme -120"
[/code]
alias demojumps "mp_tournament 1; sv_allow_wait_command 1; sv_cheats 1;mp_restartgame_immediate 1; wait 900; hurtme -180"
change or remove the hurtme for realistic roamer buffs, map differences etc
alias demojumps "mp_tournament 1; sv_allow_wait_command 1; sv_cheats 1;mp_restartgame_immediate 1; wait 900; hurtme -180"
change or remove the hurtme for realistic roamer buffs, map differences etc
You can also use the net_fakelag command to give yourself realistic ping while offline.
You can also use the net_fakelag command to give yourself realistic ping while offline.