Cutstuff Forum

Mega Man 8-bit Deathmatch => MM8BDM Discussion => Topic started by: King Dumb on March 06, 2014, 04:16:01 AM

Title: Jumps in MM8BDM
Post by: King Dumb on March 06, 2014, 04:16:01 AM
This is something I've been working on for quite some time. Essentially, this is a compilation of lots of different jumps that are possible in the vanilla MM8BDM game. The jumps I've listed here fall under the following criteria (which are broken a lot because I just got carried away):

1) I set out only to find jumps that could be executed without aid. That means, I am only listing jumps made without the help of items or weapons, just movement and the jump button. (Assistance from the stage is okay though, as you'll see in a few jumps.)
2) These jumps are jumps that seemed to me to be unintentional (that is to say, not obvious and not well known.)
3) With the exception of a few, all of these jumps require SR40 or SR50 to complete. I specified when SR50 is strictly required when I could remember, but I might have (read: probably) missed some.
4) With the exception of a few, I only wanted to list jumps that, if they could be performed effortlessly, would be useful during a game. Of course, most of these jumps cannot be performed effortlessly.

So really this is just a bit of fun I had that I wanted to share. Many of these are impractical to use during gameplay. I add some notes to certain jumps when they are called for (such as to indicate the most difficult jumps [in my experience], etc.)

Also, with the exception of two, I have completed all of these jumps. If you're having a lot of trouble, keep these things in mind:
-Some/many of the jumps I didn't specify SR50 for may require it anyway.
-Very small elevation changes (the kinds you can walk up/down without jumping) will interrupt your jump, so maneuver around these.
-Turn 38.7 degrees from your movement direction to maximize distance with SR40. Turn 45 degrees to maximize distance with SR50.
-Most of the time you will need a short running start. Some jumps will require some tricky maneuvering, with that in mind.

Refer to this guide (http://www.cutstuff.net/forum/viewtopic.php?f=44&t=5869), in section VII-B, for information on binding and using SR50.

Wherever the crosshair/buster pellets are pointing towards is the destination area of the jump; wherever I'm standing is the starting area. Obviously most jumps will be made from the edge of whatever platform I'm on.

Of course, I excluded all maps in which I didn't find any such jumps.

Anyway, without further ado, here's what I've found! I apologize in advance for format breakage.

MM1

MM1BOM
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MM1ELE
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MM1ICE
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MM1FIR
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MM1TIM
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MM1OIL
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MM1GUT
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MM2

MM2BUB
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MM2HEA
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MM2FLA
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MM2QUI
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MM2WOO
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MM2MET
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MM2DW1
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MM3

MM3TOP
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MM3HAR
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MM3MAG
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MM3SPA
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MM3DW1
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MM4

MM4PHA
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MM4BRI
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MM4SKU
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MM4RIN
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MM4DIV
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MM4TOA
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MM4DC1
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MM5

MM5CHA
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MM5STO
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MM5GYR
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MM5GRA
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MM5STA
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MM5CRY
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MM5DAR
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MM6

MM6CEN
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MM6KNI
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MM6PLA
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MM6FLA
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MM6YAM
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MM6MRX
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MM7

MM7FRE
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MM7JUN
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MM7BUR
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MM7SPR
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MM7SLA
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MM7SHA
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MM7TUR
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MM7DW4
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MM8

MM8TEN
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MM8AST
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MM8SWO
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MM8SEA
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MM8FRO
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MM8AQU
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MM8DUO
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MM8DW2
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MMCTF

MMCTF02
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MMCTF03
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MMCTF05
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MMCTF07
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MMCTF08
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MMCTF10
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MMCTF11
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So, uh, yeah. I guess you can discuss general MM8BDM platforming/jumps here. Also, if you find any more jumps in the vanilla game, or need some help, post here!
Title: Re: Jumps in MM8BDM
Post by: Orange juice :l on March 06, 2014, 04:34:14 AM
KD has mad ups, yo.

These are all too hard to consistently make in-game, so I feel the solution is obvious.

TheFloorIsLava.pk3
Title: Re: Jumps in MM8BDM
Post by: TheDoc on March 06, 2014, 04:38:24 AM
I am so confused

What is this again?
Title: Re: Jumps in MM8BDM
Post by: King Dumb on March 06, 2014, 04:44:46 AM
Uhh. This is a giant list of jumps that are possible to make in MM8BDM vanilla maps. Not necessarily an entirely exhaustive list.

Where I am standing is the general area you jump FROM (you don't necessarily jump from exactly where I am standing in the screenshots; in fact that is usually not the case), and where I am aiming/shooting is where you jump TO.

Also yes reminder: probably 90% of these are totally useless to you during an actual game. This is mostly for entertainment.

EDIT: OH ALSO ANOTHER IMPORTANT THING. To avoid enormous redundancy (though I foolishly had some anyway with all the symmetric jumps), I did not post of the reverse of any of these jumps unless I thought it warranted it. For the most part, you must use your own judgement to determine whether the reverse of any of these jumps is possible. As a rule of thumb, if it a) looks reasonably possible, and b) the destination (that is, the new jumping-off point) isn't a very small platform, it is likely that the reverse jump is possible.
Title: Re: Jumps in MM8BDM
Post by: !o! woohoo on March 06, 2014, 02:38:39 PM
In duel, I actually use some of these jumps for escapes and just for practicing when my opponent isn't around. Some of those jumps you listed seem impossible to me but I am going to try them offline. I am also going to let you know that you forgot a jump in Junk man where you can jump to Eddie without freezing the pillar, this jump also isn't that hard. The only thing hard about it is coming back...
Title: Re: Jumps in MM8BDM
Post by: King Dumb on March 06, 2014, 03:40:27 PM
Ah yes, I did forget that one, as well as the jump to Junk Shield (that one is definitely not reversible.) I will add those two momentarily.

And as mentioned before, save for the two I mentioned all of these are possible. I have no reason to lie about this, but I might make a video compilation. Though of course, people who refuse to believe me could still claim I bound gravity changes to certain keys and turned off messages, so, not much I can do.

EDIT: Important update! I have confirmed that the MM6MRX fan jump is possible. It's also really easy. The way I did it is just to face where the fan is supposed to take you, hold jump, and SR50 to the right. You should make it into that window no problem (might have to adjust the angle a little bit off of facing straight, but that's the general setup.) Also, holding jump may not be necessary.
Title: Re: Jumps in MM8BDM
Post by: TailsMK4 on March 06, 2014, 04:05:30 PM
I've pulled off just a few of these jumps before, (I instantly recognized the one in MMCTF02, though I cannot remember if I reached exactly where you were shooting at, or if it was the bit of the ledge below it), but since I don't SR50, I doubt I can make many of the jumps you're talking about. I wonder if a compilation about pits that you can run over could be made, as I've run over pits quite a few times using SR40.
Title: Re: Jumps in MM8BDM
Post by: CutmanMike on March 06, 2014, 08:13:25 PM
Waiting for someone to make the great SR50 tower: Just a massive tower of interesting and tricky jumps made out of 3d floors.
Title: Re: Jumps in MM8BDM
Post by: King Dumb on March 07, 2014, 01:48:48 AM
Add rising lava to it and it's perfect :geek:

Also updated with two more jumps I missed: across the sewers in MM4TOA and across a hole in MM8AST.
Title: Re: Jumps in MM8BDM
Post by: King Dumb on April 22, 2014, 07:38:49 PM
And another update with two more very useful jumps. Thanks to Shade Guy for finding the new one in MM8SEA. And the other one is a high-gravity jump in MM5GRA that gives you an alternate escape route from the Thunder Bolt/Dust Crusher area during high gravity.
Title: Re: Jumps in MM8BDM
Post by: Geno on April 22, 2014, 08:49:10 PM
May I ask, what exactly IS this "SR50" stuff?
Title: Re: Jumps in MM8BDM
Post by: King Dumb on April 22, 2014, 09:12:39 PM
Of course! This is just the section about SR50 from my console guide, copied over.

In the Zandronum engine, movement speeds are calculated in such a way that one's actual movement speed is faster if one is both moving forward or backward (+forward/+back) AND left or right (+moveright/+moveleft). Using simple trigonometry with the vectors from both movement directions into the resultant vector, it is found that doing this achieves a speed that is 128% faster than simple running forward. This is called StrafeRun40, or SR40 for short, because the movement speed of the nonforward vector is 40. Executing SR40 will move the player in a direction that is 38.7 degrees off from straight in front. In other words, if you were looking down a long hallway and wanted to SR40 down it, you would turn exactly 38.7 degrees to the right/left then SR40 to the left/right.

However, there is another way to move to the right and left without the +moveright/+moveleft commands. This is achieved with another action command called +strafe, and the keyboard turning commands, +left an +right. The latter two commands (+left and +right) turn the player in the associated direction while keeping the player stationary. Players who player without a mouse or trackpad will often be using these commands to turn. The speed at which these commands turn the player is controlled by a CVAR called turnspeeds, which has 4 parameters, all integers, that determine the turning speed (when turning with the keyboard) in various situations: turning while walking, turning while running, initially turning while walking, initially turning while running (respectively). Setting turnspeeds with one parameter will automatically fill in the rest of the parameters, as they are all in proportion to one another. The +strafe command, when held down, causes the the +left/+right commands to move the player left and right instead.

This leads us to SR50, or straferunning with a strafe component speed of 50 rather than 40. SR50 is achieved when the following conditions are present:

+forward/+back
+moveright/+moveleft
+right/+left
+strafe
turnspeeds 65536

That's 5 conditions to achieve a speed that is 141% faster than running straight forward and that moves at a 45 degree angle to forward (yes, for those trig-savvy readers, that does mean that forward running speed is 50). SR50 is the fastest ground moving speed attainable normally. One catch, however: you cannot turn while SR50ing, because you are using your normal turning to strafe instead.
Title: Re: Jumps in MM8BDM
Post by: Geno on April 22, 2014, 09:43:20 PM
Ah, okay.

Also, after using each command, how would one disable them afterwards? (Besides going to a new map)
Title: Re: Jumps in MM8BDM
Post by: King Dumb on April 22, 2014, 09:55:38 PM
Well, commands that begin with +/- automatically cease after you release the bound button. So, the key you use to move forward in the game has the command +forward bound to it, and the key you use to strafe to the right has +moveright bound to it. As for the turnspeeds, that's something that you change via an alias, to switch it between the values you need. For a better explanation, just check out section VII-B of this guide. (http://cutstuff.net/forum/viewtopic.php?f=44&t=5869) That will explain how the aliases work to turn certain commands on and off to use SR50. The guide as a whole also explains how other console commands work.