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Solo
August 29th, 2004, 08:20 PM
I play a bunch of the single player and some of the bots do moves I don't even think are possible. The first 1v1 DM map is like Irdona or something. The shield powerup is above the shock rifle. The Computer can get up top from below the shield powerup somehow. I don't think it's from climbing the wall but I'm not sure all I see is the bot climbing up top and stealing the shield from me then fragging my ass (I play on adept most of the time but this was on godlike).

So yeah how do I replicate that? How do I go up a level with a slanted panel in front of me. On Rankin how do i get in the crawlspace across from it's either the minigun or the lightning gun I don't remember which. Some of these advanced movements are beyond my grasp.

Kuniva
August 30th, 2004, 02:06 PM
u can triple jump or soemthing right? U can always use that thing, the gauntlent/shield and use it to like "rocket jump" i guess.

Janus
September 4th, 2004, 01:03 AM
shield jumping/wall jumping/double jump are all possibilities.

Bosss
September 10th, 2004, 11:37 PM
dont forget robots can double jump higher than the humans, ya damn noobs. :)

Sundae
September 28th, 2004, 12:39 AM
UT2004 movement:


UT2004 has actually "nerfed" the movement somewhat from its predecessors, but there's still moderately complicated movement remaining in the game.

The basics:

Double Jump:

Hit jump, and then before you reach the top of your jump, hit it again. The previous posts claiming the bots can go higher than you is just plain wrong. If you get it right, you can go just as high as they do. It's just a matter of timing, learning how to do it correctly, and learning the (somewhat different) air-control of the game. Air-control primarily makes an appearance in more advanced moves, but is still useful for maneuvering to places on a double jump. For example, that shield in idoma that can be gotten to from below, as mentioned above. A double-jump gets you there from the ledge below. A shield-jump, properly timed crouch-dodge-jump, or goo jump (not covered in this post b/c it's downright stupid) will get you there from across in the middle section.

Make sure you can double jump because many of the more advanced use require good timing with it.

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Dodging

Another basic move. Double-tap in a direction you would be walking, and your character will make a little leap in that direction. Nothing fancy, useful when you figure out the timing of the enemy's weapons and can help you avoid spam.

Make sure you can do this. It's quite important for more advanced moves.

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DODGE JUMPING

This is the biggy. A lot of those moves you see bots do that you think are impossible are based off of this move. This is the closest you will get to the bunny hop in UT2004, so learn how to use it well. It's the fastest way around the level, and in tandem with slope-slides is a HUGE advantage in terms of speed. When you master the air-control in the game (TFCers should pick up on this very quickly. It's easier than the TFC air-accel.) you can fire yourself in just about any direction you want, curve around pillars / walls, and (a personal favorite b/c it screws with close-combat opponents) leap around enemy players in a circle and end up right back where you started if you choose, or anywhere in between. (Watch them spin firing randomly looking for you. *of course, this doesn't apply to high-level players - they'll just frag you*)

Do a dodge to the left or the right (you can do forward or back too, but in combo with air-control, they're not really worth the extra time it takes to stop yourself and double-click W, for example, when you can do it straight out of D or A without stopping moving forward).

Ok - now BEFORE YOU HIT THE GROUND off that dodge, hit jump. It'll turn your dodge into a dodge + double-jump. If you time it right, it'll send you about 3x further than a normal dodge would.

In order to control it better, grab a map and start running around. Just dodge-jump EVERYWHERE. Do it on any map you like playing, until you get used to doing it consistantly and never mess up. This is the most important movement method in the game just because of its ability to be used in every single level, in almost any circumstance, be it map-control in TDM or running a flag in CTF. Or dodging out of the way of a Manta or Cicada in ONS too. (Note: If you don't know what a Cicada is, download the Epic ECE Bonus Pack. It adds new vehicles to Onslaught.)

In UT2004, crouching pulls your feet up if you're in the air, rather than your body down. Learn to use this in conjunction with a dodge-jump and you can get up ledges that are slightly too high otherwise.

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RAMP-SLIDE

No... it's not like the one you're used to. :)

Occasionally in levels you'll see things just randomly placed at slopes. For example, in DM-Rankin there are the occasional boards that seem to just be placed as decorations. These are NOT decorative. Dodge or Dodge-jump into one (this will take practice to get the distances / angles down right) and you will slide up the "ramp" and can land yourself on the higher level above it. (Notice that these are always coincidently placed where there's another level above you. That's b/c this is a standard movement technique now.)

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Slope-slide

Slope-slide is effectively the same thing as the above mentioned ramp-slide. The only difference is that in maps like DM-Antalus where there is terrain instead of architecture, you can use this to get around the level faster. (This applies to all terrain maps with semi-steep terrain - not just antalus, and not just DM.)

Dodge-jump into the slope at an angle so that you'd still be moving forward. Without losing much of your speed, you will slidge partially up the slope and can maneuver yourself along it for an *ok* distance. Not far, but it'll cut a second or two off of your commute if you do it right. Because all power-ups in UT2004 are on constant timers (based on when they were last picked up), SECONDS MATTER. It can be the difference between your opponent having the +100 or you. Or for that matter, the redeemer or double damage.

This takes a good bit of practice to get used to doing on a regular basis and really isn't all THAT important if you have good teamwork and/or other skills to compensate for speed, so don't focus too much on it until you've mastered other basics first.

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Wall-jump

Try this one for fun: Go stand next to a wall, (in contact) and double-jump up. Now, while you're still in the air and in contact with wall, dodge to the side (away from wall). Your character will kick off the wall and go in the direction you wanted to head. This is a tough one to get used to doing (it doesn't really feel natural at first, and often you find you weren't actually in contact with the wall... and plus when you're fighting someone you sorta don't think about it), but this is a really good way to throw off someone's aim if they're a hitscan whore. (LG, Shock Rifle, Minigun, Sniper Rifle, Assault Rifle - these are all server-side hitscan. Yes... that means you have to lead people a little if you're lagging. No client-side hitscan here.)

This is a useful move. Not a VERY VERY useful move, but useful. Know how to do it, use it if you think of it, but otherwise it's probably better to rely on aim, your shield, and speed. Oh - and also just don't let yourself get in a position where you have no choice but to do that. :)

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Elevator Jump

USE AT YOUR OWN RISK

This is incredibly useful in some levels (DM-Grendelkeep, go from Shock Rifle canal up to, and land on, the lightning gun); in other levels it sucks. Just gotta learn from experience when to use it.

Any momentum applied to you in UT2004 stays with you until an alternative force acts on you (eg... gravity, wall, or giant ball of goo). Even to the point where it becomes ridiculous and against physics. :)

Step on an elevator. Before you make it to the top of the elevator (takes timing - just work on it), jump. You will take your jump's momentum, and add to it the momentum of the elevator shoving you up. In the case of DM-Grendelkeep you can fly a good 80-100 feet into the air (game terms) and even hit the ceiling if you go too high. From here, use your aim control (and for good measure, double jump so you stay up there even higher!) and fly yourself wherever it is you can land within reach of you.

As for the USE AT OWN RISK: You are now a clay pigeon. Anyone with a halfway decent sense of the game's physics can shoot you while you're a predictable projectile. If they do it with a rocket, you will probably see your name in an AVI sometime soon. Often this move is useful... other times you're insane to try it.

Examples of use: DM-1v1-Albatross: This is how you reach the double-damage. DM-Grendelkeep - SR to LG. CTF-Orbital: Double-Damage, RPG, Shield via elevjump. DM-Campgrounds-2004: Looking damned cool when you shoot someone.

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That's probably enough to get ya started and get where you can outrun those pesky bots and match their movement tricks.

Oh - just to mention, since I didn't have it in the article: Those flips, somersaults, etc, that you see them do: They just do them. Your character does it too if it's built into the animations. They're not special tricks.

GL! Got any questions / want any help learning the game, PM me at Atari Forums or find me at my clan's server.


~[FDG]Sundae

Ugly_Jim
September 30th, 2004, 02:25 AM
Thanks for that post, sundae. I learned a few things.