Author Topic: Double Jump  (Read 12917 times)

loial21

  • Autococker
  • Posts: 2807
Re: Double Jump
« Reply #40 on: September 05, 2006, 08:30:11 PM »
This is paintball, not q2jump.


take strafe jumping out then.
No just dont make double jumping a superior advantage or a criteria for winning. If I wanted to play super mario paintball then I would.

Spook

  • Autococker
  • Posts: 2542
Re: Double Jump
« Reply #41 on: September 05, 2006, 09:13:58 PM »
theres too  many maps where a noob can just walk up to a flag and grab it just as fast as a skilled player. we need maps where some skill is involved. my map will incorporate the importance of skill jumping (strafe, double, and ice for speed) there is a way a noob can grab my flag though it will just take them a bit longer.

Eiii

  • Autococker
  • Posts: 4595
Re: Double Jump
« Reply #42 on: September 05, 2006, 09:18:14 PM »
Here's an idea! Design the flag area so that it takes skill to get the flag if it's decently defended! You know, the kind of skill that applies to playing the game and not propelling yourself high into the air.

loial21

  • Autococker
  • Posts: 2807
Re: Double Jump
« Reply #43 on: September 05, 2006, 09:27:47 PM »
theres too  many maps where a noob can just walk up to a flag and grab it just as fast as a skilled player. we need maps where some skill is involved. my map will incorporate the importance of skill jumping (strafe, double, and ice for speed) there is a way a noob can grab my flag though it will just take them a bit longer.
Spook. Think about balance in the game. Period. There are facets that appeal to one player and not the next. I have a whole tirade of objections against this. If you perfer to talk or pm me that would be best for all :) yes?
 

Eiii

  • Autococker
  • Posts: 4595
Re: Double Jump
« Reply #44 on: September 05, 2006, 09:30:35 PM »
Also, skill is totally the speed at which you grab the flag and not actually carrying the flag back and forth without getting killed. Spook, you are incorrect. Twice.

loial21

  • Autococker
  • Posts: 2807
Re: Double Jump
« Reply #45 on: September 05, 2006, 11:23:01 PM »
Is the fastest route between two bases the straitest line? Or is it the path of least resistence? Balance. Consdier both.

« Last Edit: September 05, 2006, 11:45:47 PM by loial21 »

Eiii

  • Autococker
  • Posts: 4595
Re: Double Jump
« Reply #46 on: September 06, 2006, 12:14:09 AM »
Almost as if a decision like that would require good mapping...

Olbaid

  • Autococker
  • Posts: 731
Re: Double Jump
« Reply #47 on: September 06, 2006, 10:36:38 AM »
Go use a double jump bind like the rest of the newb community uses, and stop being a puss.

JiGSaW

  • Autococker
  • Posts: 537
Re: Double Jump
« Reply #48 on: September 09, 2006, 06:30:19 PM »
The doublejump bind screws up my comp.  That's why I bind it to mouse2.  :)

Spook

  • Autococker
  • Posts: 2542
Re: Double Jump
« Reply #49 on: September 09, 2006, 07:10:28 PM »
double jump binds are for the people who suck at all forms of jumping. therefore it should be removed from the game completely somehow, then lets see who can still jump after that

JiGSaW

  • Autococker
  • Posts: 537
Re: Double Jump
« Reply #50 on: September 09, 2006, 10:38:31 PM »
Like toM|vendettA.

Spook

  • Autococker
  • Posts: 2542
Re: Double Jump
« Reply #51 on: September 09, 2006, 10:49:18 PM »
The doublejump bind screws up my comp.  That's why I bind it to mouse2.  :)

and apparently you too since you just said you use it on mouse2

Sprinkle

  • VM-68
  • Posts: 115
Re: Double Jump
« Reply #52 on: September 10, 2006, 12:45:55 AM »
Here's an idea! Design the flag area so that it takes skill to get the flag if it's decently defended! You know, the kind of skill that applies to playing the game and not propelling yourself high into the air.

Amen.

Spook

  • Autococker
  • Posts: 2542
Re: Double Jump
« Reply #53 on: September 10, 2006, 10:56:28 AM »
if anyone wants the unfinished bsp of it just to take a look, pm me and ill upload it so you can see

GreenAffairz

  • Autococker
  • Posts: 515
Re: Double Jump
« Reply #54 on: September 11, 2006, 01:48:36 PM »
i played a very long time with no double jump bind, but now i cant play without it homies

Spook

  • Autococker
  • Posts: 2542
Re: Double Jump
« Reply #55 on: September 11, 2006, 02:25:45 PM »
double jumps are so simple, its pathetic when you acually need it to be somewhat decent at jumping

TinMan

  • Autococker
  • Posts: 1347
Re: Double Jump
« Reply #56 on: September 11, 2006, 02:32:57 PM »
I have two spacebars...had to mess with xmodmap, but I got each spacebar-half to function independantly, its a kinda weird reach for my thumb, but I can tap from one to the other really quick and it works perfect.

jitspoe

  • Administrator
  • Autococker
  • Posts: 18802
Re: Double Jump
« Reply #57 on: September 11, 2006, 06:16:56 PM »
Just bind all of the keys on your keyboard to +moveup then smash your face against it.

TinMan

  • Autococker
  • Posts: 1347
Re: Double Jump
« Reply #58 on: September 11, 2006, 06:55:56 PM »
Haha, quad-jump!

Spook

  • Autococker
  • Posts: 2542
Re: Double Jump
« Reply #59 on: September 11, 2006, 06:56:33 PM »
LMFAO that made me laugh so hard thinking of some new player doing that