Thread: (Released) conc_school (9.12.09)
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Old 03-12-2008, 02:21 PM   #8
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Join Date: Mar 2007
Location: Europe
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I was going to do something like that.

it would have worked a bit like this:

A generic challenging juggle (both horizontal and vertical), then you come to a vertical where you are required to set up an air hand-held conc just before entering a teleporter at the top of the area; now, with your air hh set up to enter the teleporter (class control is required), you then exit the teleporter directly above some water / land (something that redirects you back to the start of the jump) with your air hand-held conc speeds to get over an object to continue on to the end / up to the end of the jump. Of course, with that description, you could essentially cheat it and get through with a conc to juggle beyond the water, but if a no_fucking_concs entity would be applied to prevent juggling up to a certain point, this would force the player to air huh-huh conc through it :P

There are other, more imaginative and creative ways of applying this, but who cares...it is something new map makers can think of when designing jumps. Think of the fun you could have with no quad (HOW MANY ROCKETS CAN YOU COMBINE FOR ONE JUMP?) / quad rjump maps :P
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