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jump_ipos final 2

Fixed funny walls
Just full compiled + fixed leaks. All should be good.
-Removed nonades for improved map quality
-Changed last to be soldier usable walls
fixed b3, funny walls and some other things
-Fixed nonade on last preventing the catch lol
-Nonaded last to prevent downair cheese
-Made the entire map probably possible on soldier. Really awful, but it works.
-Updated credits
-Small bug fixes here n there
-Updated bonus 3 to be actually something sort of difficult
-Changed jump 9 to have glass textures, so the catch isn't entirely blind
-Changed playerclip pogo jump to have 44u playerclip as opposed to 72u. 44 is closest to give corners with 64u which seems decently challenging but not impossible like the 72u clipping
DIDNT COMPILE WITH TEXTURES LAST TIME???
SHOULDVE FIXED IT HERE
SORRY FOR NOT UPDATING MAP IN SO LONG. HAMMER++ AND COMPILEPAL WERE REALLY BROKEN FOR A WHILE

Changes:
-fixed 2nd last unintended cheese
-fixed some walls having no collisions
-finished b3 (Intended slant phase pogo)
-did not change the textures i like them too much =]
-added nonade in the air to prevent airpogo cheese. I know that having only some jumps with nonade in the air is odd but it makes for consistent anti-cheat, so that's what im going with.

I do not know how to make walls that only soldier can use, so for now its T0 for soldier. If anyone knows, please let me know, but offclass isn't too important to me tbh.
took in majority of the feedback from the first version:
-exchanged roller walls for func_illusionary + playerclip walls except for last since it doesn't matter on last
-removed roller floor on everything in exchange for a more clear pit sorta thing
-extended the slant on 3rd
-added a little pogo start to 9th so its harder to cheese
-changed b2 to just be syncing 2 sticks from the bottom platform instead