- Mar 11, 2013
- 892
- 1,050
Modified and created from assets made by the MVA team and FusionMetroid. You have every right to modify this as I did, however I've left a few guidelines for their usage, also please post your maps here! I'm genuinely interested in what people make
READ BELOW BEFORE DOWNLOADING
Jumppads are a very uncommon element in the team fortress 2 mapping scene, due to this I believe it is important that every map that contains jump-pads must leave the user with a positive experience so people don't get turned off by them all-together. For instance if jump-pads led the player off a cliff on one map, people will be hesistant to use them on other maps. Due to this I've set up a short list of rules for people to follow when implementing them, if you do not want to follow these rules that's fine but please do not use the same model/texture for the jump-pad.
The rules are:
Keep it as updated as possible
Your jump-pad must not knowlingly lead the player to an enviroment death, for isntance it must not shoot them off a cliff or into a saw, no exceptions. If I can die from using it without any player involvement then it does not meet this criteria (Unless it is fall damage which is acceptable)
The jump-pads must have a ambiant sound, as well as an activated sound, people need to know if someone has used one, and if one is nearby.
If the jump-pad behaves a lot differently compared to the one given, it must be differently colored/modelled. For instance if it's going to give you health on use make it purple, or shaped like a health pack. I have not included seperate skins unfortunately, but feel free to modify.
Jump-pads should be used to gain access to a higher area, however alternate routes must also be implemented. Many players suffer from low ping or will dislike them, give them a path to take
Jump-pads should not be team-specific, this is cheap level design as well as tacky. HOWEVER if you do this, make sure they are red/blue skinned.
Jump-pads should roughly be the strength that Is used in the example, as well as similarly consistant in the map, password is hotshot, and if you're going to deviant largely in the map, make sure that you increase the particle speed/strength/size as well as color
READ BELOW BEFORE DOWNLOADING
Jumppads are a very uncommon element in the team fortress 2 mapping scene, due to this I believe it is important that every map that contains jump-pads must leave the user with a positive experience so people don't get turned off by them all-together. For instance if jump-pads led the player off a cliff on one map, people will be hesistant to use them on other maps. Due to this I've set up a short list of rules for people to follow when implementing them, if you do not want to follow these rules that's fine but please do not use the same model/texture for the jump-pad.
The rules are:
Keep it as updated as possible
Your jump-pad must not knowlingly lead the player to an enviroment death, for isntance it must not shoot them off a cliff or into a saw, no exceptions. If I can die from using it without any player involvement then it does not meet this criteria (Unless it is fall damage which is acceptable)
The jump-pads must have a ambiant sound, as well as an activated sound, people need to know if someone has used one, and if one is nearby.
If the jump-pad behaves a lot differently compared to the one given, it must be differently colored/modelled. For instance if it's going to give you health on use make it purple, or shaped like a health pack. I have not included seperate skins unfortunately, but feel free to modify.
Jump-pads should be used to gain access to a higher area, however alternate routes must also be implemented. Many players suffer from low ping or will dislike them, give them a path to take
Jump-pads should not be team-specific, this is cheap level design as well as tacky. HOWEVER if you do this, make sure they are red/blue skinned.
Jump-pads should roughly be the strength that Is used in the example, as well as similarly consistant in the map, password is hotshot, and if you're going to deviant largely in the map, make sure that you increase the particle speed/strength/size as well as color