I've already been demoing a whole crapload of jumps. Alot of them are rehashed past NSjumped hops, but some are new. I've got a few fancy mineclimber clips too, many involving some really complicated jumps as well. IMHO the mineclimber clips are cooler then alot of the skill jumps, but you can judge for yourself. I've also cleaned up a few of the NSjumped hops in which they used cats in areas where it wasn't nessicary, or decked out my rine with full ammo to show the hop can be done in a practical setting too. I could record some skulk hop clips if you want, but so far all my stuff is rine jumps because I find bhopping jumps with skulk pretty frigging easy, even on rails and what not. The thing just has way too much air control. I've done some neat thing with non celer gorges though...
The complete hops demos are incredibly long, since many of them I just sort of hunt around the map for an hour or more looking for intesting prospective jumps, but I can get them too you if you want. Otherwize just tell me an fraps setting and I will get you shortend clips already in AVI.
<!--QuoteBegin-Swift+Apr 4 2005, 03:33 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Swift @ Apr 4 2005, 03:33 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> actually, the demo files would be much more useful for me. We should meet up in a server and make some demos. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Ok, I understand. I'd want to figure out which jumps I want to do before hand, as some of them are a little messy and I'd only want to bother with ones I have already landed. We'd really have to do a listen server, as it wouldn't even be slightly fair to any pub group to have me wasting res begging for mines, just to run off and try half a dozen jump attempts somewhere (althought a few of the easier ones can be done in game to pretty cool results)
fanaticThis post has been edited.Join Date: 2003-07-23Member: 18377Members, Constellation, Squad Five Blue
Ok to clear one think up first: I've never said there are no good jumps left. There will always, ALWAYS, be new and cool jumps to discover. I did however say that I don't think there are enough good jumps left for a movie that can keep up to the quality level of NSJ and NSJ2. Which is why I won't be doing another sequel (threequel?).
Second, if you plan on redoing loads of jumps that have already been done in NSJ, NSJ2, and other trickjumping movies (I know of at least two others) -- don't. No- one likes to see repeats of stuff already done. Find something new and clever, or preferably new and skilled (my preferance anyway). Mine ladder jumps aren't really any fun, because you can pretty much go anywhere really easily. Might as well get a jetpack if you want to hop on that train. They're alright for bloopers-fun- filler-relaxation type jumps though.
As for a lot of jumps being possible while fully packed as marine: sure, that's why I didn't remove the HUD in NSJ. It dawned on me afterwards that it just looked crappy, though, and served no real purpose. Sure, a jump may be harder with more ammo, different equipment (HA anyone?), but what's the news value in it? Hardly any. It's just the same jumps, done over again without anything really interesting happening. My advice to you would be to stay away from it.
Anyway, I'll stop buggering you. Good luck and have fun, hopefully you'll be able to create something interesting. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
<!--QuoteBegin-Swift+Apr 4 2005, 09:17 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Swift @ Apr 4 2005, 09:17 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> And what irc server and channel do you reside to? <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Gamesurge #NaturalSelection... THE IRC channel. I hang around a few other NS related channels, but you will pretty much always find me there.
@fanatic: I was only really doing the old NSJ jumps as practice. Like I said before, my most interesting clips are by far the mineclimber clips. I try to combine difficult bhops/accessable locations with basicly just jumping on well placed mines. Like you say, there really isn't THAT much left in terms of good vanilla jumps in NS, so I made some of my own. You'd be surprized at some of the locations that are accessable with 1-2 well placed mines, and with a few packs, the stuff just gets insane.
Fanatic: I am expressly not allowing anything even similar to the jumps in NSJ 1/2. i though of doing a jump in double tanith, which did nto go around those "pillars", but just used one to transfer to the ramp up. I decided not to even bother, seeing it could be interpreted as similar.
Actually I've had problems finding new jumps, and I honestly am starting to think about using custom maps -- but I know there are tons left in the normal map.
I, we are not trying to rip you off. We all know, love, and respect yours and your friends work, and we just want to do what we saw, with some twists (monket see, monkey do.)
And to clear it up perfectly now, I am not interested in any jump remotly similar to the ones in NSJ 1/2, and am only interested in ones that are origional.
urinalcakeCan't work a sound cardUnited StatesJoin Date: 2002-11-08Member: 7799Members
You can expect a video of a popular NS song out soon, and I mean one of everyone's favorites too :O
So I guess thats another community vid <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->
(Don't tell, people who participated btw, I dont think we're supposed to. :o)
xtcmenJoin Date: 2004-04-20Member: 28040Members, Squad Five Blue
<!--QuoteBegin-blackjackel+Apr 5 2005, 12:22 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (blackjackel @ Apr 5 2005, 12:22 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I thought bunnyhopping was taken out of NS for marines...
How are you guys executing these jumps?
Are you guys using the old 1.04 client with the new 3.0 maps?
Are you guys using skulks to do it but changeing the model to marine so it looks like a marine is doing it?
Are you guys using some sort of plugin or modification to re-enable bunnyhopping?
Are you guys using a new method of bunnyhopping somehow? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> You can bunnyhop up ramps, and you can do all sorts of crazy stuff following up with a double jump, so ill come up with something special =D
a_civilianLikes seeing numbersJoin Date: 2003-01-08Member: 12041Members, NS1 Playtester, Playtest Lead
blackjackel:
Bunnyhopping as a marine has been severely limited, but it was never fully removed. The way this works is as follows:
As a marine, upon touching the ground after a jump, your speed is immediately decreased to 30% of its previous value. If you are not bunnyhopping, this has no real effect, as you can start moving again immediately to regain base speed. However, if you attempt to jump the instant you land, you will begin the jump with only that 30% of your speed, thus taking away the original point of jumping the instant you land.
There is, however, an exception to this rule. Whether it is applied depends on how much time you spend in the air before landing. The deceleration is only applied if the duration of your jump exceeds a certain time span. If it does not, the deceleration will not be applied, and you will be able to bunnyhop. This means that you can still bunnyhop up slopes or other map architecture, because in those cases, you spend less time in the air. In addition, this time span itself varies. I have found that it varies proportionally with your base speed. This means that with heavy equipment, you will not be able to bunnyhop on many of the shallow slopes or only slightly elevated pieces of map architecture that you could bunnyhop on as a stock marine. Conversely, with a catalyst pack and sufficiently light equipment, you can actually bunnyhop across a flat plane without suffering the deceleration effect.
<span style='font-size:7pt;line-height:100%'>(Yes, this is a modified copy-paste from a previous post of mine. Too lazy to fully explain it again.)</span>
Exactly what civ said. The most exploitive thing we do is drop all our equipment but the knife and drop a cat pack, which allows for full speed flat plane Bhopping. Most of the jumps however simply exploit basic rail jumps and are possible to do in game for a fully decked out vannilla marine (full ammo pisol and LMG + maby a welder or mine pack), and in the previous NSJ it was shown what equipment set the player was using if they used anything asside from just the knife (IOW cat pack)
Wouldn't it be awesome if we had full-blown bunnyhopping again?
Maybe not for all maps, and maybe not in all situations.... (IE only in < 12person games)
but once in a while, it would rock to be able to bunnyhop again...
If you love bunnyhopping, post here, maybe someone will decide to make a bunnyhopping plugin:
<a href='http://www.modns.org/forums/index.php?showtopic=1525' target='_blank'>http://www.modns.org/forums/index.php?showtopic=1525</a> <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Nah, finding ways to contrivine the movement restrictions is half the fun. I by far prefer hops with the marine to skulk hops, it is just so much more challenging, great for really increasing the "WTH, UMPOSSIBLE!" factor. In terms of gameplay it really doesn't make sense either. Skulks are balanced at the high levels by thier reletive ease at bhopping. Allow marine bhopping again and pro level players just backwards hop all day blasting the crap out of the poor helpless little skulkies. The current movement glitches are REDICULOUSLY hard to do compared to bhopping, and they really don't unbalance the game at all.
[edit] Oh, Swift, I was gonna ask... Since hops demos tend to run quite long, it might be hard to get full demos into an email, plus you don't want to browse through the whole thing, even at x4 it would get pretty boring. You should set up a aim or MSN account to facilitate direct sends of long demos. And please, submitters, for Swift's sake get him as accurate as possible start times for when your successfull attempts occur.
DC_DarklingJoin Date: 2003-07-10Member: 18068Members, Constellation, Squad Five Blue, Squad Five Silver
edited April 2005
I better not send my demofiles to your email. (I just know it will timeout, bah. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->)
a few jumps (mostly one a map), shows how to take alot (or a bit) less dmg or no dmg at all, when jumping down several places.
the one on hera for instance, I know ppl jump down and take massive dmg, when you can do it without any dmg at all. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
Nice work on the video. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
I do have a question though. I noticed that when you were in 3rd person view the player models had almost a "manga-shading"; thick, black outlines with less detailed textures. Is this an artifact of your recording technique, something that was added, or perhaps a modification of the existing player skins?
If you ever run out of jumps, you could always do one of those "frag videos" showcasing crazy improbably kills ingame, people seem to like them in the unreal/quake/cs/etc communities...though that isnt saying much <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
<!--QuoteBegin-Brackhar+Apr 5 2005, 11:12 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Brackhar @ Apr 5 2005, 11:12 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Nice work on the video. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
I do have a question though. I noticed that when you were in 3rd person view the player models had almost a "manga-shading"; thick, black outlines with less detailed textures. Is this an artifact of your recording technique, something that was added, or perhaps a modification of the existing player skins?
why not setup a global gmail account and only give the pass to those who send you demos (through email). 2 gigs is ALOT of space to store stuff, and you can get the google shell extension plugin to help.
If I do that, he would have to contact me, I'd have to contact him, then I'd finally get the file. Doing this saves time.
Oh, and I repeat, .DEM FILES ONLY PLEASE.
Seeing as NSJ 1/2 used thos models, out of courtesy, I will not use them for the video.
Also, I am looking for a HUGE gapjump for the opening.
The song I am thinking about using for the video will be "The Desperation's Gone" by NOFX (<a href='http://www.lyricsdownload.com/nofx-the-desperation-s-gone-lyrics.html' target='_blank'>Lyrics</a>)
<!--QuoteBegin-Swift+Apr 5 2005, 06:12 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Swift @ Apr 5 2005, 06:12 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> If I do that, he would have to contact me, I'd have to contact him, then I'd finally get the file. Doing this saves time.
Oh, and I repeat, .DEM FILES ONLY PLEASE.
Seeing as NSJ 1/2 used thos models, out of courtesy, I will not use them for the video.
Also, I am looking for a HUGE gapjump for the opening.
The song I am thinking about using for the video will be "The Desperation's Gone" by NOFX (<a href='http://www.lyricsdownload.com/nofx-the-desperation-s-gone-lyrics.html' target='_blank'>Lyrics</a>)
This might change at any thime though. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> I can do the lost window jump with no cats... but it has kind of been done and redone a million times before...
I'll keep it in mind when I am hopping.
BTW, what did you think of the latest demos I got you?
nice to see you guys working with eachother instead of trying to bring eachother down.... thats such a nice change of pace from things around here.
I'm sorry, i realize this wasnt very contributive of me, but i just had to express my thoughts. Good job guys, i hope you make a kickass video.
BTW, i'm a pretty good bunnyhopper... I don't think i can find a jump on my own, but i can pretty much do any jump that anyone else can do. So if you need help, let me know.
PS, i know how to trickjumps like switching from forwards to backwards bunnyhop with no loss in speed, forwards to backwards with completely loss in speed (as in stop, then start going backwards, with nothing but left and right keys), and other such stuff.
Have you guys ever thought of doing trickjumps from older 1.04 ns maps?
<!--QuoteBegin-blackjackel+Apr 6 2005, 12:26 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (blackjackel @ Apr 6 2005, 12:26 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> nice to see you guys working with eachother instead of trying to bring eachother down.... thats such a nice change of pace from things around here.
I'm sorry, i realize this wasnt very contributive of me, but i just had to express my thoughts. Good job guys, i hope you make a kickass video.
BTW, i'm a pretty good bunnyhopper... I don't think i can find a jump on my own, but i can pretty much do any jump that anyone else can do. So if you need help, let me know.
PS, i know how to trickjumps like switching from forwards to backwards bunnyhop with no loss in speed, forwards to backwards with completely loss in speed (as in stop, then start going backwards, with nothing but left and right keys), and other such stuff.
Have you guys ever thought of doing trickjumps from older 1.04 ns maps?
anyways, good luck. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> We're trying to keep the trick jumps to all the most current version maps, so they can theoretically be done practically in any given game today. If it is absolutly nessicary we may consider moving to older versions or custom maps, but I really hope we can keep it to all standard maps for this version however. In the future I would love to be involved with an NSCJ: customs version if it proves possible. There isn't enough love for the custom maps in the community these days.
I *have* done the eclipse maintjump as marine without cats, however I've only done it once and no matter how hard I try I've never been able to do it again :x If I can demo it I'll send you the .dem
Comments
The complete hops demos are incredibly long, since many of them I just sort of hunt around the map for an hour or more looking for intesting prospective jumps, but I can get them too you if you want. Otherwize just tell me an fraps setting and I will get you shortend clips already in AVI.
Ok, I understand. I'd want to figure out which jumps I want to do before hand, as some of them are a little messy and I'd only want to bother with ones I have already landed. We'd really have to do a listen server, as it wouldn't even be slightly fair to any pub group to have me wasting res begging for mines, just to run off and try half a dozen jump attempts somewhere (althought a few of the easier ones can be done in game to pretty cool results)
Harrass me in IRC pretty much any time.
will always, ALWAYS, be new and cool jumps to discover. I did however say that I
don't think there are enough good jumps left for a movie that can keep up to the
quality level of NSJ and NSJ2. Which is why I won't be doing another sequel
(threequel?).
Second, if you plan on redoing loads of jumps that have already been done in NSJ,
NSJ2, and other trickjumping movies (I know of at least two others) -- don't. No-
one likes to see repeats of stuff already done. Find something new and clever, or
preferably new and skilled (my preferance anyway). Mine ladder jumps aren't
really any fun, because you can pretty much go anywhere really easily. Might as
well get a jetpack if you want to hop on that train. They're alright for bloopers-fun-
filler-relaxation type jumps though.
As for a lot of jumps being possible while fully packed as marine: sure, that's why
I didn't remove the HUD in NSJ. It dawned on me afterwards that it just looked
crappy, though, and served no real purpose. Sure, a jump may be harder with
more ammo, different equipment (HA anyone?), but what's the news value in it?
Hardly any. It's just the same jumps, done over again without anything really
interesting happening. My advice to you would be to stay away from it.
Anyway, I'll stop buggering you. Good luck and have fun, hopefully you'll be able
to create something interesting. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
Gamesurge #NaturalSelection... THE IRC channel. I hang around a few other NS related channels, but you will pretty much always find me there.
@fanatic: I was only really doing the old NSJ jumps as practice. Like I said before, my most interesting clips are by far the mineclimber clips. I try to combine difficult bhops/accessable locations with basicly just jumping on well placed mines. Like you say, there really isn't THAT much left in terms of good vanilla jumps in NS, so I made some of my own. You'd be surprized at some of the locations that are accessable with 1-2 well placed mines, and with a few packs, the stuff just gets insane.
Actually I've had problems finding new jumps, and I honestly am starting to think about using custom maps -- but I know there are tons left in the normal map.
I, we are not trying to rip you off. We all know, love, and respect yours and your friends work, and we just want to do what we saw, with some twists (monket see, monkey do.)
And to clear it up perfectly now, I am not interested in any jump remotly similar to the ones in NSJ 1/2, and am only interested in ones that are origional.
So I guess thats another community vid <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->
(Don't tell, people who participated btw, I dont think we're supposed to. :o)
How are you guys executing these jumps?
Are you guys using the old 1.04 client with the new 3.0 maps?
Are you guys using skulks to do it but changeing the model to marine so it looks like a marine is doing it?
Are you guys using some sort of plugin or modification to re-enable bunnyhopping?
Are you guys using a new method of bunnyhopping somehow?
How are you guys executing these jumps?
Are you guys using the old 1.04 client with the new 3.0 maps?
Are you guys using skulks to do it but changeing the model to marine so it looks like a marine is doing it?
Are you guys using some sort of plugin or modification to re-enable bunnyhopping?
Are you guys using a new method of bunnyhopping somehow? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
You can bunnyhop up ramps, and you can do all sorts of crazy stuff following up with a double jump, so ill come up with something special =D
Bunnyhopping as a marine has been severely limited, but it was never fully removed. The way this works is as follows:
As a marine, upon touching the ground after a jump, your speed is immediately decreased to 30% of its previous value. If you are not bunnyhopping, this has no real effect, as you can start moving again immediately to regain base speed. However, if you attempt to jump the instant you land, you will begin the jump with only that 30% of your speed, thus taking away the original point of jumping the instant you land.
There is, however, an exception to this rule. Whether it is applied depends on how much time you spend in the air before landing. The deceleration is only applied if the duration of your jump exceeds a certain time span. If it does not, the deceleration will not be applied, and you will be able to bunnyhop. This means that you can still bunnyhop up slopes or other map architecture, because in those cases, you spend less time in the air. In addition, this time span itself varies. I have found that it varies proportionally with your base speed. This means that with heavy equipment, you will not be able to bunnyhop on many of the shallow slopes or only slightly elevated pieces of map architecture that you could bunnyhop on as a stock marine. Conversely, with a catalyst pack and sufficiently light equipment, you can actually bunnyhop across a flat plane without suffering the deceleration effect.
<span style='font-size:7pt;line-height:100%'>(Yes, this is a modified copy-paste from a previous post of mine. Too lazy to fully explain it again.)</span>
Wouldn't it be awesome if we had full-blown bunnyhopping again?
Maybe not for all maps, and maybe not in all situations.... (IE only in < 12person games)
but once in a while, it would rock to be able to bunnyhop again...
If you love bunnyhopping, post here, maybe someone will decide to make a bunnyhopping plugin:
<a href='http://www.modns.org/forums/index.php?showtopic=1525' target='_blank'>http://www.modns.org/forums/index.php?showtopic=1525</a>
Wouldn't it be awesome if we had full-blown bunnyhopping again?
Maybe not for all maps, and maybe not in all situations.... (IE only in < 12person games)
but once in a while, it would rock to be able to bunnyhop again...
If you love bunnyhopping, post here, maybe someone will decide to make a bunnyhopping plugin:
<a href='http://www.modns.org/forums/index.php?showtopic=1525' target='_blank'>http://www.modns.org/forums/index.php?showtopic=1525</a> <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Nah, finding ways to contrivine the movement restrictions is half the fun. I by far prefer hops with the marine to skulk hops, it is just so much more challenging, great for really increasing the "WTH, UMPOSSIBLE!" factor. In terms of gameplay it really doesn't make sense either. Skulks are balanced at the high levels by thier reletive ease at bhopping. Allow marine bhopping again and pro level players just backwards hop all day blasting the crap out of the poor helpless little skulkies. The current movement glitches are REDICULOUSLY hard to do compared to bhopping, and they really don't unbalance the game at all.
[edit] Oh, Swift, I was gonna ask... Since hops demos tend to run quite long, it might be hard to get full demos into an email, plus you don't want to browse through the whole thing, even at x4 it would get pretty boring. You should set up a aim or MSN account to facilitate direct sends of long demos. And please, submitters, for Swift's sake get him as accurate as possible start times for when your successfull attempts occur.
(I just know it will timeout, bah. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->)
a few jumps (mostly one a map), shows how to take alot (or a bit) less dmg or no dmg at all, when jumping down several places.
the one on hera for instance, I know ppl jump down and take massive dmg, when you can do it without any dmg at all. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
I do have a question though. I noticed that when you were in 3rd person view the player models had almost a "manga-shading"; thick, black outlines with less detailed textures. Is this an artifact of your recording technique, something that was added, or perhaps a modification of the existing player skins?
-Brackhar
-Brackhar
I do have a question though. I noticed that when you were in 3rd person view the player models had almost a "manga-shading"; thick, black outlines with less detailed textures. Is this an artifact of your recording technique, something that was added, or perhaps a modification of the existing player skins?
-Brackhar <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
<a href='http://www.nsarmslab.com/flash/fileinfo.php?id=309' target='_blank'>http://www.nsarmslab.com/flash/fileinfo.php?id=309</a>
<!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->
Oh, and I repeat, .DEM FILES ONLY PLEASE.
Seeing as NSJ 1/2 used thos models, out of courtesy, I will not use them for the video.
Also, I am looking for a HUGE gapjump for the opening.
The song I am thinking about using for the video will be "The Desperation's Gone" by NOFX (<a href='http://www.lyricsdownload.com/nofx-the-desperation-s-gone-lyrics.html' target='_blank'>Lyrics</a>)
This might change at any thime though.
Oh, and I repeat, .DEM FILES ONLY PLEASE.
Seeing as NSJ 1/2 used thos models, out of courtesy, I will not use them for the video.
Also, I am looking for a HUGE gapjump for the opening.
The song I am thinking about using for the video will be "The Desperation's Gone" by NOFX (<a href='http://www.lyricsdownload.com/nofx-the-desperation-s-gone-lyrics.html' target='_blank'>Lyrics</a>)
This might change at any thime though. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
I can do the lost window jump with no cats... but it has kind of been done and redone a million times before...
I'll keep it in mind when I am hopping.
BTW, what did you think of the latest demos I got you?
I'm sorry, i realize this wasnt very contributive of me, but i just had to express my thoughts. Good job guys, i hope you make a kickass video.
BTW, i'm a pretty good bunnyhopper... I don't think i can find a jump on my own, but i can pretty much do any jump that anyone else can do. So if you need help, let me know.
PS, i know how to trickjumps like switching from forwards to backwards bunnyhop with no loss in speed, forwards to backwards with completely loss in speed (as in stop, then start going backwards, with nothing but left and right keys), and other such stuff.
Have you guys ever thought of doing trickjumps from older 1.04 ns maps?
anyways, good luck.
I'm sorry, i realize this wasnt very contributive of me, but i just had to express my thoughts. Good job guys, i hope you make a kickass video.
BTW, i'm a pretty good bunnyhopper... I don't think i can find a jump on my own, but i can pretty much do any jump that anyone else can do. So if you need help, let me know.
PS, i know how to trickjumps like switching from forwards to backwards bunnyhop with no loss in speed, forwards to backwards with completely loss in speed (as in stop, then start going backwards, with nothing but left and right keys), and other such stuff.
Have you guys ever thought of doing trickjumps from older 1.04 ns maps?
anyways, good luck. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
We're trying to keep the trick jumps to all the most current version maps, so they can theoretically be done practically in any given game today. If it is absolutly nessicary we may consider moving to older versions or custom maps, but I really hope we can keep it to all standard maps for this version however. In the future I would love to be involved with an NSCJ: customs version if it proves possible. There isn't enough love for the custom maps in the community these days.
My movie editing skills are zilch, but I hope the jumps will make up for any lackluster effects =]
If I can demo it I'll send you the .dem