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Jumping Basics: The Circle-Jump

Being able to jump at high speeds renders many more positions achievable within a short period of time, so that you might help your teammates when they require urgent cover, or confuse your enemies by popping up in places lesser players would be unable to attain in only ten seconds. Take full advantage of Urban Terror’s physics to play the best game possible; aim can get you far, but movement is key whether you are dodging bullets or unexpectedly showing up behind the enemy.

In Quake 3, one can gain speed by moving diagonally. The fastest way to do this in Urban Terror is called circle jumping – aptly named because of the circular arcs that form a circle-jumper’s trajectory. This method is far more useful in Urban Terror (rather than in vanilla Quake) because sprinting forward is miles faster than strafing sideways.

The first few hops cannot curve too much as otherwise your direction will change too quickly to the detriment of your speed. Curve gently while holding forward + sprint as you begin to jump.

When your speed exceeds that of a normal sprint, you would ideally want to hold forward + sprint in the direction perfectly perpendicular to that of your movement, curving your mouselook as your direction changes, to maximize your speed. Try your best to maintain this angle if you wish to jump as fast as you can in any one particular direction. What we have achieved so far is, fundamentally, how one will circle-jump anywhere.

However, you will have to make minor adjustments if you need to navigate the obstacles that normally clutter an Urban Terror map. Power-sliding will also help you maintain most of your speed while giving you a bit of extra distance; this is especially useful when your stamina is running low. As you jump more and more you will gain a feeling for the art. Take a look at jump videos like 2.4f and Mr. Banana’s Curved Speed or Flying-V to see how players navigate skillfully around a map without losing too much speed.

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7 Comments

  1. Durandal says:

    On of My favorite things to do is on levels like oil depot… get flying along with circle jumping… and then powerslide in a huge arc around the back of the spawn (when it’s behind the big oil silo) where I can just keep sliding… and prime an HE grenade as I drop into power slide. As I pass their spawn, just drop it at their feet and keep sliding. You are well behind cover when you stop sliding and get to enjoy the 3 kills that pop up on the scoreboard. hehe

    Learning to move well and more importantly, fluidly, really helped keep Me alive. Since I refuse to wear kevlar… it’s a must… and it’s a must not to wear kevlar hehe. As frustrating as I find them… playing icyjumps really helped Me get the concept of movement arcs in UrT. It forces you to learn to make the right paths in order to complete the levels. That plus regular jump maps and playing CTF really teach you to fluidly move around a level and use terrain to your advantage.

    Glad there was a video in this post… I read a lot of the guides when I was first starting out.. and they’re helpful… but a nice quick video like that really makes it much simpler for people to see what you’re talking about.

  2. don says:

    Once you’ve gotten going and it’s time to start flicking from side to side, do not exceed 90 degrees (either way) from your straight ahead view. If you do, you will start to lose speed. Ideally you start with 45 degrees from center turns, and work up to close to 90 degrees. The less time it takes to flick between facing left and facing right (and vice versa), the faster you will gain speed.

    However, a lot of the time it’s easier just to arc in one direction and never flick to the opposite direction even after multiple successive jumps. Short runs don’t benefit from side to side flicking/snapping. Sometimes you’ll find it safer to not even begin arcing in any direction, as doing so could cause you to lose sight of a spot or enemy. The thing to remember is you’re faster jumping+sprinting than you are walking/running, even if you don’t arc perfectly.

  3. Floflo says:

    I made a tutorial a while ago on youtube, but unfortanately I made it in french (btw, the part on walljumps is quite shitty, so don’t pay attention to it ^^ )
    http://www.youtube.com/watch?v=5YuBEcpOiww

  4. Nihilum says:

    This was helpful, but do you have to aim deeper into the angle the longer you do it? like turn more to the side the longer you do it?

    • Tarquin says:

      yes, since the direction of your movement changes slowly to match the direction in which you’re holding forward + sprint. if you however exceed 90 degrees, you will as don said begin to lose speed.

      if you’ve taken physics before, the direction of the centripetal force on an object in circular motion is always changing with respect to the direction the object is moving in. this is roughly analogous to the circle jump where the force produced by your forward + sprint might be said to be the “centripetal force.”

  5. chukz15 says:

    HOW?
    When do i sprint? when do i jump? when do i turn? how are u not jumping diagnoly?

  6. DarthNader[||}o says:

    Dud I diddnt know but i was circle jumping pirfect and i diddnt know what a circlejump was

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