Icy Jumps Sequel |
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Icy Jumps Sequel 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_icysequel1a.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.
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).
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 FilterNOOB_FILTER_SEQUEL.dm_68 |
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This jump involves just gaining speed on the ice. No jumping or crouching should be used on this jump. The only keys pressed should be forward and sprint. To make it up the first hump, gain enough speed on the ice before it. Gain speed on the ice by using the circle-skating technique described above. Try to attack the hump head-on, not sideways. However, you should be looking sideways and sprinting as you go up the hump. The top of the hump is non-slick, so you can stop there and relax once you make it that far. To make it up the final quarterpipe, once again gain enough speed on the ice by using the circle-skating technique. |
Blue BunnyhopBLUE_BUNNYHOP.dm_68 |
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Gain enough speed on the ice and jump across the first gap. Once you land on the middle platform, jump again immediately to make it across the second gap. It helps if you keep looking sideways while in the air (and keep pressing forward and sprint). You can grab the final ledge. |
Red RampRED_RAMP.dm_68 |
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The gap to jump across on this jump is slightly longer than the first gap on Blue Bunnyhop. Crouch in midair as you are jumping across, and keep crouching all the way up the ramp. You will powerslide across the barriers and up the ramp and across the final gap if you have enough speed. You may want to read this information regarding the powerslide. You cannot grab the ledge after the final gap. |
Green WalljumpsGREEN_WALLJUMPS.dm_68 |
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Gain speed and do 3 walljumps to make it across. Only 2 walljumps may be possible, but leave that to the experts. |
Steel SizzlerSTEEL_SIZZLER.dm_68 |
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This jump is all about having enough speed when launching off the ramps. If you are not getting enough speed off the first ramp (and you are landing in the lava), try attacking the ramp straight-on when you launch off of it, and try looking sideways as you launch off the ramp. On the other hand, if you have too much speed off the first ramp you will land too low on the first landing, and you won't be able to pick up enough speed for the final ramp. |
Wheat FreefallWHEAT_FREEFALL.dm_68 |
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This jump teaches you how to land in a quarterpipe. The trick is to land at the very top, not somewhere in the middle of the quarterpipe. The higher you land, the more speed you will retain. Try looking sideways and sprinting while going through the halfpipe to gain a little speed. |
Bordeaux BarriersBORDEAUX_BARRIERS.dm_68 |
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Ducking under the barriers while keeping speed and stamina may be a little tricky. Very important is to keep pressing forward and sprint as you are crouching under the barriers, otherwise your stamina will drain very quickly. When you crouch, it is enough to tap the crouch button and let go immediately, right before you hit the barrier. The more time you spend crouching, the less time you will have to accelerate by circling on the ice. You should read this information regarding the crouch. |
Spring FlingSPRING_FLING.dm_68 |
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Keep looking at the left or right walls as you go through the loop. You should switch the direction you are looking in when you are near the bottom of the loop. Don't forget to sprint the whole time! |
Maroon TsunamiMAROON_TSUNAMI.dm_68 |
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It is very easy to lose speed up the final ramp if you are not pointing in the right direction. Keep pressing forward and sprint, and look sideways as you go up the final ramp. You may have to switch looking direction once as you go up the ramp, because the ramp is very long. |
Khaki QuarterpipeKHAKI_QUARTERPIPE.dm_68 |
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Get as much air as possible off the quarterpipe, and retain your speed by landing at the very top of the ramp. If you use the whole space between the left and right walls while in the air by accelerating in midair, you can convert that horizontal speed into speed for your final launch. |
Pink TurnaboutPINK_TURNABOUT.dm_68 |
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No crouching on this jump! Stand the whole time, and don't jump at all anywhere on this jump, even off the final ramp. The trick to this jump is to hit the outside of the turn gently right when the turn begins, and to hug the turn. Staring at the center of the turn and sprinting forward will help you gain speed in the turn. |
Amber InvertoAMBER_INVERTO.dm_68 |
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Keep facing sideways as you go through the loop. Switch the direction you are facing as you come down the vertical part of the loop. |
Turquoise GapsTURQUOISE_GAPS.dm_68 |
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Test your circling technique even when obstacles and gaps are in your way! You will need to crouch right before the final jump; you should read this information regarding the crouch. |
Purple PrayerPURPLE_PRAYER.dm_68 |
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Hug the outside wall right as you enter the turnabout. Beginners will want to jump at the end of the ice right before the turnabout, but experts will be able to clear the turn without jumping. After you lauch off the final ramp, try not to hit the slanted roof. Keep circling in the air to gain speed before your final landing. |
Olive DropOLIVE_DROP.dm_68 |
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A trick to this jump is to position your landing onto the quarterpipe using the left and right strafe keys. If you land on the very top of the quarterpipe perfectly, the jump will be very easy. |
Tomato TubeTOMATO_TUBE.dm_68 |
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Hug the right wall as you drop down into the ramp. If you don't hug the right wall at the beginning, you won't keep your speed in the ramp-to-halfpipe transition. Make fairly hard turns up the pipe when you are at the bottom. |
Sea ChimneySEA_CHIMNEY.dm_68 |
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Aim for the hole! You can walljump in the hole to help you gain height. |
Orange PlatformsORANGE_PLATFORMS.dm_68 |
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You can stop on the first two bottom platforms to rest, and then start pumping again. Use both pipes, going from wall to wall if you can, converting your horizontal speed gained while airborne to vertical speed on your next launch. There's an audio trigger if you hit the ceiling! |
Slate SlopeSLATE_SLOPE.dm_68 |
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Powerslide down the slope by crouching. Very important is to keep pressing forward and sprint while crouching, otherwise your stamina will drain immediately. You should read this information regarding the powerslide. When the time comes to jump, release crouch and jump almost simultaneously. Crouch in the air after jumping so that your head has an easier time clearing the ice block overhead. |
Brown LoopyBROWN_LOOPY.dm_68 |
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Crouch on the final ramp to powerslide up it. You may want to read this information regarding the powerslide. |
Forest SpinFOREST_SPIN.dm_68 |
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Try to make your first landing into the ramp as smooth as possible. Hug the outside wall as you lauch off the final kicker ramp. |
Cornflower HalfpipeCORNFLOWER_HALFPIPE.dm_68 |
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Make hard turns across the halfpipe both times. Don't gain too little or too much height in the turnabout. The height should be just perfect. |
Gray CannonGRAY_CANNON.dm_68 |
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Land perfectly into the bottom halfpipe. When you launch off the final ramp, you can aim for the back wall, bump against it, then switch directions immediately to accelerate towards the final ledge. Using the back wall to stop yourself and start in the other direction will make the jump easier. |
Plum KickerPLUM_KICKER.dm_68 |
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This jump is all about raw speed and perfect flicks. |
Golden WedgeGOLDEN_WEDGE.dm_68 |
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Try to hit the wedge as low/far as possible. The further down the wedge you hit, the higher you will go up the final quarterpipe. Jump off the wedge right when you hit it. Some people have been known to powerslide a short distance on the wedge, but this is not advised. |
Thistle CrossTHISTLE_CROSS.dm_68 |
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Pump the ramps, then make a perfect transfer from one ramp to another. |
Peru CyclonePERU_CYCLONE.dm_68 |
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Good luck. The leet on this jump is possible. |
Midnight MotocrossMIDNIGHT_MOTOCROSS.dm_68 |
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When you launch off the kicker jumps before the turnabouts, try to be hugging the outside wall. Avoid hitting the walls at a sharp angle. Approach the walls at a smooth tangent. The leet on this jump is possible. |