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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 |
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: 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: 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: 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: 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 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
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: 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: 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 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: 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: 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.
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
© 2004 Brandon Langlois. The "Killjoy's Corner" logo and related marks are trademarks of Brandon Langlois. The Half Life logo is the property of Valve Software and Sierra. Any use of the images on this site without written permission is prohibited. All other marks are the property of their respective owners. |