Maps are not wall jump friendly. (and too much corridor-like)


(Szakalot) #21

You can make that jump with fragger in only one wall jump. Just crouch after the first wall jump while you’re going towards the window. You can even do it with your gun out.
[/quote]

I’ll try! I do crouch-jump from the last walljump anyways.

I find the most often mistake I make there is walljumping too early, so I don’t get to reach the window.


(einstyle) #22

I always do that jump with a long jump above the ammo crate then tapping space two times for double jumping which catapults you unto the platform. You don’t even touch the rail this way, altough I’m not to sure how the different mercs fare with this technique.


(avidCow) #23

Some great comments here. I would like to add that, seeing as there’s still no free roam mode, it will take the average player like myself much longer to find, master, and exploit all the trick jumps.


(CCP115) #24

OH MY, A THREAD WHERE I TRULY BELONG!

I too despise the walljumping mechanic, as it is incredibly hard to use, and under explained. I too found out about the long jump through online tutorials, and I too wish that the map design was way better. And until the option to start up a dedicated to server to find and practice jumps, walljumping will remain kind of niche and weird.

I heard that walljumping was added after Chapel and stuff were completed, so it would explain the lackluster jumps. However, due to Dome’s new factor, it is probably much more jump friendly. I really hope that wall jumping gets more love, it has so much potential.

EDIT: Fortress Forever comes to mind when I think of more mobility, as it has simple but effective mobility that could be implemented. The pseudo double jump which actually is just a jump followed by another jump on a raised platform gives a nice boost, and I think that would fit perfectly.

Also, Warface is another game that had this element of teamwork with mobility, such as get in a corner, signal a teammate, then you can both jump over a wall (youtube it, sorry for bad explanation.) If the Devs really wanna push teamwork, shortcuts that involve partners would make for great flanks, and EXCELLENT teamwork. I think Train, objective A (C4 plant), the door that attackers can close, would be cool if defenders could also get over, but they would need to use a Warface-esque crouch and signal, then push them over kind of thing.


(Szakalot) #25

@extravagentBypass
Just wait for all the videos showing of cool trickjumps, and how to use them in fights. I think movement is in a perfect spot right now.


(MULKMULKMULKMULKMULKMULKMULK) #26

the invisible walls are annoying.


(Volcano) #27

tell me about it, always had a problem with this and in general just bad map design


(avidCow) #28

[quote=“extravagentBypass;17474”]OH MY, A THREAD WHERE I TRULY BELONG!

And until the option to start up a dedicated to server to find and practice jumps, walljumping will remain kind of niche and weird.

[/quote]

From the console type switchlevel followed by a map name… and practice!

obj_bridge

obj_canarywharf (underground)

obj_map_6 (dome)

obj_trainyard

obj_victoria (terminal)

obj_whitechapel (chapel)

exe_overground (the execution map we got to play a while back)

exe_canal_blockout (another execution map)


(KangaJoo) #29

[quote=“solt.;9866”]Personally, I’ve felt so far that wall-jumps are in a good place in terms of prominence.

The places that they are necessary are obscure enough to feel rewarding when you learn them.

If they’re too common then I’d fear you have on of two unfortunate outcomes.

Either you have too many avenues to traverse each map (jumping paths and standard routes), or you reduce avenues that are not jump-reliant to compensate for the influx of jumping-routes. In which case the maps become prohibitively complex to navigate.[/quote]

What you’re saying is true for trick jumps but I don’t think it really applies to just regular wall jumps you use to move around faster. I feel normal wall jump routes should be more prevalent especially in the more open areas of the maps. The problem you could run into if you make all parts of the maps more wall jump friendly, especially in close quarters areas, is that it becomes really easy for fletchers and proxys to just wall jump all over the place while 1 shotting people with their shotguns.

As for trick jumps, it seems like the devs are consistently removing them from the maps. A few months ago I felt like we had a decent amount of them in each map but now they’re really few and far between and the ones that are left usually aren’t that useful.


(Ghosthree3) #30

I am able to do that jump with a single jump with every merc up to Fragger. Haven’t tried Rhino. I didn’t even realise 2 jumps was an option.

EDIT: Your post is 2 months old, perhaps it was changed?


(Szakalot) #31

I am able to do that jump with a single jump with every merc up to Fragger. Haven’t tried Rhino. I didn’t even realise 2 jumps was an option.

EDIT: Your post is 2 months old, perhaps it was changed?[/quote]

it is indeed easier to do this with a single jump.

However, with practice you can manage two do it in two walljumps, getting you inside the window faster - its not easy though, as after the first wall jump you have to strafe&look into the wall, and after the 2nd walljump you have to strafe and look away from the wall.