RJ Training

cownaetion

L1: Registered
Feb 24, 2008
32
1
Ho, Ho, Ho! Okay, not really. Yes, I know, it's been over a year and a half, and I'm showing up now? Well the Europeans threatened me to complete my current maps in progress so I had to comply. I know jump maps aren't as popular with the dying crowds, so I'll end up only make one more concept map most likely, unless enough activity arouses then perhaps I'll make another one. Downloadable via FPSBanana (seems to be popular), or my host, links at the bottom of post, and more screenshots are available at either site.

Credits:
The man who deserves the most merit is Nightman. Aside
from holding my hand and teaching me how to tie my
shoes, he's helped tremendously in the testing of this
map,and not for him the release date would still be
pushed. Following up are my other peeps ElysiumPlain,
ManBearPig, Drexen, and of course, Wonderwall. Most
textures were created from the author(s) of the CNCR04
texture pack, many thanks to them.

Description:
10 Beginner jumps, 8 Advanced jumps. The idea behind
the map was to create an environment where new players
and experienced players could converse on the same turf.
The map was not designed toward experts, and instead
caters to the inexperience, with the beginning jumps
focusing on specific skills, and advanced jumps upping
the ante. Enjoy and have fun. Any questions or comments,
feel free to contact me, steam user: cownaetion

Note: This map has just about the maximum amount of models allowed to use. What this means is that on servers with lots of plugins, some may need to be disabled.

Download:

FPSBanana: http://www.fpsbanana.com/maps/120543

BYStudios: http://www.bystudios.info/games/tf2/files/rj_training.zip
 
Last edited:
Aug 10, 2009
1,240
399
As a quick reply to the above post the jumps are possible, I'm assuming you don't or didn't know to crouch before you jump to further distance yourself.

Now about the map itself. I felt that the map was very mechanical and not very creative. Maybe Im just bad (this was supposed to be for noobies, right?) but when it got to the quad and triple jumps I would get pushed off the wall into the water. Also, some of the respawn cabinet entities needed to be raised or expanded. After a particular fail jump in the quad section, I died from fall damage. It's good but I think it could use some creative expansion.
 

cownaetion

L1: Registered
Feb 24, 2008
32
1
Yes, the map was never meant to be a concept piece so the creativity is not needed. I've had plenty of people run through, my self included with countless hours I assure you, and the only jump that I would add a func_regen to is the beginner quad jump in the second part of it. However, that is not possible because I reached the maximum amount of models and adding one more will crash the map. Everything else is solid gameplay wise.

By respawn, do you mean teleport spawns or actual spawns after dieing? The teleport spawns are at the right height otherwise you skip forward every time you land, trust me it's worse. As for the third and fourth beginner jumps about being pushed into the water, well that's because no offense but you are not doing the jump right. So practice will make perfection, or at least close.

Please do not consider this as an offensive message, I am just explaining why the way things are. I'm not a professional, this isn't the greatest map, just a creation I made for fun for people to enjoy.

As for a video, nightman is currently working on one and will gladly post when it is available.
 
Last edited:

Cerious

L420: High Member
Aug 10, 2008
455
133
Advanced no. 6 is really annoying because I keep dying from fall damage :(
 

cownaetion

L1: Registered
Feb 24, 2008
32
1
The trick to learning that one is just practice getting to the ghost plat with a lot of health (which if you do advanced 1 you'll get familiar with it), and the rest will become easy. Any jump is easy once you break it down into parts and master a part at a time.
 

Dr. ROCKZO

L8: Fancy Shmancy Member
Jul 25, 2009
580
159
Nice, don't see too many Jump maps around here, so I welcome this warmly!
 

cownaetion

L1: Registered
Feb 24, 2008
32
1
absurb: The second part of the beginner quad jump is really my fault. I need to put a func_regenerate there but the problem is I'm literally at the max model limit and one more will crash the map. Technically the quad is exactly the same thing as the triple just with one more rocket so if you can do that your fine. I left the map open for teleporting anywhere so nobody has to be stuck on any jump.

bob: Didn't expect to see you around, I thought you retired? :-D Nice to see your still here.

Rockzo: Hmm, I honestly don't know why, seems like there's one at least every month but thanks all the more.
 

Cerious

L420: High Member
Aug 10, 2008
455
133
Done with the full map. I had trouble with the advanced triple, and the advanced hug-the-wall. The final double rocket on advanced was pretty easy - I've seen many of those nowadays. I really enjoyed this map although I liked a few of rckteer_adv's jumps more, specifically the Wonderwall jump, and the jump before Trickier (the obstacle course).

Great map! Will be sure to master fully and be able to speedrun soon.
 

cownaetion

L1: Registered
Feb 24, 2008
32
1
Glad you enjoyed it Cerious. Adv 4 for some reason seems to be my Achilles heel, I need practice too.

For people looking for a walk through, someone from the ETF2L forums just made a video yesterday and put one:

[ame="http://www.youtube.com/watch?v=q9_E5faIHOw"]YouTube- Rj_training[/ame]
 

cownaetion

L1: Registered
Feb 24, 2008
32
1
Alright, second version is out, should be fixed. Haven't got to test this on a server yet but I'm sure it'll work fine, but I'll keep making rounds across boards just in case other problems/suggestions arise. Like to thank everyone for their support and patience.

Version 2 fixes/changes:
+ Reduced the amount of models, fixing Valve's update and making the map server-friendly.

+ Redid the lighting. Couple testers think it looks better than first version, so that's a plus. The lighting isn't uniform across all the jumps. Some will be a bit brighter or more dim.

+ Fixed that stupid texture on the ledge of Adv Area 2.

+ Fixed Beginner Area 4 Part B, vertical quad-jump up a wall. Added a pool of water at the bottom of the wall, making falling damage irrelevant and less prone to dieing.

+ Removed all the doors (biggest complaint about map) except on two jumps (due to performance). Added triggers in front of remaining doors to open before reaching it, making them less obtrusive.

+ Cut the amount of particles by half ( I think I only came across one person who had a problem, and even though the particles can be turned off, just a precaution).

Known Problems/Bugs:
+ Beg Jump 4 can be done with 3 good rockets, but it's a beginner jump so that's okay for lee-way.

+ Beg Jump 8 - if standing in front of door for more than a few seconds will start to nodraw. Works fine if jump is compiled by itself, but altogether it doesn't so I'll puzzle it out some other time. Other doors react fine, and no, a copy/paste didn't solve it either. (read: not a big deal right now so not worried)

Download:

http://www.fpsbanana.com/maps/120543

http://www.bystudios.info/games/tf2/files/rj_training.zip <-(The archived name is kept so the link is kept alive since it has been posted elsewhere by other people, but inside is the second version)