For more information about some of the jumps, see the notes in the description below.
PMR is back! After a long break, I finally started to work on the series again. I decided to start including a
Scorch Shot section, since the weapon is now a lot more viable than what it used to be.
PMR playlist: https://www.youtube.com/playlist?list=PLc1nZv-LXh-aLT0c0BeBTCoXx6JCtrjOl
During the big map update of July
2010, the clipping of pl_badwater was completely remade, and a lot of cool jumps were removed. Even if the clipping is a lot cleaner than what it used to be, there is still a good amount of unexpected nooks and crannies!
_______________________________________________
About the pro version:
The current competitive version of the map, pl_badwater_pro_v9, doesn't remove or add any significant jumps to the stock version. The only thing worth noting is that the cool little jump sequence on the white wall at 1:19 was sadly removed.
_______________________________________________
Notes:
-The purple surfaces you'll see in this video are called clip brushes. They are basically invisible walls. As a player you cannot go through them. To be able to see the clip brushes, type "r_drawclipbrushes 2" in your console (sv_cheats need to be on). For more informations about clipping, check out
Crash's videos on the subject: https://www.youtube.com/watch?v=Pyaz-mmFzJM
-0:10 This is a really precise jump, as you can only stand on a few pixels there. There might be more places like that on the big cliff wall, but this is the only one I was able to find.
-0:24 There are plenty of ways to interact with all the rocks on 1st
point, here are some of the more useful and less obvious ones.
-1:19 You're not supposed to be able to do that, but if you approach them with the right angle you can walk on top of these pillars.
-3:12 You can also jump from the blue crate to the red one directly with the Scorch Shot.
-3:22 By using the right angle, you can stand on the top of the clip brush above that
sign, allowing you to get to the roof with the Scorch Shot.
-4:07 This sign will only appear once you cap 3rd point.
-4:20 and 4:30 These two jumps are really close to the maximum jump height of the Scorch Shot, so they can be tricky.
-5:16 This corner is the only place where you can jump from the ground to this balcony in a somehow reliable way. You can get up there from other places by using delayed self-det, but it's inconsistent.
-6:05 That clip brush is supposed to prevent you from standing on top of the vent, but if you approach it the right way, you can stand on some pixel on top of it.
-6:12 Here, you stay in a surfing state, which means you need to keep pressing movement keys to say up there.
-6:39 The self-detonation is probably not necessary, but it makes this jump a lot easier.
-8:21, 8:36 and 8:52 You can only reach these places with a delayed self-detonation, which makes these jumps really inconsistent.
-9:20 Make sure you jump as the point is capped!
Otherwise you'll get stuck in the sign.
_______________________________________________
The point of the
Pyro Mobility Repertoire videos is to show what you can do, mobilitywise, as pyro in stock and competitive maps. This means regular, powerjack, scorch shot and detonator jumps. I just try to avoid including jumps that are both obvious and useless. If you noticed missing jumps in this video, or want some help/insights on these jumps, feel free to add me on steam!
http://steamcommunity.com/profiles/76561198014713685
________________________________________________
I do not own any rights to the song used in this video.
Music:
Pirate Real 3 (
Glover 64
Soundtrack) by
Mark Bandola,
Rob Lord and
Paul Weir
- published: 12 Apr 2016
- views: 238