Icy Fantasy |
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Icy Fantasy is a trick jump map for the free video game Urban Terror. The purpose of this webpage is to host videos/demos that demonstrate how to pass the jumps. The current version of the map is ut4_icyfantasy1a.pk3.
To play the AVI movies below you will need a video codec that is able to decode MPEG-4 Advanced Simple Profile data. A very good codec for this purpose is Xvid, which can be downloaded for free from xvid.org. Installation is very simple. Or, you may click the YouTube link next to each video to play the video with YouTube. However, the YouTube videos are slightly lower quality.
Demos (files with suffix ".dm_68") can be viewed within the
Urban Terror 4.1 game by first putting them into your Urban Terror
installation's demos folder, which should reside under
the q3ut4 directory. A demo can be played by
choosing "demos" in the main Urban Terror menu or by using the
\demo <demoname> console command.
Most of the demos recorded on this page were made against
ut4_icyfantasy.pk3.
The general idea for all of the jumps is to use a circle-skating technique to gain speed on the ice. This technique involves pressing only two keys - forward and sprint - and pointing the mouse appropriately. Left and right strafe keys should NOT be used at all for gaining speed on the ice. The idea is to skate in an arc, always facing sideways with respect to the direction you are moving in. DO NOT point your mouse in the direction you are going in - FACE SIDEWAYS. The demos/videos should provide a better idea of how to gain speed on the ice. Also important to remember - do NOT wear a kevlar vest and always have full stamina when starting a jump (catch your breath). Also, many of the jumps have brown trim on the edges where the walls meet the floor. This brown trim is not slick and it will slow you down very quickly if you touch it. Therefore, you should avoid hitting the walls/trims.
You may consider turning off mouse acceleration in your game (depending on your personal preference).
The easiest way to do this is by
pulling down the console (by pressing '~', the tilde key), and typing \in_mouse 1 . You
will then need to restart Urban Terror for the change to take effect. This setting basically says
"don't apply the desktop mouse acceleration scheme to my in-game". If you end up not liking this setting,
you can type \in_mouse -1 in the console to restore the original setting (and then
restart Urban Terror).
Noob TrapNOOB_TRAP.dm_68 |
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Use the circle-skating technique to gain just a little bit of speed, then aim for center of the volcano. Avoid sliding off to the side. |
Jade Awesome'oJADE_AWESOMEO.dm_68 |
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Gain speed on the slick part, then jump and crouch. Keep pressing crouch until you pass the gaps. If you have enough speed you'll be able to powerslide across all the gaps easily. It's best to keep pressing forward and sprint while powersliding over the gaps; however, your keyboard might not let you have the 3 keys forward, sprint, and crouch depressed at the same time. If this is the case, you can either let go of forward and sprint when you powerslide, or you can rebind some of the actions (forward, sprint, and crouch) to mouse buttons or control keys such as Shift. You'll have an easier time powersliding over the gaps if you have forward and sprint pressed down the whole time. |
Banana ClassicBANANA_CLASSIC.dm_68 |
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Pump the valley until you have enough height so that you can cross the gap. Make sure you watch your stamina closely; you don't want to run out. Remember to face about 60-70 degrees to the side with respect to the direction you're going in (so you're always going in an arc). |
Bisque ScrollBISQUE_SCROLL.dm_68 |
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Gain speed before the ramp, and avoid hitting too many walls. You will be touching/hugging the wall that is to the right of the ramp. Try to approach this wall smoothly so as to avoid hitting it at a sharp angle. |
Coral CurvyCORAL_CURVY.dm_68 |
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This jump requires finesse, not speed. In fact, you don't want to have a lot of speed for this jump. You should be going fairly slow, just fast enough to make the gaps. You should be turning pretty hard on each of the platforms, otherwise you'll fly off. (Notice how I'm facing almost slightly backwards on the second and third curvy platforms.) When you approach the end of each of the curvy platforms, it's best to turn 180 degrees the instance before you jump so that you anticipate the arc of the next curve. |
Pickle HillyPICKLE_HILLY.dm_68 |
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Many people have trouble on this jump, so you're not alone. First, avoid hitting the walls because there is wood trim along the walls. There is even wood trim on the sides of the icy barriers at the end of the jump. Therefore, you should always be near the center line of this jump. By not veering too far off the center line, you will also stay more "taught" and gain more speed, especially as you're going up and down the ramps. You generally want to attack ramps head-on, not at an angle; this is true for all jumps. The second point to consider is that you should not be crouching anywhere during this jump. If you crouch at the end, it will just mess you up. The barriers at the end are icy and so you should just sprint right over them. The third and final point to consider is that you'll be gaining most of your speed on the "dip" portions when your feet are in contact with the ground. You should make sure to apply your best skating technique in these "dip" portions to build up as much speed as you can. |
Indian FrostymareINDIAN_FROSTYMARE.dm_68 |
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There is no slick floor on this jump, which makes some people question why this jump is in an Icy map. As you jump along the semicircle, start pointing your mouse more and more towards the center of the circle as you gain more speed. The more speed you have, the more you should be facing to the side, but you should never face more than about 80 degrees to the side. By rubbing up against the outside slick wall, you will not be able to gain as much speed. Therefore, try to avoid touching the outside wall for as long as possible. Eventually, you will have enough speed so that you will be forced to touch the ouside wall. When you approach the final ramp, crouch after you jump and stay crouched so that you powerslide off the ramp. |
Rosy AcceleratorROSY_ACCELERATOR.dm_68 |
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This jump uses the famous "wall-riding" trick of the Thistle Wall secret on Icy Jumps 5. Just face the wall and sprint forward to gain speed. Start looking more and more directly at the wall as you gain more speed. I like to face slightly down so that I can judge the angle better. The direction you're facing should never be more than about 80 degrees with respect to the runway. When you get air off the ramp, try to land near the top of the quarter pipe. You will preserve more of your speed this way. |
Emerald PlatterEMERALD_PLATTER.dm_68 |
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This is a fairly straightfoward jump that just requires good circle-skating technique. Lauch off the rim of the bowl by going square up the slope, and not off at an angle. This is way I make a final 180 degree flick while in the bowl (see video). |
Azure Climbing WarmupAZURE_CLIMBING_WARMUP.dm_68 |
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This teaches you how to do a ladder climb. The only key being pushed here should be forward. No jumping, no crouching (although you should make one jump initially to grab the first rung). Grab one rung, pull up slightly, then let go of forward to fall back down. Immediately after letting go, press forward again to grab hold of the next rung. A good strategy for beginners is to climb two rungs at a time, then drop down a rung, climb two more, etc. If you keep pressing forward as you are pulling up on a rung you will fall all the way down (and you won't be able to grab anything until you land on the floor). If you are falling down often, you should probably be letting go of the rung sooner. |
Azure CorridorAZURE_CORRIDOR.dm_68 |
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You need to make the walljumps in the corridor very quickly. If you wait too long between walljumps, you won't get enough height to make it out of the corridor. The walljumps should be like "bam bam bam" with very little time between each "bam". To make these walljumps quickly, you should start flicking your mouse (to face the opposite wall) even before you perform a walljump. This is called "butt jumping", where you're facing away from the wall you're jumping off of. |
Lavender LooptyLAVENDER_LOOPTY.dm_68 |
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Getting adequate speed and staying in the loop is enough to comfortably pass this jump. You'll notice that I flick the mouse to face left before the loop starts, and I stay facing left until I descend the last quarter of the loop. This helps me stay on the center line of the loop. I keep forward and sprint depressed the entire loop. |
Tan BermsTAN_BERMS.dm_68 |
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You need to jump into each turn. Try to jump into both turns sooner rather than later, because the circumference of the turn is greater at the upper portion than it is on the floor; you want to use this extra distance to accelerate. Also, the less time you spend ascending the turn, the more time is spent with your feet on the ground accelerating. However, if you go up each turn too abruptly you'll lose speed because you'll be bumping up against walls and ceilings at hard angles. |
Teal TurbineTEAL_TURBINE.dm_68 |
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You can gain a little extra speed by jumping into the start, so long as you land at the very top of the slope (you want to maximize the time your feet spend contacting the ground). Try to stay in the center line of the turn, or even closer to the outside wall. The distance travelled higher up on the turn will be greater, and more speed can be gained this way. You must not touch the outside wall, otherwise you will lose a considerable amount of speed. When you start going up the final ramp you should likewise be near the center line of the turn or slightly closer to the outside wall. Do a nice arc in midair to gain extra speed as you try to make it onto the finish ledge. |
Navy ObliqueNAVY_OBLIQUE.dm_68 |
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There are many ways to do this jump. This jump was designed to be easy and I don't understand why n00bsy b00bsies have such a hard time on it. There are two sloped platforms before the cylindrical walljumps at the end. On the first sloped platform, you should jump twice, then land on the second sloped platform. On the second sloped platform, there are two things you can do. Either jump or powerslide. In the video, I chose to jump on the second sloped platform twice, but it may be difficult to squeeze two solid jumps in. Powersliding off the second sloped platform straight into the walljumps is actually a bit more consistent but requires more speed. |
Ruby RagemedesRUBY_RAGEMEDES.dm_68 |
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This jump can be so infuriating that it may cost you $350 in broken computer parts. The first tip is to stay facing left after the first walljump (towards the walljump itself). Turn to face the other direction as you hop off the second wood platform. Keep facing right and making a nice hard arc all the way through the sloped platform jump until you land on the first curvy icy part. On the second walljump, it's best to keep facing right (towards the walljump itself) for a split second after walljumping. If you turn to face left immediately after the second walljump, your line won't be quite as good. The delay should be less than half a second. |
Magenta UphillMAGENTA_UPHILL.dm_68 |
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The most important part of this jump is to make sure your angle of attack in hitting the final ramp is good. You should be facing the left wall as you go up the final ramp, and you should be moving towards that wall slightly. Also, try going up the final ramp as close as possible to the left wall, without hitting it. |
Cadmium SlingshotCADMIUM_SLINGSHOT.dm_68 |
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Surprisingly, this jump requires only 2 good flicks, (plus some optional flicks in the air if you think you won't make it to the finish platform). Start out by facing right and making a large gradual arc going right. Do this until you hit the kicker ramp. Even after the kicker ramp, continue arcing to the right. (So far there have been no flicks, only one gradual right turn.) Now once you reach above the green tile mesh. you may be fairly close to the right wall (you should be facing it). Flick to the left. Make a nice left arc for the duration of the green tile mesh. Once your head hits the inverted ramp thingy, flick to the right again. Try to land in the halfpipe as close to the top as possible. Perhaps the most important turn of this jump will come at the bottom of the halfpipe. You should make a very hard turn to the right at the bottom of this halfpipe. In the video, you'll see that I'm almost overturning, and facing almost completely backwards. If you find yourself not getting enough height but getting proper distance to the finish ledge, you should turn harder at the bottom of the halfpipe. In the video, I turn so hard that I get too much height (over the leet ledge) and barely enough distance to make the regular finish. A good arc technique in midair with a few additional midair flicks may have gotten me to the leet ledge, in fact. |
Brick SurfingBRICK_SURFING.dm_68 |
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The best beginning to this jump in one where a lot of speed is gained before the first section of cylindrical walljumps. If you do get lots of speed in the beginning, you should space your walljumps as close together as possible, so that you get maximum altitude and not too much distance before hitting the top of the slick funnel ramp thingy. When you reach the slick funnel ramp thingy, make sure you are facing the right wall the entire time. You should be facing almost directly at the right wall, at more or less a 90 degree angle with respect to your velocity. This extra hard angle is due to the fact that the ramp is sloped down, and you want to stay high on the ramp (close to the right wall) without touching the wall. The final walljumps should be spaced apart quite a bit. The circumference of the cylinder is very large, and if you make your walljumps too close together you'll get too much altitude but not enough distance. I find that facing the wall at these last walljumps helps ensure that I get good contact with the wall, so that it registers the walljump as soon as I hit jump (instead of being slightly away from the wall). |
Gravi TronGRAVI_TRON.dm_68 |
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This jump is tricky. Avoid hitting your head on the ceiling before the clearing at all costs. If you brush your head against the ceiling, you can stop right there and try the jump back from the beginning. After the long runway leading up to the funnel, go up the initial ramp not too late (kind of soon), and do it gently. Let yourself settle at a constant and low altitude until you clear the ceiling. Then, face up and hope for the best. I turn to face up even before the ceiling ends. |
Turbo TubeTURBO_TUBE.dm_68 |
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Speeds upwards of 2050 have been reached on this jump, but around 2000 speed should be adequate for passing it. To gain maximum speed, make the long right turn at the beginning of the run near the outer perimeter of the track, to maximize the distance travelled. You'll notice in the video that my line is so far out that I even come close to hitting the wall/corner right before the tube. You should try to do the same. Also, make sure your keyboard allows you to have forward and sprint pressed down while you are powersliding. If that's not the case, you almost certainly won't make it through the gaps at the end. |