killing time wrote:That other one is called "straftrain" (prob with some number at the end)
straftrain1
Pk3 file: straftrain1.pk3
Here's my list of current tremulous strafe jump maps:
fsn_tricks, fsn_tricks2 (2nd edition is identicle, but has tree spam which kills fps)
something_hotjumps_rc1, hotjumps something else (second one isn't on MG but was completed properly in that square room and had a marauder course. I don't have the second map now. The map was an obstacle course for certain classes i.e. dretch, marauder and it was literally the best strafe jump course made.)
Ascari, has a turret then 3 lanes of strafe jumps.
Thurze, starts with a bloody slick slide then standard strafe jump, then has an abyss pit and columns, then 'round-the-wall strafes.
My ProTrem mod and CPM implemention into Cuboid makes this last step a crapload easier:
http://youtu.be/t99G4-p2kDE (Go to 9:16, ignore my super-shit straferange race because I didn't do that properly)
Straferange, has 5 or 6 lanes of various obstacles, then a 8-lane (i think) race that goes into a massive hallway, with a 1st/2nd/3rd finish line stage. This was in that video link i just provided just after thurze.
straftrain1, the one you said basically. The slick slide is important in teaching people how strafe jumping ACTUALLY works imho.
tremstrafes, a map I made and isn't finished. Its not compatible with regular 1.1, if you want to try it on 1.1 you need to get a modded bob's OC (the ramp jump downwards makes stage 3 impossible for aliens and humans stage 1), or get a Tremfusion-based mod (i.e. KoRx, CoRx, DoHx [korcks, corks, dorks?])
An early version of this map was seen just before thurze in that same video link.
edit: Circlejump maps:
circlejump, circlejump2 (circlejump2 has a second set of harder ones, and a compact spaced circle jump, and a non-working overbounce section. The overbounce doesn't work probably because of trem's "step-down" feature for stairs)