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Tempus Tier guide rearrangement

Farewell -lt

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So I tought the tempus tier guide for demos needed some changes, that's what I suggest :

T3 : Short airpogos, Advanced pogos and wallpogos, speedpogo, Triple pres
T4: Long pogos and wallpogos, Speed wallpogo, Airpogos.
T5: Advanced / High precision airpogos.

So this need some explainations :

Advanced pogos and wallpogos : Pogo to double, catches, pogo to wallpogo, simple downpogos (reference : jump_sketchy)
Long pogos and wallpogos : Long jumps that requires a lot of patience and consistency (jump_lathy)
Speed wallpogo : jump_koi last
Airpogos : Verts without wall (jump_lanc last), easy Down Airpogo (jump_twelve Lvl8), jump_koi Lvl17), medium lenght airpogo.
Advanced / high precision airpogos : Advanced verts (vertigo), Advanced Down Airpogo (jump_homie), Long precised airpogos (jump_titan).

Feedback is always appreciated !
« Last Edit: May 23, 2015, 04:46:38 PM by Farewell -lt »


Kendrick.

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how about soldier :(


edit : because mapper need to know how to make easy to insane stuff
« Last Edit: May 24, 2015, 09:43:38 AM by Kendrick. »
Boom Boom


HyperDan

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John

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DOWNPOGO AND CTAP AUTOMATICALLY T4 BECAUSE FUCK THEM


HyperDan

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DOWNPOGO AND CTAP AUTOMATICALLY T4 BECAUSE FUCK THEM

AND THEIR MOTHERS
AND THEIR SISTERS
AND ANY PETS THEY MAY OWN AT THE MOMENT


Exile

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Farewell -lt

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Idk about soldier, i don't rly play solly but I tought the tempus tier guide for solly was good.


Rob123

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Ok I'll look into including some of those techniques in the list.
Main thing I as going for was a very concise guide of what the tier levels are at. So I want to keep it a couple words per tier for each class, but you've got some good points there

Thanks


TomSinister

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how about soldier :(


edit : because mapper need to know how to make easy to insane stuff

IDK if you have tier guidlines for soldier already, but I'll throw in my 2 cents.

1) Tier 1 requires only a basic understanding of movement mechanics. I think there is only a single tier 1 soldier map on tempus (jump_rush?).

Techniques: straight wallshots, single skips, flat pogos,  little to no air strafing.

2) Tier 2 requires a refinement of basic movement and an introduction to more advanced jumping concepts. Jump_beef, jump_blueberry and jump_eons are great guidelines for what a tier 2 map should be.

New techniques: wallshots with turns, single speedshots, easy 2 rocket syncs, multiple skips, flat pogos with turns, wallclimbs, simple jurfs.

3) Tier 3 requires a mastery of basic movement and general knowledge of almost every soldier jumping technique. A jumper who can complete tier 3 maps has learned all he needs to be a successful jumper outside of jump maps. Tier 3 encompasses a wide variety of maps, punctuated by classics such as jump_jurf, jump_bomb and jump_pagoda.

New techniques: wallshots with strafing, multiple speedshots, triple syncs, tele-syncs, wall catch, speed pogo, wall pogo, short 2-wall down pogo, advanced jurfs, simple bounces, ctap.

4) Tier 4 requires refinement and precision that can only comes with many hours of practice. Beyond learning the concepts of jumping techniques, a tier 4 jumper must understand how subtle changes in positioning, aim and momentum effect the interactions of their rockets. Great examples of the complexity of a tier 4 map are jump_rope, jump_facility and jump_underground.

New techniques: optimized wallshots, optimized speedshots, sync speedshots, easy quint or quad syncs, wall syncs, ceiling syncs, floor catch, corner pogo, long 2-wall down pogo, short 1-wall down pogo, advanced bounces.

5) Tier 5 maps are the quintessential advanced jump maps. Many tier 5 jumps string together multiple advanced techniques in quick succesion, or include a twist with one of the more difficult techniques. Maps that accurately represent the difficulty of tier 5 include jump_apex, jump_aviator and jump_soar.

New techniques: quint - sept syncs, speed wall pogo, long 1-wall down pogo, edgebug, edgeshot.

6) Tier 6 exists to push the limits of what is possible with human execution. Tier 6 jumps often require extreme precision of several of the hardest jumping techniques, or even require learning a new technique specific to a single jump. Since tier 6 is the highest possible tier, the difficulty varies wildly from just outside of tier 5 to so difficult that only couple people have ever completed the map. There is no upper limit to tier 6, so I will list maps that are right on the edge between tier 5 and 6: jump_pharaoh, jump_edgebug, jump_fauvism, jump_lion.

Techniques: all.
« Last Edit: May 25, 2015, 11:05:43 AM by TomSinister »