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Guía de Técnicas de Saltos

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Ven0x_Sn!p

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Registrado: Sab, 04 Sep 2010

Nota Sab, 12 Feb 2011

Guía de Técnicas de Saltos

Bueno había echo la puta traducción pero se borro mejor dejo la fuente: http://www.www0.org/cgi-bin/urtj?html=urtjq3.html
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Evaristo

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Te tira un rayooo!!!

Mensajes: 543

Registrado: Lun, 27 Sep 2010

Ubicación: La Plata

Clan: rJ.-

Nota Sab, 12 Feb 2011

Re: Guía de Técnicas de Saltos

Ven0x muy buena info!!

Para los que arrancamos en esto y no sabemos saltar, sirve mucho!!

Se agradece el aporte!!

Pregunta:

Me gustaría saber cuales son algunos mapas sencillos para arrancar en esto y si saben de donde bajarlos

Abrazo!!
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Ven0x_Sn!p

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Registrado: Sab, 04 Sep 2010

Nota Sab, 12 Feb 2011

Re: Guía de Técnicas de Saltos

dale dale ahí hago el post :)
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Shonaka

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Mensajes: 823

Registrado: Mar, 27 Jul 2010

Clan: [+ter]

Nota Sab, 12 Feb 2011

Re: Guía de Técnicas de Saltos

Creo que el mapa "escuela" es, sin dudas, "happy jumps tutorial".

Saludos.
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iddqd

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Registrado: Lun, 19 Jul 2010

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Nota Sab, 12 Feb 2011

Re: Guía de Técnicas de Saltos

rescato esto que le puede servir a alguien con intenciones de hacer un mapa de saltos.
aunque ahi hable de q3ut3, creo que los valores se mantienen.
Map Designer Information

This section's purpose is to give away unit distances that may be used in maps for taking into account jumping methods people may use, and some tips for mapping related to trickjumping.

If you reading this only as a mapper and didn't read the rest of the guide, keep in mind that bunnyhopping (see the relevant section in here) gives the opportunity to a gamer to gain significant speeds after subsequent jumps and therefore overcome the units to some extend that are referenced here. Their main limits are the map itself, stamina and jumping height (they mostly gain speed, not height, but speed makes the gamers able to go further).

Mappers can limit the maps in several ways to avoid extensive trickjumping exploitation. For example not giving the gamer enough space to bunnyhop extensively, curving some edges for making them unable to ledge grab, clipping out roofs and taking extra care on what walljumping can achieve. btw, take a look at the weird walljump-ledge climbing issue on the previous section. It may prove important.

Here follow some jumping methods to be considered that are commonly performed by gamers. If you're very interested in the subject and these are not enough for you, I would recommend decompiling a .bsp of a jumping training map or a standard map with well known jumping spots for finding out the units you're interested in first hand (q3map2 is capable of decompilation provided a .bsp was compiled with it). Decompilation won't bring a map to a proper state but for this purpose, it's more than enough.

Ok, around 280 units in x/y between two brushes on the same z level, will be reached with a proper single circle/strafe jump with sprinting, without grabbing the other ledge However, that is very difficult to be achieved even by the best jumpers in a usual game(it's a near-perfect jump) so if you _want them_ to reach the other side by a single trickjump in most games, start with 240 units or a bit less.

Similar to the above jump is the same method but without landing on the other side, but ledge climbing it. In that case 312 units or maybe more of x/y distance on the same z level can be reached, however this is similarly very difficult to be performed and if you actually want most of them to grab it by a single trickjump, start with around 280 units or less.

Keep in mind the above two examples even on their highest values can be easily reached if the gamer has enough space to do at least one prior jump, i.e. to bunnyhop in advance. In addition, if a wall is nearby will probably make simple walljumping preferable to them because it can be easier.

Other commonly used distances without actually taking into account trick jumping, only normal jumping:

From standing on the edge or walking and jumping as you reach the edge:
a 128 unit gap will mean you have to grab the other side (90% of the time..)

Traveling at normal running speed and jumping as you reach the edge:
you can clear 128 units easily and land safely on the other side.

Running and jumping as you reach the edge
192 units and you'll grab the edge at the other side.

Sprinting and jumping as you reach the edge
you can clear 192 units and land safely on the other side.

Sprinting and jumping as you reach the edge
256 units and you'll grab the edge at the other side (most of the time..).

Maximum ledge height = 110
the maximum height that a player can climb by jumping up and grabbing from a standing (stationary) position beneath a ledge.

Maximum clear jump from standing/walking = 99
the maximum distance a player can jump from standing and land on the other side.

Maximum clear jump from running = 199
the maximum distance a player can jump when running and land on the other side.

Maximum clear jump from sprinting = 243
the maximum distance a player can jump when sprinting and land on the other side.

Maximum jumping height = 66
the maximum height a player can jump onto a ledge before needing to grab and pull themselves up.
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papilay

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Registrado: Mié, 21 Jul 2010

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Nota Dom, 13 Feb 2011

Re: Guía de Técnicas de Saltos

iddqd postealo en la seccion MAPPERS que hasta ahora nadie de la comunidad hizo un mapa de saltos y estaría realmente bueno que empiecen a aparecer =)
*--[TNT]Papilaywww.TNTesRARO.com.ar

anaconda escribió:no tenia ni idea que NutriaFeroz* eras vos papi, hasta que me hiciste una mansa violada, jajaja.

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