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Messages - derdotte

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16
Jump Help / Re: annexv2 red7
« on: July 24, 2013, 01:05:37 PM »
all what you have to learn is to control your speed.
this jump can be really accurate if you learn how you can slowdown and boost you.
the basics are pretty much all what you need but i will explain it too.
if you want to control your speed but dont want to accelerate or slow down:
you have to find the perfect angle for your rocket (really hard to do consistently)
the other way is if you slowdown with using a higher aim then you would usually use for the speed you have.
this makes you slower but can also kill all your momentum slight changes should be the way to go.
and the way i usually do it is with slowpogo until i can easily get the speed that is needed but not anything above it.
at the end its all about the feeling practice is at any time the way to improve your skills.
thats all what i can say you and i think everybody else.

17
Jump Help / Re: Mouse Settings
« on: July 09, 2013, 06:08:35 AM »
i am using 7,7cm/360° for any class except scout and sniper there i use around 15cm/360°.
even then it is mostly preference. a year ago i had like 3cm/360° i could jump really good but my aim was just really messy. if you want to jump and aim good you should stay WITH your sens and try to find the way how you need to aim, changing it every week does not help yourself.
anyway more then 2,70 ingame sens should not be used just because you will skip pixels in the game.

18
New Maps / Re: jump_azure_a1
« on: July 08, 2013, 10:11:41 AM »
quickly jumped/skipped though it:
bugs:
spawn room is maybe a bit too dark.
you can stand on any lamp -> jump 10 cheat.
the jump with the teleports on top of your hat was kind of used in jump_heaven

after all a solid map a lot better then the other one.

19
Mapping Tutorials / Re: Lighting Bugs - Halp
« on: July 01, 2013, 11:16:26 PM »
use the block entity "func_nogrenade" put it like one unit away from the wall.
this will just kill the rocket even stickies if i remember correctly.

invisible walls should not be the way to solve problems a lot of people just hate it if they cant see why they cant get there, glass texture is one solution.
http://forums.tf2jump.com/index.php/topic,1813.0.html
this should help you
good luck

20
Mapping Tutorials / Re: Halp
« on: June 29, 2013, 12:50:38 AM »
with the steam pipe update the old hammer broke completly you now have to use a beta of hammer:
go into your steam liberty left/right klick tf2 go properties -> betas -> sdktools_beta
then tf2 will download the needed stuff.
you will now have to start hammer from the tf2 directory you can find it here:
\steam\SteamApps\common\Team Fortress 2\bin
look for hammer.exe
i dont know if and how you can install custom stuff for hammer because i dont use custom stuff^^
hope that helps :)

21
New Maps / Re: Jump_taylor_swift
« on: June 28, 2013, 03:58:28 AM »
so many new maps  :o
i had to laugh so hard after i saw the pics :D fun map but the wallpogo was like meh now do something that is a bit harder.
and the bonus is retarded xD
all pics are shootable this makes it a bit easier sometimes but nothing that could be a problem i think

22
New Maps / Re: A new, cool jump map! w/ easter eggs. jump_cortex
« on: June 26, 2013, 10:48:13 AM »
just played this map and i feel its not that hard at all nothing really new and some problems.
first the regen:
you can use the "trigger_hurt" block entity to make an overall better regen the regen from func_regenerate can kill you if you do not watch but you need both to refill ammo too.
then the way you tried to make walls unshootable was kinda strange you can just use "func_nogrenades" and put it over the wall that will destroy the rockets and do not bug them.
then the big wall part was really boring you can just jump the big wall completly up that maybe needs some work.
the last jump of the pogo part went completly harder then all other jumps before maybe a bit too hard overall. (or i just struggled there a lot xD)
the latest jumps are with dev textures that said me that you just wanted to finish this map it just does not look that good overall.
but for your first map its okay :)

23
Jump Help / Re: Intermediate to Advanced
« on: June 25, 2013, 03:05:39 AM »
intermediate means for me that you can use most of the technqiues and do the basics flawless.
advanced means for me that you know how each technique works and try to adjust each for you everytime.
the main diffrence between intermediate and advanced is the way you perform your jumps.
to improve means for intermediate to advanced, that you understand how rocket jumps work and do most of them kind of flawless (we are human we cant be flawless :/)
improveing from beginner to intermediate is pretty easy because you just have to learn the basics and some other technqiues then it takes a loooong time you will learn everytime if you jump but you wont really see it anymore its just the way you perform your jumps.
hopefully i explained it good, its not that easy to say :)

24
General Discussion / Re: Skip Jump Record
« on: June 24, 2013, 03:16:08 AM »
skip = you do not touch it
speedshot = you touch it for a split second
if you mean jumps where you not touch the ground i think if you mapped it well you can get infinite skip jumps.
speedshots are more timing based i think quba holds the record with 9 in a row

25
New Maps / Re: jump_torii_a1
« on: June 23, 2013, 05:31:31 AM »
...
Yeah I didn't know how to stop that, was too lazy to try and find out too. Maybe areaportals?

http://forums.tf2jump.com/index.php/topic,2107.0.html this will answer it ask drexen about it :)

26
New Maps / Re: jump_torii_a1
« on: June 22, 2013, 02:33:57 PM »
one thing that i have noticed was that sometimes the jumps appear in the skybox this looks really strange and destroys the wonderfull skybox in my opinion.
just rushed though it so cant really say something to the jumps.

27
if i am playing bball i usually focus on jumps and perfect airstrafes because after all a kill is not that what makes you win caps do win a game (main rule of cp in comp) a kill makes it easier thats true too.
a good mix of dm and jumps are important for good bball.
however if you are a perfect jumper and your oppenent hits everything then you will die although you are an insane jumper.
its dm what makes you win although i wont believe it :(

28
Jump Videos / Re: Problems with recording using lawena
« on: June 20, 2013, 01:57:06 AM »
default for autoreload is 1

29
General Discussion / Re: What do you use to create videos?
« on: June 19, 2013, 04:28:04 AM »
Welcome,
usually a lot of us use the demo record and render of tf2 to get the material.
some people now use virtualdub because its free and good for the start.
and some other use sony vegas for a bit of advanced editing but you have to pay for it.

i would suggest to use the demo record and render tool of tf2 and for the start virtualdub.
greets dotte

30
General Discussion / Re: Opinions on 'W' Strafing
« on: June 16, 2013, 11:58:33 AM »
while strafing with w you usually go in a curve. most of the times you are circleing your view. this means you always look the same spot to make a normal curve.
if you look somewhere else you change the curve just a little bit.
This is one of the most importants and worst things of w strafing.
try it for yourself with like doing the roamer rollout on badlands to balcony and mid point you will see what i mean^^

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