Trick Jump Maps - Question


(=PoW= Kernel 2.6.5) #1

How do you know how big to make the jump surface?

How far to the next jump surface?

What if the next one is below the first one?

I see these trick jump maps and wonder if there is some standard or people compile once, try it, fix it , compile again, test again, etc.

Thanks for any info.


(Flippy) #2

i think it’s mainly trial and error, luck and maybe some skill involved if you’ve done it before.

You might be able to calculate the perfect distance (or the maximum / minimum distance) by looking at the source code, but i fear that’s not possible because the speeds reached with strafejumping depend on your movement etc, and its more of an exploit afaik then build in the game engine.


(Roeltje) #3

I couldn’t have said that better :wink:


(=PoW= Kernel 2.6.5) #4

I see so many trick jump maps out I just figured there was a standard.


(Flippy) #5

i wouldn’t rule out that people just copy/paste others jumps in their maps… but there’s not really one standard no…

btw roeltje, why have you got a movie of a jump going wrong in your sig? :smiley:


(kamikazee) #6

The TJ succeeded, as it is used to get on top of the door of the axis fueldump.
Whether it’s practical is up to you, but it’s a nice camping spot if you want to kill anyone popping his head out of the door.


(Flippy) #7

hmm… that jump is used to get in the base?
you just have to land on the edge of the MG building and walk along the edge and you’re in.

i guess sitting on the door is funny aswell…but how often does anyone come through it?


(Roeltje) #8

LoL i was thinking which one i would do for recording and i was busy really long and then suddenly i landed that one and i thought hmm thats okay too :stuck_out_tongue: