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Messages - The BQE

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46
General Discussion / Re: new C-tap script
« on: October 21, 2013, 11:28:58 AM »
Note: When using wait commands, it is server tick rate and fps dependant. What works for one person won't work for another, so this may or may not work.  Best way to ctap is to just learn to ctap instead of trying to rely on a crutch script.


almost all rocket jumps are ping dependent when a ping of 100+ is in place its almost impossible to rocket jump


ORLY

47
Jump Help / Re: Rocket Jumper --> Rocket Launcher Model/Skin
« on: October 19, 2013, 11:09:08 PM »
Why?

There are probably really easy ways around whatever your reason is.

48
General Discussion / Re: favourite JOTW/ROTW
« on: October 14, 2013, 05:57:09 PM »
rotw #10

#6, afterglow on bomb, because bomb became one of my favorite maps and the first somewhat difficult map I beat.  I watched that run more times than I can count.  Also, like a lot of these jump videos, this particular one has a great track and introduced me to a new artist.


Aurora has a flawless rotw on bomb bro

then clearly that should be my favorite

bro

49
General Discussion / Re: favourite JOTW/ROTW
« on: October 14, 2013, 03:18:37 PM »
rotw #10

rotw #10, torii on tholos, because it was one of the first videos I remember watching and thinking, "whoah this looks pretty cool!  I wanna be able to do that!" before I knew what rocket jumping was. 

rotw #6

#6, afterglow on bomb, because bomb became one of my favorite maps and the first somewhat difficult map I beat.  I watched that run more times than I can count.  Also, like a lot of these jump videos, this particular one has a great track and introduced me to a new artist.

edit: how do you embed here?

50
Jump Help / Re: Quad Synch
« on: October 12, 2013, 07:51:41 PM »
I think glow made a vmf with a bunch of jump measurements, but I forgot where it is


bingo

http://forums.tf2jump.com/index.php/topic,711.0.html

not sure if there's a quad in there, but i know for sure there's a normal quint and water quint.  you could just adjust the floor of that to make it a quad.

51
New Maps / Re: jump_ballin WIP
« on: October 09, 2013, 09:59:06 PM »
Second level allows you to walk along the wall, rather than wall jump.

No regen (trigger_hurt) on the level after the tele sync (which appears to be the last level)?

52
New Maps / Re: jump_detr - For the Pyro detonator
« on: October 07, 2013, 10:28:23 PM »
Help a brother out - how the heck do you get enough distance for c1??  I must have tried for like 30 minutes before giving up.

53
New Maps / Re: jump_detr - For the Pyro detonator
« on: October 07, 2013, 12:27:24 AM »
Finally!  I'm gonna give this a go and report back.

edit: A and B were fun (wish there were more of the beginner style levels though) and C seemed a little....impossible.

54
New Maps / Re: jump_azure
« on: October 05, 2013, 07:47:27 PM »
Finally.



Jump 11 took me the longest.  Seems to require pretty specific rocket placement (or a good ctap). 

Most fun jump was 13.   8)

55
Jump Help / Re: maps for wallpogo practice
« on: October 05, 2013, 07:00:42 PM »
or just wall pogo every jump instead of doing it the intended way


assuming the walls don't eat your rockets


You mean like this?




Source: I like wall pogoing.

56
Jump Videos / Re: Run of the week
« on: October 05, 2013, 01:50:02 PM »
Damn that was very impressive.

57
New Maps / Re: Jump_nmotion
« on: October 01, 2013, 09:17:33 PM »
Looks a lot better.  My only complaint is that now the glass on 13 is nearly impossible to see. 

Also in most cases, for aesthetics, it looks better if light actually comes from a source (ie, prop). 

58
New Maps / Re: Jump Ontra
« on: October 01, 2013, 01:19:05 PM »
Decently challenging.  The fail layer seems pretty high 5 so it makes it a lot harder than say 6 and 7 (I stopped at 8....couldn't quite get the end).  Or I'm just crap at pogoing multi level platforms.

59
New Maps / Re: Jump_Mirrorsedge
« on: September 30, 2013, 10:20:22 PM »
Fun map.



lol

60
New Maps / Re: Jump_nmotion
« on: September 28, 2013, 02:09:44 AM »


This platform I'm standing on needs to be a lot bigger.  It's too easy to walk backwards into the fail for the previous level. 



The floor is the same height and texture as the fail texture.  Not good.

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