Welcome to the ProGamers Q2 Jump guide
- But the Quake II team rallied behind one art style, one art direction and story. We had better design, and we were focused. Adrian Carmack did amazing concept work on the Strogg creatures,.
- It's hard to express how much of a time sink it was for Quake 2's developers, in the 90s, to bake lightmaps to fake all of the environmental lighting in the game and to iterate on a map's lighting until it looked good. This proof of concept is rough. It doesn't calculate the map's lighting exactly like the old 90s tools.
This is a guide to help new comers to Quake2 Jump, and also hopefully provide some extra information for the already proven jumpers. Just click on any of the menus at the top of the page to find the relevant jump. Each jump also has a demo showing how the jump is done as sometimes words are too little to explain something, pictures are needed!
Quake 2 Concept Art Project “I think one of the most important things was that the Quake symbol be incorporated into her costume,”Foley continues, “but especially onto the gauntlets. And it’s also on the back of her suit, which was a fun little touch that we added.
Easy jumps
This is the easy jump section, these jumps are considered quite easy by most standards and they are the jumps that are normally done by just reaction rather than anything else. There also very easy to get to grips with and execute. OK, onto the first jump:
Crate Jump
You can download a demo of crate jumping here
More of a cheat than anything, as this is not really meant to happen but it’s possible. Firstly you need to have 100 fps (frames per second) or higher. Apparently it’s possible with slightly less, maybe around 80 or 90 but you’re pushing it if you’re using that fps. Next, you can only do a crate jump if crate is located in the negative Z axis of the map. There are alot of maps that you can do this on, simply for shortcuts and cutting out the need to do a double jump of another box. All you do to execute this jump is simply stand next to it, and hold forward and press jump. You should just get on top of the crate.
Double Jump
The double jump is rather easy, though some types of them can be quite difficult. Since 3 of the 4 jumps are relatively easy, I have put this in the easy section. Anyway, there are 4 main types of double jumps, these are:
The first shot, if off the Forkjumping map. This is a standard double jump and are very common on all maps (sometimes the jump isn’t a couple of crates, it could be a section of land or land and a box etc). To do this jump you need to be at least 1 full step back from the first part of the double jump (in this case the small box). Then, facing it, run up to it and tap jump (fast) whilst holding forward throughout the jump.
Medium Jumps
This is the medium difficulty jump section, these jumps are considered tasking by most standards and are jumps that you find in most difficult jump maps, and sometimes easy maps. Okay, onto the jumps:
Circle and Strafe Jumping
Circle / strafe jumping is relatively easy, it all depends on how far you have to jump that is hard part. So, that is why it’s in the medium section, because you could have some easy ass jump or some hard one. Anyway, on with the tutorial on how to do them. First of all circle jumping:
Circle jumping is moderate in difficulty as it’s quite hard to get alot of distance, all you do is stand facing the jump you are about to do at an angle (but looking it its general direction) and run forward on your angle, and when you are near the end of the ledge and need to jump, press and hold forward and circle the mouse in the direction of the jump, keep turning it and hopefully you will land on the other side (needs practice to get this perfect). Next, strafe jumping:
Strafe Jumping is very easy, all you do when you are about to jump over a gap press and hold the strafe key as well as forward and you gain alot more distance. Next, circle and strafe jumping at the same time:
Circle and strafe jumping at the same time is quite hard to master, as you need to have got the grasp of both individual jumps before you can even think about trying this one. Start as you would for circle jumping and face the jump on an angle, then as you normally execute a circle jump, run toward the jump and just as you come to the edge of the ledge hold strafe and forward together and jump, then when in mid air turn the mouse in the direction of the ledge on the other side to where you are jumping.
Ramp Jumps
Alot of people class these as easy jumps, and they are. But sometimes the ramp is tiny and the distance is massive, hence making it a hard jump. So I shoved it in the middle and put it in the medium jumps section. Small ramps are very easy indeed, all you do is run up the ramp and do a circle or strafe jump at the end to get some distance. Other ramps, consist of getting a long run up (speed jumping) and then hitting the ramp and bouncing very high (either straight up or forward). Other ramps are just to get over obstacles that are blocking your way. Also, beware that if you are strafing and you jump whilst on a ramp you will ‘stick’ to the ramp and potentially slide up and off the edge of the ramp and not be able to stop yourself (common mistake). Some ramps, also have ramps that lead on after then, which is difficult to do as you have to hit the ramp at the correct speed and jump off at the correct place
Triple Jumping
Triple jumping is moderately difficult, it really depends on how the jumps for the triple are placed. However, this isn’t too hard really. All you need are (generally) 31 frames per second and a fast finger. The concept is the same as double jumping but you have to be alot more accurate to when you are pressing the jump button (to be honest, mashing jump kind of works). All you do is just do the same as you would when you are double jumping from a shoebox, and at the next lip of the jump you encounter press jump again, and so forth.
Hard Jumps
These are some of the hardest jumps you will find. These are hard to master, and sometimes take numerous attempts to do them. So, don’t be disappointed if you can’t do these jumps straight away, as alot of jumpers that are good at jumping still mess them up sometimes.
Ladder Jumping
Ladder jumps can be extremely annoying, as they are easy to buckle up. There are loads of methods to do this jump, but finding the way you want to do it is a thing you’ll have to work out for yourself. Also, please note that tackling a ladder jump at around 31fps (frames per second) makes it alot easier to execute the jump. Here are a couple of descriptions on how to do the ladder jump:
Method 1: The easy method. simple climb up the ladder, then once you are at the top of the ladder (but still stuck to the ladder), press and hold forward and jump to propel you.
Method 2: The times saving method. Climb up the ladder, and when you practically at the top of the ladder look straight down and press jump. The downfall of this is, apart from its hard to do, is that you will be looking down so it will be hard to get any propel forward unless you have a high sensitivity.
Thanks goto:
Jolt for hosting the original Q2Jump server and web site.
![Quake Quake](/uploads/1/1/8/8/118815336/964538230.png)
Progamers again for hosting our server and site when we needed a new home.
Bleh (aka. pooy, aka. SadButTrue) for spending countless hours coding jumpmod.
All the admins for helping control the server.
LilRedTheJumper and Tony for making the original jumpguide and taking all the screenies and demos.
jaY for creating this jumpguide.
Tony for updating this guide to reflect site changes and module implementation.
Quake 2 Concept Artwork
CTF != The Grappling Hook
– By Essobie
(This editorial comes to us from Essobie, Webmaster of Rocket Arena 2: Inside and Out, and is in response to the recent controversy regarding id Software’s decision to exclude the standard Grapple Hook from its upcoming title, Quake3 Arena)
Recently the news hit the Internet that right along side Unreal Tournament, id Software was going to strip the out of the box CTF of the now standard Grappling Hook in their newest title Quake 3: Arena. It’s caused quite a ripple in the gaming community, and surprising to the current crop of CTF players out there, non-CTF players like myself are getting into the discussion. This editorial looks into the phenomenon of the “Save the Grapple” campaigns and why there is really no need for them.
Here’s a little history, just to put things into perspective. If one was going to play, say Quake 1 multiplayer out of the box perhaps, they’d expect to play something that had them spawn with 100 health, no armor, and a cheesy shotgun. They’d instantly be in search of bigger weapons and more armor so they could more effectively slaughter any other players they came across. This is all fine and dandy until it gets old and boring (which it did rather quickly to quite a few players).
Then came the “mods” modifications of the original set of rules to add some new spice to the game. It’s basically the only reason Quake 1 stayed popular for so long. One of the most popular mods was Capture the Flag. A number of versions of this mod existed, but one of the first, and undeniably the most popular was Zoid’s Threewave CTF.
The premise was simple: red versus blue, each team has to protect their flag from the opposition, while trying to steal the flag of their opponent. Teams score captures by carrying the enemy flag to their flag while it is still in its original place and touching the flags together.
Okay lets hold the description right there. What’s missing from that concept? Well if you’ve been playing CTF since the days of Threewave CTF for QuakeWorld, then you’ll immediately say “runes and the hook.” But if you are like me, you’ll say, “nothing at all.”
In fact, if you are like me, you may well say, “why have a hook and runes I just want to play Capture the Flag with the original physical properties and weapons from regular multiplayer Quake 1.” This, unfortunately, what not what players got. Instead, we got CTF with a grappling hook and runes.
After the success of Threewave CTF, Zoid got the gig of making Q2CTF and help with work on the point release for Quake 2. Unfortunately the massive success of QWCTF meant that to deliver the goods the second time around, Zoid was compelled to go with the recipe that worked: 2 flags, 4 techs (the “futuristic” version of runes) and grappling hooks for everyone.
When it first came out, there was lots of excitement but there was also a lot of outrage. You see, Quake 2 had slow weapon switching (as opposed to Quake 1’s instant weapons switching which allowed weapon switching from weapon to weapon and from weapon to hook and back with a few lines of scripting code). What this did to the hook was make it only useful for movement throughout the map in Quake 2, instead of the seamless flying/shooting combination that was available to the Quake 1 CTF players.
Consequently, Zoid caught a lot of flak for not “making CTF right”, mostly from the “QWCTF Community” who had been playing CTF in clans since the early days of Threewave. Cries of “it slows the game down” and “I want it to be more like QuakeWorld CTF” rang out across the IRC channels.
A number of modifications were made to Zoid’s original Q2CTF to “fix” these problems, the most popular being L-Fire CTF, which added a number of clan mode options, sudden death overtime, and most importantly, instant weapons switching.
Quake 3: Arena is upon us, and Zoid and the rest of id have announced that the id CTF maps were designed to be perfect without needing a grappling hook. As one standing on the outside of this phenomenon, it doesn’t really come as a shock that the same people that cried out when Q2CTF didn’t live up to the “standards” of the QWCTF are now crying out that Q3CTF isn’t going to live up to the “standards” of the previous two games.
Fortunately, they are dead right. Q3CTF is NOT going to live up to the standards of the past games. Instead, it is going to try to set a new standard. Capture the Flag as a pure form of “goal oriented team deathmatch” will be the next incarnation of the “CTF” name, and many of those original “hardcores” don’t think it’s a good idea for one reason or another.
Already the “web petitions” have been started, IRC channels with the name #savethegrapple are on popular game IRC server organizations, and they all rally to the cause of getting id to put the grappling hook back in “their” mod. I’ve had conversations with a number of them in various IRC chats, and their personalities range from intelligent argument “pro-hook” theorists to the extreme, hate-filled, hook fanatics that will defend their way of life to the bitter end (some of the latter coming from channel admins themselves).
Their arguments are nice and organized on the petition that they have and in an editorial that was compiled by a few #savethegrapple channel regulars (who apparently like to quote people out of context). For the most part, all of their arguments are either based completely on personal taste, or they are based on the false assumption that CTF has been perfected before, and anything different from the original can’t be good for gameplay.
The #1 argument for the hook is, of course, that it is just plain fun! I can’t really argue with anyone about the hook’s “funness”. The only thing that I can say is, I think CTF would be more fun without it for a number of reasons. Mostly, I feel that the hook removes the necessity for team organization (which is what id Software seems to be striving for).
Other arguments argue for the need for a “third dimension” of movement, speed, and mobility in CTF. All of the above tend to make the individual player a very powerful force all by his/her lonesome, which lessens the need for coordinated teamwork. It is possible in Q2CTF for example, for a single offensive unit to get powered up and make at least a fairly successful attempt at stealing the enemy flag returning to base without even firing a weapon (not counting the grappling hook itself). Certainly with a few extremely accurate players with Railguns can take what is known as a “grapple monkey” down with a few well placed shots, but the fact that such a runner feels confident enough to even TRY at the flag by only using his/her hook is what makes the hook so powerful.
This is something that I think id Software doesn’t want possible any longer. They want all attacks on the flag to be a team effort the most successful of which will be extremely coordinated attacks by skilled players that can cover each other and be able to get the flag out with as few loses as possible. What it seems they want for Quake 3: Arena CTF is exactly what I’ve been wanting in CTF since someone said to me “hey, Essobie there’s a Capture the Flag mod for Quake check it out!” and pointed me to a website to download it. Unfortunately it has taken until now in its third incarnation for CTF to be something that looked appealing to me.
A very annoying point that many have made against my personal involvement in the issue is that many feel that I have no right to even voice an opinion on the matter of what CTF turns into specifically because I’m not a “hardcore CTFer” like they are today. I’ve helped make a couple of Quake 2 movies and the webmaster for a Rocket Arena website, right? What business do I have trying to change their mod if I don’t like it in the first place?
I’m guessing that whoever reading this right now that considers themselves a “hardcore CTFer” is probably asking that same question, even though the answer is self evident: I’m welcoming the change of the mod because I was dissatisfied with Quake CTFs in the past specifically BECAUSE of the grappling hook and the runes/techs. Without them, I might very well end up having a really great mod that will certainly suck away large amounts of my free time available to me when Q3A ships. If it is as good as I envision it to be, I could very well be as devoted to Q3CTF as many of this current crop of “hardcores” are about THEIR past CTF games.
I’m strongly opposed to the grappling hook in any mod it just so happens that the most popular grappling hook game of the past is now going to be dropping this ill-fated game feature that I loathe. It will finally be changing to a game I want to play. Luckily I’m not alone in this opinion. Statistically Q2CTF places fifth in the CLQ’s list of most popular multiplayer games on the Internet (that are teamplay only), and all four games ahead of it in popularity do not have a grappling hook in the arsenal of weapons. I think it would be a safe bet to say that all those people playing non-hook games and mods would like to at least give this new CTF a try when Q3CTF comes out.
Besides Zoid has stated on numerous occasions that the code for the grappling hook is in the game already it’s just disabled by default on the id CTF maps that will be released upon retail release. It will probably take the likes of any JoeBlowModAuthor a good thirty minutes to hack up an exact duplicate of the new Q3CTF that INCLUDES the grappling hook for all the “hardcores” to play.
Quake 2 Concept Article
Who knows? Perhaps it is time for CTF to be appealing to more players. Perhaps Zoid and the rest of id Software will do CTF up so right no one will WANT a hook. Personally I can’t wait to find out. I do know that the “hardcores” that will inevitably be playing their CTF with a hook won’t need to worry about me dropping into any hook servers. ;)
Quake 2 Concept Artifact
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