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If you're having difficulty with a particular jump, this may help


simplen00b

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This will hopefully be useful, especially for TDM newcomers (it doesn't happen very often but can still catch me out sometimes):

 

Most successful jumping depends on you standing up when you make the jump. Unfortunately, sometimes the crouch indicator will indicate that you're standing up when you're actually stuck under something that's keeping you stuck in crouch position.

 

To check whether this is the case, toggle the crouch key - if your viewpoint doesn't rise and fall, you're underneath something (a window ledge, joist, rock, whatever) that's stopping you from standing up. The answer is to put yourself in standing position, then edge out (away from the wall, usually) until your viewpoint raises. You are now standing and can plummet your death anyway make that jump!

 

Thought I'd mention it as there's one particular climb in Requiem that I had this problem with, and others seem to be too: -

 

climbing up out of the water after getting the second seal

 

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Which brings up a good point, perhaps there should be audio feedback akin to the grunt when unable to drop a body while crouching/no room when you try to stand up under an overhang?

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"The measure of a man's character is what he would do if he knew he never would be found out."

- Baron Thomas Babington Macauley

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Hmm, I'm not sure that'd be obvious it referred to the standing issue.

Maybe a red flash from the crouch-indicator wings when the standup doesn't stand the player all the way up, so the player is at least alerted to it.

 

Edit: Or maybe best (and least obtrusive) is to just keep the crouch-indicator wings aligned directly to the player's height, so if he is down (even in standup mode) they're still down too, and when the player gets out from squating under a tunnel in standup mode, the indicators stand up with the player. It's not religiously tied to the button, but it's worth it & players should intuitively get it.

 

And maybe when the player pushes the standup button in a tunnel situation, the indicator bounces up and comes back down (like you'd imagine the player), so it still registers you pushed it, but he remains in squat position & the indicator registers that too. I think this is the best way to deal with it.

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