02-16-2007, 03:45 AM | #1 |
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Double Jumping - What it is
There seems to be some confusion about what double jumping actually is. I'm going to try and clear that up using my knowledge of double jumping in CPMA (mod for Quake3). All of these methods of double jumping probably wont be valid for FF, but I'll start with the obvious ones which will be.
Double Jumping Theory The basic theory is that if you jump twice (not in midair) within a certain amount of time (~400ms in CPMA I believe), you get a movement "bonus". What kind of bonus this is depends alot on what surface you use. Double Jumping using a Ramp (or any angled surface) Situation: Your standing on the ground. You jump from the bottom of the ramp, hit the ramp and jump again (within the time limit, again probably half a second or something). Effect: Instead of just hitting the ramp and jumping a little bit forward up the ramp again, you should get a rather large height bonus due to trimping. (This is what happens in the movie which has double jumping). Note that this is a combination of double jumping and trimping. Cool Stuff: This effect can be used by map makers to put jumps wherever they want. In CPMA on many maps there are small angled outcrops on walls, allowing you to basically just jump up the wall to a higher platform or whatever. This could be useful in FF for making a jump "only" accessible to scouts or some such (other classes would be able to do it but they would need a runup whereas a scout's speed could allow him to do it from a standing start) Double Jumping using an Elevated Flat Surface Situation: Your standing on the ground and there is a slightly raised ledge in front of you. You jump, hit/land on the raised ledge and jump again. Effect: It depends - in CPMA when you were jumping into a ledge (that you hit the corner of or whatever) you were basically grounded on that ledge so you can jump again. It depends on the mechanics in FF. In CPMA you would get a modest height bonus and a pretty decent speed/distance bonus. Double Jumping using Stairs CPMA is designed such that if you are moving forward up a flight of stairs and jump, you dont leave the ground really (due to the edge grounding described above). This allows you to double jump from any "normal" flight of stairs (some stairs were created with larger steps preventing this). I don't think FF maps have many stairs, and this mechanic may not exist even if they do, but I thought I would mention it anyways. Mixed Double Jumping (Stairs and Ramps) CPMA has alot of stairs which have thin ramps on the outside (left and right of them). You can do a circle-jump to the left/right on the stairs (grounded, dont go anywhere) then circle-jump in the opposite direction again (so your facing forward again) and then your second jump is off the ramp so you get the trimp + double jump effect. That's about it, if all of this is completely invalid I'll just go crawl in a hole. If the devs/beta testers want to confirm/deny the other methods that would be cool. The only method definately in is double jumping using a ramp/angled surface (note that a ramp doesn't have to be a ramp like in the forts RR, there could be a little angled surface at the start of a bridge rail or something) |
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02-16-2007, 04:27 AM | #2 |
Join Date: Jul 2006
Location: Missouri
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It looked to me though that they were doing a mid air jump in the video, werent they?
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02-16-2007, 05:04 AM | #3 |
Fear teh crowbar.
Retired FF Staff
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No, you have to double jump off of a surface and it must be higher than the previous jump.
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02-16-2007, 05:37 AM | #4 |
Join Date: Jul 2006
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but...you can already do that in tfc right? I don't really understand the difference.
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02-16-2007, 06:04 AM | #5 | |
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02-16-2007, 11:57 AM | #6 |
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and it's cool
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02-16-2007, 12:28 PM | #7 |
Join Date: Dec 2004
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Wait a god-damned second. Are you saying the a double jump is like jumping... but twice??? Surely no man can not handle such trickery!
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02-16-2007, 02:30 PM | #8 |
Join Date: Jan 2007
Location: In a mall, hiding in a gunstore, while being surrounded by 53,594 zombies
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the person jumps once then after gets a boost from farting
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02-16-2007, 07:19 PM | #9 | |
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02-16-2007, 07:33 PM | #10 |
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Yup all that should work in FF. The biggest difference as I've mentioned before is that going down and off a ramp doesn't do the full reverse trimp boost to horizontal movement. It's close to how TFC worked in this regard. This was done for balance reasons but it may be re-enabled later if some other balancing factors are implemented and work well.
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02-16-2007, 09:03 PM | #11 |
Join Date: Mar 2005
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Heh, that'd be like Defrag mod in Q3A. Lots of fun.
Do we get overbounces ? |
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02-16-2007, 09:53 PM | #12 | |
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Location: In a mall, hiding in a gunstore, while being surrounded by 53,594 zombies
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"Soldier and medic walk to their flag room" "see hwguy eating a burrito" "sollyandmedic:Why is your ac on the ground?, and why the hell arent you defending!!?" "hwguy:im hungry man, all this fighting , and what do i get when it over? ? a gj "fatass", from all the teammates, heh" Last edited by o_kenny; 02-16-2007 at 09:58 PM. |
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02-16-2007, 10:08 PM | #13 | |
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Because it is poop...for a tf game : ) |
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02-16-2007, 11:59 PM | #14 | |
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02-17-2007, 10:12 AM | #15 |
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I'm sure you can gain speed in tfc with 0 initial velocity.
I tried it ^_^ |
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02-17-2007, 10:54 AM | #16 |
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Yeah. But I don't think it's anywhere near cpma.
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02-19-2007, 04:30 AM | #17 |
Join Date: Mar 2005
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You can always do angled OBs, I think. It's been years since I even visited the Defrag mod forums... but basically if you have an immensely small horizontal velocity, the overbounce would send you flying in the angle you were moving at. Refer to Tribulation.avi
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02-20-2007, 02:28 AM | #18 | |
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02-20-2007, 07:09 AM | #19 | |
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02-20-2007, 08:40 AM | #20 |
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Gogo hud_draw 0 + crosshair 0! Gogo machinima. Now all we need is Kittens.. Kittens with laser eyebeams! Rawr!(Lolol smerpys sig)
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