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Pyro Jumps :

 

When many people think of the pyro, they think of an annoying class that gets a kill in here and there. Some people see the pyro as a powerful tool, capable of tearing through a defense. But there are very few who see the true
capabilities of the pyro, the ablilty to get nearly anywhere in a map within seconds.
This is attained through using the pyro's explosive weapons and grenades to jump. This guide will aim to teach you how to
utilize the pyro's jumping capabilities. If you need further help, or would like to discuss any points of this guide, come to our forums. All credits for the following guides go to
Rayze.

 
Pyro Jumping

 

IC Jumping

Incendiary cannon jumping is the simplest of the pyro's many, many jump types. It doesn't come close to the rocket jump in terms of sheer distance and height covered, but that's a good thing when it comes to health and armor. A soldier can only do 4-6 rocket jumps per life, whereas a pyro can do approximately 12 IC jumps (each jump only takes 8 health and 9 armor). This jump is very similar to the rocket jump in terms of technique. You aim at the floor, and fire and jump at the same time-- but you have to fire a split-second before you jump. Crouch in midair to gain the maximum height. You can get decent height using this. The best use for this is into the flag pit from the exit in badlands. You can also jump over any class's head, for some nice surprises ;). For the maximum possible height, you must crouch a split-second before you jump.

Badlands:
Flag exit area into flag pit- this is possibly the pyro's most useful IC jump, as it allows you to completely bypass any upper defense. If there's a sentry in the usual spot (upper level, looking down into the pit), it can easily be taken down with a surprise flamethrower burst.

Across the chasm, by the side of the mesa- this jump is useful for when you exit your base through the sniper decks. Some people can get across using a straight crouch-jump, but it is much easier to IC jump across.

2fort:
Top of base- if you walk out to the ledge in front of the cap point, you can IC jump to the "top" of the base. There is a small ledge that you can stand on, out of view of enemies behind you. This is great for a sneak attack on the snipers or enemy base.

RR catwalks- In the ramp room, you can IC jump to the first ramp, then back to the elevator shaft entrance. You can also jump from one catwalk to another

Well:
Over the top bunker- this is a very useful jump in that it shaves a few seconds off of your trip to/from the enemy base. You simply run as close as possible to the bunker, fire, and crouch in midair.

Across the moat- the moat outside each base can be IC jumped over (though you can just do a strafe jump to pass it)

Well catwalks- you can shave time off your flagrun and surprise enemies by doing IC jumps across the corners of the catwalks

Crossover2:
To the cap point- this jump, done across the pit to the basement onto the cap point, is helpful for quickly capping the flag.

Ramp room- in the ramp room, you can IC jump up out of the trench, instead of having to follow the entire path. This is helpful for the times when you are being followed with the flag.

Flagrun:
Onto/over any box- this is useful for jumping onto a higher level or just speeding up your trip

Onto the flag pedestal- this is a great jump if a demoman has laid pipes on the sides of the steps. It also speeds your flag running trip up by approximately a second.

Fences- if you enter a base through the entrances straight across from the neutral flag tower, there is an open yard with two fences. Both of these fences can be jumped. This is only useful for surprising an enemy, since both fences can be bypassed faster through running.

Center walls- the two broken walls in the middle of the map can be jumped for a nice surprise to any enemies hiding behind


IC/Napalm Grenade jumping

Once you know how to to the IC jump, the next step is utilizing a napalm grenade with your IC jump, called an "IC/Nap jump". To do this, you prime a napalm grenade, hold it, and do an IC jump at the same time or a split-second before it explodes. A decent amount of height can be attained using this jump, along with the benefit of a moving, floating disk of napalm fire. (Some like to do this jump by tossing the napalm grenade and IC jumping over it. This is possible, but fairly inconvenient, as it is nearly impossible to do if enemies are engaging you). IC/Nap jumps are helpful for accessing secondary entrances to the enemy base or for speed and a roadblock on your travels to and from the enemy base.

2fort:
Up to the battlements- this one of the most useful of the pyro's IC/Nap jumps. You run up to the ramps entering the base, stand there, and do the jump straight up (remember to crouch in midair!). Its very useful for sniper-clearing duty to bypassing Ramp Room defenses.

Into the grate room- this jump is also one of the more useful IC/Nap jumps. The grate room rests directly inside the enemy base, and leads straight to the spiral. Being one of the most useful jumps, it is one of the most difficult. There are different ways to do this. You can either prime the napalm grenade outside the enemy base and attempt to do the jump on the run. You can try to position yourself perfectly and stand still while you jump. Use whichever way works for you.

Up to the catwalks in the RR- this jump, done from the floor of the ramp room to the catwalks, is a great jump for speed/bypassing defenses. Lets say there's a sentry gun on the upper ledge, facing the direction of the elevator. Instead of going through the trouble of attempting to take it out, you can IC/Nap jump to the entrance of the elevator shaft and pass that sentry without taking any damage. It is also very useful for bypassing those pesky pipe traps that demos occasionally set under/on the ramps.

Into the "secret" places of the basement- you'll have to find these yourself ;)

Well:
Up to the ramps in RR- this is fairly useful for speed/bypassing demoman pipes. Done just like the 2fort RR jump.

To the attic from RR- for this jump, you have to get up to the ramp, and land on the crossing pipe, where you can IC Jump into the attic. Its an extremely difficult jump, but it allows easy and quick attic access, for taking out that enemy demoman or attacking the flag room from above

Crossover2:
To the roof from the yard/elevator- this jump is not very useful, but it is fun for surprising enemies. It can also be helpful for clearing out any engineer dispensers or spying on the enemy offense/defense.

To the basement bag supply- this is a difficult jump, for you have to land within that small opening. Make sure to crouch!

Many places in the RR- you can do an IC/Nap jump to get directly from the ramp room to the upper ramp leading by the main respawn

Badlands:
Across the canyon- this is a long IC/Nap jump, done from the mesa area to the sniper decks. This jump leaves a nice, floating/moving disk of flames across the valley ;)

Sniper decks- either after doing the previous jump or running along the cliff face, you can do a jump up to the next level of the sniper deck

Out of flag pit- this is an extremely useful jump. After taking the flag, you go up the ladder, and do an IC/Nap jump off that onto the small ledge above it. From there, you can hop off and exit via the sniper decks

Flagrun:
There are an incredible amount of pyro jumps on this map...

Flag pedestal to adjacent ledge- this is a great jump for getting out of the flagroom without being seen, but taking less time then the elevator. A great use for this jump is to enter from the top and have a grenade primed, then once you grab the flag, jump directly back up.

FR ledge to opposite ledge- from the ledge that I just explained, you can do a long jump to the ledge that looks straight out to the flags (and back). This is a long jump, somewhat like the badlands canyon jump.

Floor to ledge- this jump is a very high IC/Nap jump. You must be right against the wall to do this jump.

Floor or boxes to (any) catwalk- this jump, done outdoors, allows easy access to the flag room or enemy battlements. Its a difficult jump from the floor, as its one of the highest types of jumps.


The jumps listed above are in no way an all-inclusive list (in fact, there are double, triple, and quadruple napalm jumps that can get you to extraordinary heights). Look for your own places to jump on different maps, and you can surprise any defense you face.

As with anything, simply reading this guide can only get you so far. You have to get out there and practice these techniques! Experience teaches much better then words.

Rayze-TPF-*LoF

 

 

 

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