we know that it became harder and harder for newcomers to get started in this huge world of kreedz climbmaps these days, therefore we decided to write a tutorial which leads you through the very first steps in this community and helps to getting used of all this. This tutorial should give you a brief overview about the different techniques available for Kreedz Climbing and how to master them. No matter if you want to be able to beat all (or at least a bigger part) of the Climbmaps out there or just want to pwn some of the famous trickjumps on the ordinary de_ or cs_ maps: You will need to learn and practice (!) several/all of the techniques to be successful!
Since the Kreedz-Community has its very own slang and set of words, I want to give you a short explanation of the common abbreviations and terms used in the community:
- KZ/Kreedz: Kreedz was the founder and inventor of CS 1.6 Climbmaps. Nowadays the word "Kreedz" is used as a synonym for "climbing" as well, since "Kreedz" went inactive some years ago.
- Bhops/Bunnyhops: A number of consecutive jumps without stopping, bunnyjumping.
- Duckstandup Bhops: Another more advanced form of bhopping, taking advantage of a little boost caused by ducking and standing up again, which gives you a little extra speed and heightboost.
- Doubleduck/DD: Allows you to get up edges that are 32 units high or less without jumping.
- Longjump/LJ: Every jump that is longer than 220 (and therefore can't be done with normal w + jump). However most of the peoples refer to jumps longer than 240 when they talk about Longjumps.
- Highjump/HJ: A Longjump on blocks which are higher than 70 units, harder than longjumps because of the edgefriction (=slowdown if you run towards the edge of the block).
- Countjump/CJ: A technique which makes Highjumps as easy as Longjumps, and makes it even possible to jump way longer on usual Longjumps as well. Discovered by Count. -> To read the original thread click here.
- Edgebug/EB: A glitch in the CS engine that allows you to fall down a long distance without taking any damage and/or dying, by hitting the exact edge/brush you are planning to do. Especially easy to do on stairs or other broad edges. -> Note: If you want to learn more about the Edgebug watch the Edgebug Videoguide.
- Jumpbug/JB: Pretty much the same as a normal edgebug, allows you to fall down a pretty long distance without taking any damage and/or dying, but you don't need an edge to do it. Discovered by tjubby. -> Note: If you want to get more information about the Jumpbug read the Jump-bug Guide.
- Duckbug/DB: Another technique that allows you to fall down a pretty long distance without taking damage and/or dying. Requires a slanted landing surface in order to work.
- Slidebug/SB:Again another technique that allows you to fall down a pretty long distance without taking damage and/or dying. Requires a surf or slideable landing surface in order to work.
- AMX/AMXX: Plugins used on jumpservers, which allow the users to use checkpoints or hook, are based on AMX/AMXX.
- AXN: A metamod plugin that uses the old Counter-Strike physics and movement for Bhops. -> Note: AXN is required to play the AXN Bhop-maps. -> Note: If you want to learn more about AXN feel free to read the AXN FAQ and Installation guide.
-> Note: More abbreviations can be found in this forum thread.
III. Basic Knowledge/Movement techniques
Did you know that there is no speed difference if you are running with your handgun instead of your knife? And how about that: Did you know carrying a scout allows you run faster? How about running with a m4 or the famous AK, is it really the same? Here are some facts about weaponspeeds you probably didn't know:
2. Checkpoints - Pros and cons
A lot of newcomers start to play with checkpoints immediately just because it's way easier to beat a map with checkpoints, without thinking about the possible consequences. However, there are some things you should think about:
Of course checkpoints can be a powerful tool to learn a particular jump and to avoid that you have to climb up to that unique jump again all the time if you fail, but they will also slow down your learning process for sure. By doing the same jumps over and over again you will gain a certain level of experience and exercise, which helps you improving your movement and skills to evaluate the challenge of upcoming jumps (and the ability to find the right ways to do them by yourself). A huge number of experienced jumpers in the community think, that it is the right approach to learn to play kzmaps without checkpoints and just to use them in special circumstances (to learn a particular jump, or in maps that are above the present skill-level).
3. "Fastrun" - an easy way to run faster
As we just learned the default running-speed (with usp/knife) is 250 units/s. Did you know that it is possible to run faster (up to 277 units/s with your knife/usp), with nothing more as an easy trick? This technique is called fastrun and works like this:
3.1 Ordinary Fastrun:
Push and hold W to start running, look sideways with an angle of 45° and tip A or D(depends on in which direction you are looking) very fast. If you're doing this right, you'll be able to run with a speed of 260 units/s.
3.2 Wallrub: (Special way of fastrunning on a wall)
The Wallrub just like the ordinary fastrun: This time you got to run alongside an usual wall and look either inside or away from the wall with an angle of 45°, the only difference is that you don't have to tip A or D all the time. If you're doing this right, you'll be able to run with a speed of 277 units/s.
-> Note: Units are the official entity in measuring the length of jumps in Counter-Strike and Kreedz maps. They can be imagined as "the centimeters of cs".
This video shows a recap of how both techniques are done correctly. Thanks to saier.
No matter if you want to play Kreedz maps successfully or master hard trickjumps on the original maps, you obviously got to improve your movement and learn all the important techniques first. Most people are using "w-strafes" by nature, which means they hold w/their forward key while jumping and strafing… this might work for some of the easy maps but in the long run these "w-strafes" are of no use. Therefore the first thing you got to learn is the Airstrafe:
To perform the Airstrafe correctly, you got to jump off and move your mouse to the same direction you are strafing at (to the right if you press D or to the left if you press A). Never touch the W key after jumping off, it will slow you down and change the direction!
Once you learned performing the Airstrafe correctly you will be able to easily beat the various numbers of 180°-jumps in all the Kreedz maps out there.
This video shows a recap of how the Airstrafe is done correctly. Thanks to saier.
The last lesson of the chapter "Basic Knowledge/Movement techniques" will be learning the prestrafe.
5.1 Prestrafe for Longjumps:
The Prestrafe is a technique/moves that accelerates you before you jump off, and allows you to jump farther, just as the Lonjump. You can jump a distance of 239 units without even strafing in the air (~Longjump), if the Prestrafe is performed with precision and skill. Learning the Prestrafe is much more important as learning to longjump for a beginner, because with a good Prestrafe you'll be able to beat the basic maps for beginners and maybe even jump up to 230-235 units.
And here is how it is done: (everything explained in the next sentences has to be performed on the ground!)
First of all: You got to start running straight forward by pressing the "W" key, diagonally to the edge of the block. After half of the distance you have to start pressing "D" or "A" (depends on the direction) as well, to start running a smooth curve. Keep holding both keys and continue running the curve as long as you are exactly above the edge of the block - in this very moment you got to release the "W" key and start jumping while still holding the "D" or "A" key which will devolve into the first (and for now the only) airstrafe.
Important: While performing all that you got to "aim" a curve with your mouse as well, means move your mouse together with the changing point of your view very smoothly (90° to the left or right, according to the direction). This will give you some extra acceleration and is very important for a good prestrafe. If you do it too fast or too slow you won't get the acceleration and it might even slow you down! This is one of the most common mistakes done by beginners, since pressing the right keys is pretty easy compared to a smooth mouse-aim curve.
-> Note: A Prestrafe without Airstrafes is way more effective than Airstrafes without a Prestrafe!
This video shows a recap of how the Prestrafe is done correctly. Thanks to saier.
5.2 Prestrafe for normal jumps:
Most of the jumps on the easy/average maps (all the maps you find on our beginner server) are easier than they look. A good and right prestrafe ("think before you jump") is the key to success. Try to find the optimal way of running up before you jump off, means the way with the longest distance to run and the most speed to gain before you jump. In most cases this means you have to run accross the stone/block diagonally and do a regular prestrafe at the (small) space you got.
This is the end of the first chapter. With knowing the basic techniques and some training you should be able to beat the first climbmaps out there (most likely the maps rated "1" or "2" at our beginner server).
The Doubleduck is a simple technique which is very easy to learn and allows you to get up edges that are 32 units high or less without jumping. The reason why it's used is simple: you make time on it. When you land from a regular jump you slow down - but when you doubleduck, you don't slow down.
There are two situations where the Doubleduck comes in handy: Either to get up small edges faster than it would be possible with jumping or to avoid the slowdown you get after jumping by performing a Doubleduck after landing (especially on big blocks).
To perform a Doubleduck is easy, just run against the edge you want to get up, hold the forward (or sideward) key and press duck twice. But you have to do it quite fast and that's why you should practice it a bit if you want to be able to perform it fast and effective.
This video shows a recap of how the Doubleduck is done correctly. Thanks to saier.
-> Note: If your scroll buttons aren't bound to anything we strongly recommend that you bind either mwheelup or mwheeldown to "+duck" (bind "MWHEELDOWN" "+duck"). That way you just have to scroll down or up to get up the edge, which is way easier and more effective.
The best place to practice is in longjump maps. Run across the longjump blocks and perform a doubleduck on each one of them.
There are a few maps with slide parts included, but don't worry, sliding or surfing is pretty easy to perform.
-> Note: The actual surf_ maps out there are played with airaccelerate 100, but "surfs" in KZ 1.6 maps are called slides because they have to be done with default settings (airaccelerate 10), of course.
Basically you just have to press, and hold, "w" to surf up a slanted wall. This can be used for shortcutting in several maps, or might be required for some of the actual jumps in some of the maps.
For doing real surfblocks it is suggested that you use the "a" or "d" key to surf up/don't fall down, because that will allow you to have your angle of view straight towards to upcoming part of the map - instead of looking into the surf (while surfing with "w").
-> Note: Sliding requires a high amount of FPS, otherwise it will become very hard and unstable, causing you to fall of.
This video shows a recap of how the slide is done correctly. Thanks to saier.
If you still want to improve your Kreedz skills and learn the expert techniques go on with the next chapter!
IV. Further/Expert Kreedz-techniques
8.1 Normal Bhopping
Bhopping is probably the most important technique in Kreedz, every successful jumper is able to perform powerful and fast bhops. You need to have good bhop skills to beat bhop maps or to get fast times on normal climbmaps by doing several jumps in a bhop combo.
Bhopping is way more than just some consecutive jumps without stopping: You gotta perform several consecutive airstrafes while bhopping to gain speed, otherwise you are just going to get slower and slower until you stop.
-> Note: If your bhops are performed perfectly (duck-standup bhops) it might be slightly faster if you keep bhopping after a combo even on plain ground, which is the reason why you see some of the pros bhopping short distances of normal ground (f.e. a bridge) instead of doing the normal fastrun. Another advantage is, that you can avoid the negative effect of the edgefriction, the slowdown you are facing if you are moving towards an abyss (see highjump/countjump), by bhopping.
Last but not least, our old but pretty well-known bhop guide. You can also download the movie in full quality from our download section.
This video shows a recap of how bhopping is done correctly. Thanks to esilo.
-> Note: As mentioned in the tutorial video, it's highly recommended to bind "+jump" to your mousewheel to perform the bhops (bind "mwheelup" "+jump" f.e.), because it's nearly impossible to hit the perfect moment of the landing to jump again with a key of your keyboard for more than 5 or 6 times in a row. Let the mousewheel take care of this for you :)
8.2 Duckstandup Bhops
For a very long time world records only included the normal bhop we learnt about in the last chapter. However, a new technique - which works like an extension of the normal bhopping - was found pretty soon: the duckstandup bhop. Nowadays it is a very popular and well known technique and got quite famous within the community, because it's simply way more powerful than a normal bhop.
-> Note: If you want to learn duckstandup bhops, in the following text referred as "standup bhops" (since it's obvious that you have to be ducked in order to stand up), you should practice normal bhops before. The normal bhop technique is needed as basic before you start learning standup bhops.
If you've already learned how to perform normal bhops, you are ready to learn the very useful and powerful standup technique:
Standupbhops are basically the same as normal bhops. You are jumping immediately after touching the ground. The difference compared to a normal bhop that a duck is performed within the jump: You have to duck some moments before you would touch the ground, which means the moment when you should be pressing your duck key is whilst you are flying through the air! Then you gotta release the duck key nearly a few (!) moments before you would be touching the ground. When you release the key, your model "stands up" and then you have to jump at pretty much the same time. That means your model is "standing up" whilst you are jumping. The consequence is going to be a small boost!
Make sure you've read this part carefully and that you understood the sentence about how the things should be timed . If you release your duck key and press jump at the very same moment, you will stop immediately!
-> Tip by chrizZo: Finding out when the right moment is, is a matter of timing. Practicing is the key to find out the right timing!
Standup bhops are very useful. There are certain advantages you can use: After performing a standup bhop, you are flying higher (vertical height). Some blocks are not reachable with a normal bhop, but they are with a standup bhop! The boost of a standup bhop is especially used in situations where the player has a lower speed. You can use it to accelerate very fast!
-> Tip by chrizZo: Notice that you are usually slower with performing standup bhops only! Often a mixture between standup and normal bhops is the fastest way you can move forward by bhopping!
Ok, in the end of this chapter I want to present our little recap video, showing you how to do a very simple standup bhop and how to use it on some very simple crates. If you want to see the experienced usage of standup bhops just watch some of the current bhop map world records.
This video shows a recap of how the bhop standup is performed correctly. Thanks to saier.
The Longjump is basically a combination of two techniques we already learnt in the beginning of the tutorial: The Prestrafe and the Airstrafe. You have to start with a clean and good Prestafe and then add some Airstrafes (if you do more airstrafes they are called multistrafes) once you jumped off.
With a decent prestrafe and 2-3 multistrafes you should be able to do 240 units and maybe a bit more. If you want to improve your longjump skills you need to train both, the prestrafe and - more importantly - the multistrafes as well as the sync (the more synced, the more effective your strafes are going to be).
-> Note: A good way to practise your strafes is loading a very big map with huge rooms, like de_cbble, and set the gravity to 0 (sv_gravity "0"). If you jump you will get "stucked" on the ceiling of the map - and since you can't run while flying in the air you got to strafe to move forward and accelerate with your airstrafes. This way you feel immediately if your strafes are effective (and therefore accelerate you) or not!
Last but not least: Our little recap video - however there are a lot of other longjump guides as well, just like the good old XJ Longjump Guide.
his video shows a recap of how the longjump is done correctly. Thanks to eric saier.
10. Bhop Longjump
Okay people, now it's time to learn a new longjump category! You've just learned what normal- and standup bhops are about and how you can perform and use them.
-> Note:Bunnyhop longjumps aka bhop longjumps (or bhoplj) have their own category in our lj record list, just like longjumps, highjumps etc.
The most important part for performing a good bhop longump is the prestrafe. You start with a normal jump and then the goal should be to reach a 299.9 units/second "pre"strafe (actually this is the airspeed, not the prestafe speed). This means you should try to get 299,9 units/s exactly, since a higher prestrafe is going to slow you down immediately - and a good bhop longjump will be impossible.
After you've performed your first jump with some additional strafes to gain up to 299 units/s air speed, you have to bhop immediately on the bhop block! The best choice here is to do a good duck standup bhop, since it's way more powerful (see chapter "duckstandup bhop"). Into the air you have to do multiple airstrafes again, just like when doing a normal longjump, to achieve more speed and a good jump length! In the end, don't forget to duck, of course.
-> Tip by chrizZo: You can also use the standup bhop technique to perform a successful bhop longjump. When you land the block you have to perform a standup bhop, instead of a normal one. The time has shown that the additional boost of a standup bhop is very effective at bhop longjumps. Every bhop longjump into our record section is made with the standup bhop technique!
Notice that a prestrafe for a working bhop longjump is performed into the air, unlike in normal longjumps or highjumps. So a bhop longjump prestrafe differs a lot from a normal prestrafe performed on the ground, since it also involves the airspeed gathered before you jump off on the bhop block.
>-> Tip by chrizZo: A good prestrafe (299 units/s) is the most important part of a bhop longjump! Even with decent multistrafes, you'll be able to reach a distance of 243 units or higher if your prestrafe is performed correctly! That's why everyone should give bhop longjumping a try, it is very easy to achieve high blocks with it even without endless time used on practicing your strafes!
Here is our recap, showing a decent 244 units bhop lj performed with a standup bhop:
This video shows a recap of how the bhoplj is done correctly. Thanks to saier.
Did you ever ask yourself why you have the feeling to be slowing down when doing a higher located jump? Sure, you did notice that. But why is that? What exactly is a highjump and why is it slowing you down if you are getting closer to the edge?
First of all we gotta ask ourselves: What is a highjump?
The answer is: Every jump with a height of 70+ units is called highjump, because it is way harder than a normal longjump. The borderline for longjumps/highjumps is exactly 70 units height, a jump with 69 units height is a normal longjump and a jump with 70 units height is a highjump. It doesn't matter whether a jump has a height of 70 or 7000 units by the way, there is no such thing as dynamic transitions.
Ok, so now we do know what a highjump is. But why is it harder than a normal longjump?
For a pretty long time we assumed that there was a gravity change caused by the engine, when jumping off a jump with a height of 70+ units, but that's wrong. Also it was assumed that it was a bug and it was not done on purpose by the engine creators. That's also wrong because there is a CVAR included called "edgefriction 0/1/2". The standard value of this command is "2", other values remove the "highjump effect" but are not allowed, since Kreedz maps are supposed to be played with default settings.
Furthermore our coder eDark found out that the slowdown is caused by the so called "edgefriction" effect. Here are some facts about it:
If you're running straight ahead towards the edge of a highjump you are going to lose 17% of your velocity! At first your velocity is going to decrease with about 7,5 units/s and in the end with 4,5 units/s. Every units/s you are "loosing" means that you are going to jump 0,74 units less than on a normal longjump. The magical "point of no return", the point where the explained slowdown effect does start, is located about 13,6 units (when running a speed of 250 units/s) in front of the stone's edge.
This is how your speed looks like when running towards an ede of a highjump:
The faster that you are running (good prestrafe) the later you are going to get slowed down, which means you'll have a better speed when jumping off. The most important fact to get good speeds is the direction you are running - the direction are headed/looking to while running doesn't matter. If you are running parallel to the edge you do NOT lose speed at all... for the rest of the prestrafe you can use this formular:
Distance from edge without getting slower = sin(Angle when starting to run) x 13.6 units
Okay, so that's what makes a highjump more difficult than a longjump and brings us to the next question: How can I handle it? And what's the best way to do a good highjump?
We already learnt that running parallel to the edge does not make you lose your speed at all, therefore you need to modify your prestrafe according to that to get the best speeds. Other than that it is strongly recommended to jump off earlier than you would do on a longjump - because the longer you are running towards the edge the more speed you are going to lose.
-> Note: Other ways to trick the edgefriction are doing a bhop longjump or a countjump on the highjump. Both ways reduce or remove the edgefriction effect, however a countjump is the more effective way since the bhop longjump record is 247 units - but the countjump record 272 units. We'll learn more about countjumps in the next chapter.
Now, since you know all the facts about it, you should practise as much as possible and get a feeling for it and find your individual best way to do a good highjump. Good luck!
Here is our little recap video showing one of the highjump records:
This video shows a recap of how the highjump is done correctly. Thanks to saier.
Last but not least I want to thank all people who were involved in finding and exploring the highjump technique, especially eDark and thopa.
The technique countjump (also called CJ) was found and named after Count, a Norwegian kz player. He documented and explained it in quite a big forum thread. The invention of the countjump was one of the most revolutionary steps in the whole history of Kreedz Climbing.
This new technique allows you to trick/avoid the edgefriction effect on highjumps (see chapter 10. about highjumps) - this way highjumps becomes as "easy" as regular longjumps even though they still have the same height of 70+ units. The reason for that is because you are flying into the air after using a doubleduck (you'll read more about that in the next break) and it happens that you are in the air within the magical last 13 units, where the slowdown due to edgefriction usually would take place.
Besides that, the countjumps prestrafe can give you a better speed and a more powerful jump-off, therefore you can jump even further with it on regular longjump as well.
This advantage opened many new shortcuts and new possible trickjumps that were impossible before.
Okay, so now you know about all the advantages of it, but how can we do it?
Well, the countjump is a combination of several techniques, just like the longjump. The first technique you have to perform is a regular longjump's prestrafe and at the end of the prestrafe you have to perform a doubleduck. To do that bind duck on your mousewheel (bind mwheelup/mwheeldown +duck) and scroll! After you've performed this doubleduck you are flying through the air for very short amount of time.
At this moment your speed is going to decrease by 10 units/s as long as you are in the air. However you can gain extra speed by doing a strafe (turn in the air) while you are flying through the air and exceed the regular prestrafe's maximal speed which is ~ 275-276 units. This technique is especially important and relevant for the next chapter, the double/multi countjump, since such a prestrafe is required to perform a double or multicountjump.
Opposed to the normal usage of a doubleduck you need to jump (preferably with the mousewheel, too) directly after your air time (when landing). If you want to simplify it, you could say countjump is a doubleduck with a following bhop.
-> Note: Both, the doubleduck and the following jump can be considered as the prestrafe of a countjump.
The next technique you have to perform is, once again just like when you are longjumping, the airstrafes. The sync and strength of your strafes is going to be a big factor in deciding how long you are going to actually jump with your countjump.
-> Tip by Fact or Fiction: Remember that the higher your prestrafe speed is, the more inefficient wide strafes are going to be.
Here is our recap video, showing a countjump on a 249 units highjump (hardest highjump on kz_longjumps) with a normal prestrafe. The extended pre-strafe technique (with the 180 degreese turn) is going to be shown in the doublecj/multicj video of the next chapter.
This video shows a recap of how the countjump is done correctly. Thanks to saier.
13. Double/Multi Countjump
Double or Multicountjumps (DCJ/MCJ) are actually the same technique as a normal countjump, but they have an (or more) additional duck-strafe(s) in their prestrafe.
The problem with that technique is that it's harder to perform than a normal countjump, because hitting the ground and scrolling +duck once again immediately is very hard and unpredictable.
However this technique can bring you the maximum prestrafe speed that is possible: 299,(9) units/s.
In our recap video you can see a 272 units DCJ performed by Fact or Fiction:
This video shows a recap of how the dcj is done correctly. Thanks to saier.
The edgebug is a glitch in the half-life engine that allows you to fall down without taking any damage and therefore without dying (even on maps that don't have a health button included).
To do that you need to hit the exact edge of a block and the edgebug will allow you to "bounce" of it to a lower level without taking any damage. Most often this can be achieved with a smooth 90 degree strafe into the edge... facing whatever direction intended.
There are 4 units for every edge that you can hit the edgebug from. Strafing into the edge is the key. The more (falling)speed you have collected when jumping "into" the edge, the more likely it will allow you to do an edgebug.
-> Note: It doesn't matter if you are ducked or not when doing an edgebug, both is going to work fine.
-> Tip by spr1n: Right after performing an edgebug the vertical speed drops to 0, and horizontal speed stays exactly the same. So if you want to get good boost after edgebug you should gain needed speed by strafing before entering edgebug performing area.
There's a videoguide explaining how to do edgebugs for quite a while in our download section, feel free to watch it or download it from our downloadpage for additional informations.
However, here are 2 examples how edgebugs can be used in both, normal counter-strike maps and a famous kreedz map:
This video shows a recap of how the edgebug is done correctly. Thanks to saier.
The jumpbug is, next to the edgebug we learnt in the last chapter, the most famous technique of falling down a pretty long distance without taking any damage and/or dying.
Therefore, using this technique gives the jumper a considerable advantage on maps without a health charger. Perhaps the most amazing benefit is the fact that you can use the jumpbug in areas where edge-bugs are impossible (because there is no edge at all). The technique was discovered by tjubby and changed quite a lot in the KZ world, since it obviously made a lot new shortcuts possible that were impossible or at least very hard to do with edgebugs (and landing on the very same edge afterwards), just like the big shortcut in kz_ep_gigablock for example.
Okay, so lets try to find out how this technique is even possible and how it is possible to trigger the bug.
In an attempt to discover how the jumpbug functions, we must first break down the CS engine. The Counter-Strike engine uses two different collision models. In this case the upper collision model is located slightly above the lower one, and as long as the upper collision model does not make contact with the ground, then the player will not take fall damage at all. If you use +duck the lower collision model will sink down about 4 units. The funny thing is, that this is the exact collision model used for the +jump command too, so if you duck while you are falling down and jump off within an area of 4 units above the ground, you've never even touched the ground for the engine. You have to release the +duck key (to move the collision box back up) and jump at the very same moment, about 0.01 seconds before you would touch the ground and die, to trigger the bug and land without taking any damage.
Summing it up again: You have to jump, fall down, duck (hold the duck key), jump and release duck at the very same moment (at the place you are supposed to land).
So well.. Is it just coincidence, or can we learn it?
Well, it's all about the right timing and the fps. Regarding FPS Issues there are 3 different possibilities:
1. constant 100,0 fps: If you have the right height difference, perfect timing and all the requirements are met (to see what the requirements are about check the equation E3 in the article) your chances are 100% to do it.
2. inconstant fps: If your FPS are inconstant it is pure coincidence if you will be able to do the jumpbug or not. Perfect timing does not necessarily mean that you will be able to trigger the bug successfully! BUT: jumpugs are possible with any height difference in this case (the height difference does not restrict the possibility to be able to do a jump-bug like it did in case 1.). To calculate how likely you will be able to trigger a jump-bug with inconstant fps check equation E5 in the article (link can be found below).
3. constantly AND <100 fps: Pretty similar to case 1., but its harder (more unlikely) to trigger the bug. To calculate the possibility you have to use the same equation (E3) but with bigger steps (0,01*(100/fps) instead of 0,01)
Another aspect is the height difference : The higher the jump is (and therefore the bigger the height difference) the harder it will become to trigger the bug.
-> Note: More facts, mostly equations for the math geeks, can be found in the original article located in the article section.
Ok, so that's the theory. Let's try to find out some facts about it how probable is to get this in a run.
So how can I estimate or calculate the probability?
Our beloved coder and expert eDark made an equation for that:
Let's break it down to a little example: the famous kz_cg_wigbl0ck demo.
The first jumpbug is (or should be) done after 43s, the second jumpbug is done after 75s and the last jumpbug is done after 126s. So how probable is it to get this in a row and in a run/demo?
Depends much on the probablity (p) in which you are able to do a jumpbug. 15% means 15 times out of 100, obviously. So here we go:
p = 15% => T = 4h
p = 10% => T = 13h
p = 8% => T = 25h
p = 6% => T = 58h
p = 5% => T = 100h
Too much facts and theory? I agree. Let's cool down and get some practical tips from the famous player and jumpbug pro spr1n.
-> Tips by spr1n: Okay, lets start with some basic facts and knowledge about jumpbugs:
Jumpbugs can be perfomed on any solid surface (ground, another player, solid entity). Jumpbugs can be performed from any height, with any vertical and horizontal speed. Right after the jumpbug is done the horizontal speed is slowed down to 50-150 units/s. The jump height right after performing jumpbug is 63 units (just like a normal jump). You can't jump higher than 63 units with jumpbug even if it was perfomed from ~2 units above the ground.
Practical tips for learning the jumpbug:
1. The jumpbug is a pretty hard technique, so it's better to start with slow falling speed (choose ordinary 512 units block sections for example). Falling doesn't affect performing the jump, the only important thing is to press the right keys in the very right moment. However, the higher the falling speed is, the harder it is to make a jumpbug (with legal settings the maximum falling speed is 2000 units/s.)
2. Catching the moment between 0 and 2 units above the ground is pretty hard and most common problem. But its not as hard as it might seem at first, its pretty similar to catching the block's edge while longjumping. Step on the place where you want to make jumpbug, remember it. Now you have a picture of 0 units level. After that you have to try and perform the jumpbug when you are just about to enter the area you have remembered before. Seems hard at first, but after good training most people are able to see if they have atleast performed jumpbug too early or too late.
3. Timing to press the keys is a problem aswell. even if you will learn to release duck at the right moment, you also should time the jump too. Scrolling for jump is a good solution, but still it doesn't send jump command every moment and has little pauses. The best way to learn the key timing and to analyze it is Jumpbug trainer plugin by Numb. You will see your mistakes immediately and you will be able to correct them right away, which makes practise more effective.
I guess this extended statement might be very helpful for everyone who's going to learn performing the jumpbug. Last but not least, we have a recap video of how the jumpbug is done correctly, of course:
This video shows a recap of how the jumpbug is done correctly. Thanks to saier.
The duckbug is another no damage fall technique. We already learnt about edgebugs and jumpbugs, so the duckbug is the third technique that can be used to fall down huge distances without dying. The big advantage of the technique is that it's about two times easier than a jumpbug, but unlike the jumpbug it can't be performed everywhere... you'll need a slanted surface to be able to do a duckbug.
Another difference compared to the jumpbug is that you won't lose your horizontal speed, so you should prepare to slow the "fall" down after you performed the duckbug.
After we know what the duckbug is, how does it work, how can we do it and on which maps can it be used?
First of all you need to gather some speed (more speed than just running off a high block and falling down) and jump or run off a high block.
-> Note: The less slanted the target surface is the more speed is needed - and the more slanted the target surface is the less speed is needed for a duckbug.
Then, while you are in the air you need to hold duck and release duck (unduck) being very close to the ground in order to trick the engine.
-> Tip by rad: It can be very useful to bind +duck on your mousewheel and scroll (rad used a scrolled duck/unduck in the volcano world record demo and the demo from our recap video on redrock). Hitting the floor in a straight angle will help having success at it, however strafing doesn't matter. Other than that... just practise and practise :)
So how is a bug like that even possible?
Obviously it's possible to trick the engine if you are ducked in the last airframe and release duck when you touch the ground. However, the cs engine won't detect that, because you gathered a lot of speed while falling down causing that the next frame will be in air again, making the engine think that you didn't touch the ground at all. Nevertheless your vertical speed (falling speed) is reseted, just like if you did an edgebug, therefore you won't die anymore.
Last but not least, our videoguide showing a duckbug made on kz_man_redrock. If you want to see another example just check the world record of kz_6fd_volcano.
This video shows a recap of how the duckbug is done correctly. Thanks to saier.
The slidebug is another no damage fall technique. This technique is similar to the edgebug, but obviously - just like the name is implying - we need a surfable or slideable wall to perform this, not an edge.
So how can I do this technique?
First of all we need to find an object we can slide/surf on, for example a surf wall or a spike (just like the edges when we try to do an edgebug). Running and jumping towards that object has to get us up a 64 units hight block, otherwhise a slidebug is not possible on that object. Furthermore this object needs to be touching the ground obviously, so we can stand on the ground after performing that slidebug.
After we found an adequate place to jump off from we need to make sure that we maintain enough horizontal speed to be able to touch the ground and - exactely in the same frame - touch the wall of the shortly after we were landing. After we "touched" the ground (which would make us die) we need to strafe into the slanted surface of the surf/slideable object immediately. If you do this with a perfect timing you won't die and survive the fall.
So how is that exactly possible?
The result of this move is that we are touching the ground and sliding up a wall at the same time, forcing the cs engine to assume that we have a positive vertical speed (going up) and that wer are not connected to the ground - so there is no "need" for the engine to damage you.
Let's sum it up: The frame starts, at first you'll touch the ground so your vertical speed is going to be reseted to 0. Shortly after that you'll slide up from the ground to the slanted surface of the surf/slideable object... doing that is going to move you up some units in height therfore you are not located on the ground anylonger. Now the frame ends. So we can say that you were not connected to the ground when the frame started and you are still not connected to the ground (anymore) when the fame is ending... therefore the engine does not detect you touching the ground at all.
Thanks to Numb for discovering this technique and documenting it in a forum thread.
Our recap video shows you an useful slidebug shortcut, performed on kz_cg_wigbl0ck:
This video shows a recap of how the slidebug is done correctly. Thanks to saier.
V. Getting started
Welcome to the last chapter. You're not going to find much text here, since it's pretty much all done and you should be able to make your first own steps on some of the easier maps. This last chapter is going to help you get settled and find out some things you might want to know before the tutorial is over.
18. Maps for beginners
Here is a brief list of very easy maps that are adequate for first attempts to beat your first climbmap(s):
19. Server for beginners
If you want to share this first attempt, or just enjoy playing easy/average maps with other people (or watch some pros beat the shit out of them) you are more than welcome to join one of our servers, which was exclusively made for beginners: 126.96.36.199:29016 :: Xtreme-Jumps.eu Easy/Average Maps ::
The server got fastdownload enabled, however you might wanna grab the maps listed above in our download section before you join the game.
20. Setting up an AMXX plugin on your LANserver
You want to use checkpoints, hook, noclip or any other of the cool features most of the kreedz are having? Try out our pre-installed official AMXX plugin pack you can grab in our download section! Pre-installed means you just have to unpack it to your /cstrike/ directory, launch a game and use the plugins... it's as easy as it sounds :)
20. Helpful links:
Looking for other stuff? Maybe you're going to find it in here.
- I got a warning and don't know why? Check out the warnings page.
- If you made a donation and didn't get VIP yet, you might wanna take a look in the donation forum.
- Interested in the history of KZ? Check out the KZ history thread in the forum.
- Don't know what a word or abbreviations is meaning? There is a thread in the forum, too.
- You ever wondered how a world record can be so much better than yours? Maybe there is a shortcut on the map, you should check all the shortcuts on the shortcut page.
- You are stuck on a door where a code is needed? All the codes are posted in this thread.
- Have you ever wanted to make a movie by yourself? There is thread where brendo333 shares links to many useful moviemaking guides in the forum.
- If you ever want to start mapping, here is a thread from which you can definitely learn alot about the valve hammer editor.
That's it. We hope you enjoyed reading through this tutorial and found everything you were looking for. If you think something is missing or should be added to this tutorial please leave us a comment in the corresponding forum thread. You can also ask questions to each of the chapters if you didn't understand some parts of them or need further help.
Other than that: Good luck and don't forget: It's all about having fun :)
Tutorial written by me (faker) and some of my helpers :) Thanks to saier for the original concept and all of the videos!
Credits go out to everyone who was involved in making this possible (you know who you are!), or to those wo did contribute to the KZ world at all by devlepoing and exploring new techniques - especially: eDark, eric, chrizZo, spr1n, Numb, omilo, Fact or Fiction, esilo, ManiaC, w1zz, thopa, ndR, dLx, owned, Count, tjubby, Pulsar!, rad.