Have a jump map that we don't have on our site? Let us know!
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Rezil
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by Rezil » July 13th, 2007, 11:32 am
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smarnca
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by smarnca » July 13th, 2007, 1:19 pm
looks realy nice....i like the inviroment very mutch
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GG
wanabe pro jumper xd
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t3vY
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by t3vY » July 13th, 2007, 1:36 pm
nice map m8!
difficulty of the jumps is great!
Keep up the good work
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Rezil
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by Rezil » July 13th, 2007, 2:00 pm
hehe thanks!
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Neo Snipe
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by Neo Snipe » July 13th, 2007, 4:22 pm
Great map enjoyed it
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[SoE]_Zaitsev
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by [SoE]_Zaitsev » July 14th, 2007, 1:15 pm
Looks very nice, gj on that.
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waywaaaard
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by waywaaaard » July 15th, 2007, 9:39 am
not bad - couldnt find any shortcuts or other erros
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Coontang
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by Coontang » July 15th, 2007, 2:40 pm
the only thing i could think of is the 'drowning in water' effect shown on modsonline tutorials. it would just make it a bit better instead of a kill trigger. You could also make the time you last in water shorter (thank on the tutorial download)so youre not there for ever.
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Neon
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by Neon » July 15th, 2007, 3:12 pm
Nice map, creative
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"If we can hit that bull's-eye, the rest of the dominoes will fall like a house of cards...Checkmate."
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Rezil
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by Rezil » July 15th, 2007, 5:14 pm
jimbojetuk wrote:the only thing i could think of is the 'drowning in water' effect shown on modsonline tutorials. it would just make it a bit better instead of a kill trigger. You could also make the time you last in water shorter (thank on the tutorial download)so youre not there for ever.
Hmm yeah I guess that is better than a killtrigger. But then again, there aren't that many jumps over the water. I think only two or three so that isn't much of a problem. The reason I put the killtrigger is 'cause the terrain below is not very bug so the player can just walk off the map quickly which is not good.
Neon wrote:Nice map, creative
![Very Happy :D](./images/smilies/icon_biggrin.gif)
Thank you.
Also does anyone want a hard version of this map too? I'm asking because most of the jumps are 220-225 units long so if anyone prefers longer jumps, tell me and I'll make a hard version too.
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aicaramba
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by aicaramba » July 15th, 2007, 6:57 pm
hard = good
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Neon
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by Neon » July 15th, 2007, 7:30 pm
aicaramba wrote:hard = good
![Very Happy :D](./images/smilies/icon_biggrin.gif)
Indeed, unless its frustrating
![Very Happy :D](./images/smilies/icon_biggrin.gif)
![Image](http://img155.imageshack.us/img155/7092/mirrorsigcopyit7.png)
"If we can hit that bull's-eye, the rest of the dominoes will fall like a house of cards...Checkmate."
"Seriously... .45k/sec it is a joke.. I could have just gone out and taken my own photos of children in this time."
"You have just become my fave youtuber!" - KillerSam in regards to myself. Win.
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Soviet
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Rezil
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by Rezil » July 17th, 2007, 2:37 pm
Ok, I started making jm_pier_hard. I'm deviating from the standard 'map_is_the_same_only_longer_jumps' pattern so the hard version will be at night, the crates will be different and the gaps will be 242-246/7. Is that too hard just right?
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waywaaaard
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by waywaaaard » July 17th, 2007, 3:10 pm
i would suggest for gaps max 245/246
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