Here it is.
One jump strafe based gameplay made for legit normal settings (that means stamina scroll for the uninitiated). It is intended to be played on 100 tick, sv_airaccelerate 100, fps_max 300, sv_gravity 800 and no scout / 250 run speed. To experience the map how it was meant to be played, visit _strafe for a list of legit normal servers.
Badges3 contains an intricate system of over 150 filters and thousands of triggers which control the maps built in checkpoint system and determine whether or not you have met the requirements needed to pass each stage. Skipping certain parts of the map with noclip, low gravity, sever side checkpoints, or maybe even easy settings may cause parts of the map to be impossible. Badges3 was designed around the limitations of normal legit gameplay, you will likely experience bugs on any other setting. The checkpoint system will only save you from minor fails, it won't always save you if you fall back too many stages.
Due to the restrictions of the source engine, the checkpoint system is not perfect, to be certain you have triggered each checkpoint correctly, try to trigger it again before continuing. I've made it so each checkpoint spams its filter output for a second, but sometimes this still doesn't work since you may also be getting spammed with filter inputs from other entities. No one experienced any problems with the system in testing, but it is still possible there may be bugs in very rare cases.
Badges3 features a number of new control systems. It is the first bhop map (and maybe even first map period, I'm not too sure) to feature a perfectly working Non-Linear Multi-Stage Multiplayer Course Completion System™ that resets on respawn. I've also created a new anti prespeed and 1 jump system designed specifically for this map which now incorporates the checkpoint system and the requirement to pass each stage system thingy.
The stages that require you to reach a certain spot before opening a door for you are filtered, so they only work for the client who triggered it, but are displayed server side. This may cause confusion but It's unlikely two players will be at the same place at once. If this is the case, use your head. If one player triggers the event while the event is happening for another player, it still works, it just doesn't show it. Alternatively, wait 10 seconds for it to reset.
Badges3 was created with the use of HDR in mind. It looks best when played with HDR turned on. Playing this map with HDR turned off will cause inconsistency in lighting. For optimal visual experience, turn on HDR by going to Options > Video > Advanced and selecting 'Full' under High Dynamic Range. Then reconnect to the server. Incase you aren't sure, if the first stage is yellow, HDR is on, if it's orange, HDR is off.
Badges3 contains a massive amount of particle systems to help guide you through the map. If you cannot see these particles, fix the problem. It also contains a number of material proxies that people with low texture settings won't be able to see.
Server admins, please put the start and end zones in the top halves of the rooms indicated. Here is a picture and another picture. Server players, if the start or end zones are in the wrong spot, please tell the admins they are morons. This should be obvious, but after seeing how many servers got it wrong in badges2, nothing surprises me.
2018 UPDATE - Better late than never.
A few years ago, an update to CSS changed the way hit boxes work which caused problems with some of the teleports in this map. While this issue has been addressed on some servers, other servers with the stripper plugin installed can now use the following cfg to fix these problems.
Two years after this submission: I'm finally good enough to beat the map.
Insanely hard, thanks for mapping! Still 10/10 for me.
09/09/2016 Edit: I found some weird behavior in the map; this thing is animated when I play in a local server, but isn't animated at all when I'm playing in my dedicated one. Do I need to set some cvar for it? I couldn't find anything :/
Some parts like this bhop are nearly impossible if you fail them one time, the triggers just teleport you back a lot; makes it quite an RNG thing to run the map. Is that intended? I didn't see it happening in dwsdfgxcvad's run
I pretty much have no words. Most definitely one of the most ( if not the most ) well made maps out there. The checkpoint system is just incredible and must have taken so much time and effort to make it all work as intended. The quotes on the walls are epic, the environment is more than epic and the gameplay is really epic and hard ( as it's supposed to be ). I gotta say that even though I couldn't nearly finish the map, the first few minutes made me know how well made map this was. Gotta rate 10/10 because I literally couldn't come up with a single negative in the map. Watching these maps you've made just makes me think how much there is to learn :)
> **Posted by .yuka**
> I honestly cant see how you can rate this 7/10 yet you rated bhop the distance 10/10. I mean of course your entitled to your opinion but damn if that isn't some auto bias your spitting out.
You really don't need to defend Badges' map for him. Especially when it's over a justified rating which isn't even that bad.
Incredible map. I feel you've finally shown the true potential you had for mapping. I also admire the attention to detail; you've added in so many adjustments to keep the map feeling fresh. Please make more maps!
- Nice bhop gameplay (gravity part, boost part, ...)
- Best design (simplistic but beautiful)
- Afew KZ'lvl are lower than badges2 (too much corner, cancer part before last level4cp)
> **Posted by .yuka**
> > **Posted by Tesquo**
> > #First person to finish. ;)
> > even things that didn't seem to really fit, (Some triggers, EG. the triggers on last level with the sprites? not sure what they are, but they look out of place in comparison to the map
> the last level is split up into 4 checkpoints you need to activate the green booster. So you need to touch all 4 sprites to finish the map.
It was kind of a jumble of words. But what I meant was the sprites (all over the map) look really out of place compared to the overall look of the map. Maybe it's because they looked pretty low quality (didn't look like there was anti-aliasing at all).
> **Posted by crayz**
> Congrats on releasing this beautiful map. I've been anxious to see texture proxies put to creative use. 500mb is still a bit intense. You have 150mb worth of sounds alone. Maybe take some time to optimize your file size next time
> My earlier comment was misinformed, .zip files are part of a pack that appears to contain duplicate content I guess, idk much about how packing and .bsp files work. Maybe somebody else does
> edit: Some of your sounds are kind of messy and cluttered, especially in the intro. Screen overlays are also terribly annoying, especially considering how low res your animated overlays are. The checkpoints effect takes a while to get movin', I felt like I had to idle at a checkpoint for ~5 seconds before I could move on. Your animated sprites are low res like they're also from the year 2000, considering the map is 500mb I feel like you could have just used animated models instead. The theme and setting is original, gameplay not so much. Considering the theme is minimalistic I guess its as detailed as it needs to be, my eyes don't feel like they're looking at bland and boring brushes in most rooms.
The start sound is meant to be messy and cluttered that's how badges wanted it. As for the checkpoint i'm not sure what you were doing wrong but for me and everyone else i saw on l2scroll last night they were instant.
I honestly cant see how you can rate this 7/10 yet you rated bhop the distance 10/10. I mean of course your entitled to your opinion but damn if that isn't some auto bias your spitting out.