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  1. 1. Add this map to the server?


jb_undertale_b5 request

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Map Suggestion

Full map name

jb_undertale_b5

Type of map

Jail Break

Link to map download

Additional Information

Lots has changed since b2. tl;dr there's now a Paint minigame, a Spleef minigame, tons of new secrets and a new vent .

 

Many tweaks based on your feedback on the forums here. For example, I moved the buyzone in armory away from the gun buttons, added more guns around the map, adjusted strafe jump and surf so they deal the damage before teleporting to work on your collision-enabled server, lowered the timer on the armory door, added a medic sign to the cell block medic, etc. You can reread
to see all the suggestions you guys gave me which made it into the map. Thanks so much for the feedback!

Screenshots attached

No

 

 

 

 

jb_undertale_b4 and jb_undertale_b5 changelog

Additions

  • Created Paint between Dodge Course and Spleef. Use or shoot the canvas and then aim to paint.
  • Paint has 9 colors and 3 brush sizes. It has a resizable eraser and a clear button.
  • Added Temmie to Paint. She is rated tem out of tem.

Bugs/Tweaks

  • 9 Colors: Fixed BACK damage staying on forever if it occured during the easy first stage, causing death to all players.
  • 9 Colors: Fixed MIDDLE never hurting players.
  • 9 Colors: LASERS now only fires one of the two lasers, chosen at random.
  • Converted pillars to models.
  • Changed Dodge Course player counter to use vscript to fix issue where if too many players entered the game at once it would miscount them.
  • Fixed issues with rocket jump, leech, longjump, etc items by using original event algorithm. This is less efficient but its simplicity means it should fail less often.
  • Fixed bug with leech deagle where you had to move away, drop it and pick it up before it would start working.
  • Reduced sprite limit on Paint to fix crashing (which occured in b4). The limit is dynamic and depends on the number of players and weapons spawned on the server.

 

jb_undertale_b3 changelog

Additions

  • Spleef with three weapon options: mag7, scout, and r8.
  • Spleef shuts off automatically when there is one player remaining.

Bugs/Tweaks

  • Reduced the last jump of Backwards Race Course 1 by 7%, making it possible to complete without airstrafing.
  • Make pixel climb platforms in cells twice as big to make it less aggravating.
  • Dodge course counter now only counts those inside the game.
  • Increase distance between last lavafalls in dodge course by 20%.
  • Add another round to 9 colors which is slower than the existing two.
  • Added laser sound when the lasers come up in 9 colors to make them easier to react to.
  • Add medic sign to cell block medic to give people a hint that the save stars heal you.
  • Reduce height of climb section of dodge course so you don't have to crouch jump to get onto it.
  • Prevent surf from recalling you if you're just standing at the entrance.
  • Reduce armory door close time from 10 seconds to 5 seconds.
  • Decathlon recalls to start instead of loser podium.
  • Fixed decathlon damage buttons not affecting surf or climb sections.
  • Disable dodge course music once there are 0 players left in the game.
  • Fix dodge course recall to recall people in the climb area too.
  • Prevent picking up guns through the wall of armory if they're dropped right in the southeast corner.
  • Adjust the R in HARD signs to make them look less like the letter A.
  • Make armory door texture symmetrical.
  • Make volleyball room brighter.
  • Make volleyball slightly more reliable (hopefully).
  • Volleyball and decathlon damage now goes through armor, preventing pardoned rebellers from having an advantage.
  • Move buyzone away from armory buttons so people who have cl_use_opens_buy_menu 1 don't accidentally bring up their buy menu.
  • Move hurt triggers in strafe jump and surf to the lava to prevent servers without noblock from causing too much damage upon failure.
  • Cell minigame disabling moved to when cell doors are broken instead of when cell button is pressed. This should prevent people from becoming trapped if the server breaks the cell doors through a plugin.

Guns/Secrets

  • Added a conventional vent to one of the cells. If you camp in this vent for too long you start taking damage.
  • Added longjump to the weapon in the credits room.
  • Added weapon which catapults you through the air like a rocket launcher.
  • Added secret item to dodge course which gives you extra speed. In order to make use of it you first have to complete dodge course at a disadvantage.
  • Added secret deagle to armory which gives you 16% life leech with a hard maximum of 25 healed per shot.
  • Added secret only the map creator can collect. (Don't worry, it's just a flashbang that has "by thorgot" spinning over it.)
  • Added a way to bring the annoying dog around with you can annoy others.
  • Added glock to pipes outside of surf.
  • Added taser to easy climb.
  • Added taser to one of the cells.
  • Added scout to climb tower.

  • Like 8
Edited by thorgot
typo
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I downloaded the map and made a video taking a look around.

 

 

TL;DW: The map is newer, but we should wait for the final version.

 

Thanks for the feedback. There were some inaccuracies in your video. For example, your favorite deagle is still there, but it is still T-only to trigger. Another example is the dodge course counter. Like it says in the patch notes above, I changed it to only count people in the game once it has been started, to prevent CTs and freedays from standing over the edge and making it confusing. I'm also not likely to change the height of the rooms, which are deliberately higher than required to evoke a sense of grandeur. You didn't mention the addition of spleef despite walking into it and standing on the sign.

 

The clip textures you pointed out are there on purpose. Some of them are related to secrets, some are not. Just because you don't understand why they are there doesn't mean they are a mistake.

 

Also, you recommended waiting a month for the next version and say "It's not finished, it's not ready". I disagree because the map is now feature complete. There will be no more games added to this map, as I have hit many of the engine limits of CSGO (networked entities, brush entities, brush entity faces). Barring any crash bug, this is likely to be the last version for a while. Any subsequent patches will just contain bug fixes and tweaks.

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My issue with replacing the version we have now is the "vent" system into armory. The way we currently have the map setup, the door in disco, and the door from the catwalk are both permanently shut while the doors inside armory are flat out removed. We did this because 1) per our rules, any platform that leads directly to armory is considered a catwalk and since that catwalk goes all the way around the map we wanted to remove any potential problems and 2) that technically made the DJ booth in disco a catwalk.

 

So if we can get someone willing to do the same to this version, I would be up to testing the map.

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My issue with replacing the version we have now is the "vent" system into armory. The way we currently have the map setup, the door in disco, and the door from the catwalk are both permanently shut while the doors inside armory are flat out removed. We did this because 1) per our rules, any platform that leads directly to armory is considered a catwalk and since that catwalk goes all the way around the map we wanted to remove any potential problems and 2) that technically made the DJ booth in disco a catwalk.

 

So if we can get someone willing to do the same to this version, I would be up to testing the map.

 

Weren't the edits done with a .cfg? If so then the same effects should happen.

 

Unless the mapper edited something with the doors, didn't read the changelogs.

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Weren't the edits done with a .cfg? If so then the same effects should happen.

 

Sent from my SM-N910V using Tapatalk

@Pan32 would be the one to know. You and I just ran around the map while @Wawa shot the door the entire time xd

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