Help with Skydiving ( jumping)

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The below was taken from the Forum written by Annabelle

Normal stuff for a skydiver:
Walk-jumps
Run-jumps
Find the wall support and ride the wall
Climb an upward collision wall
Stand jumps elevator also known simply as elevator

For my 7th and last release, I made 22 quests. You’ll find approximately 90 hard stuffs to do. If you do simple math, you’ll come with an average of 4 hard stuffs by quest. It’s an average number. My most hardcore quest inside the 7th release is “Puffers, Waterlilies & Kemos” containing 12 hard stuffs spread on almost 18 markers inside an overall 86 marker quest.
Now it’s time to learn the hard stuffs thoroughly:
The basic concepts first:
Combo jumps elevator also known simply as combo jumps or combos
This is a jumping sequence involving a walk-jump & a run-jump & repeated as long as you didn’t reach your goal. This sequence can only be made on a sharp corner between 2 collision walls. You’ll reach the top of the lowest wall.

Combo jumps elevator without a floor
This kind of elevator is treacherous. You have to reach the elevator with a walk-jump and start right away the sequence of combo jumps (walk-jump – run-jump). You cannot enter in a lag hole and just let your avatar fall back on the floor to redo the whole process; there’s no floor, you’ll go somewhere else.

Super jumps
This is a jumping sequence involving a stand jump & a run-jump done quickly (before the stand jump is finish). Many think that’s a double jump, they are wrong. The lamp jump on Great Stairs to do the zip line launch is a super jump and not a double jump.

Double jumps
This is a jumping sequence involving a walk-jump & a run-jump done quickly. It’s not to be confounded with a super jump. There are 4 types of double jumps: the classic double jump (aka double jump), the standing double jump (done more than quickly), the held double jump (this is when you want to reach something & doing a classic double jump is not enough), and the bouncing double jump (the run-jump will make you bounce high in the air).
You have to feel them, you have to recognize them. If I say in a quest: “...do a standing double jump...” there’s no way a double jump will work.

A classic double jump:
It can be done from any surface, a plane, a collision wall, the ground, you do a walk-jump and as soon as the avatar lifts up from the ground, your avatar will put one foot on the ground, at this very moment, you do a run-jump.

A standing double jump:
It’s not to be confounded with a single combo jump. A combo jump is only done when there’s a sharp corner between 2 collision walls. A standing double jump is calling a sudden elevation in height. Therefore, you must prevent any forward movement on the walk-jump sequence. Since you will mostly do them against a vertical surface, you need to prevent the outcome of a sideway sliding (either left or right). You must do the walk-jump and the run-jump almost as 1 step. This type of double jump is like a launch. You have to surprise your avatar. The result is that you will gain sudden height and reach the desire wall or plane.

A held double jump:
You have to perform that type of double jump where the plane you want to reach is just a bit too far. You have to hold the run-jump part until you reach the desired plane. There’s nothing else you can do beside of that. Already, a double jump is the more powerful jump we have, if that’s not enough, we need to hold it up to its end.

A bouncing double jump:
This is the most exciting double jump & the most annoying. You need instinct. You start with a walk-jump, and as soon as you touch a plane with a slope, you do a run-jump. You’ll bounce from 1.5 to 2 times your height. The outcome is never known unless you are experienced enough. You have to use this type of double jump to reach unprecedented heights when you cannot rely on any other jumps.

The (action) up glitches
Take any basic action: walking, running, walk-jumping, run-jumping, and then make them in succession against a slope to reach a certain spot on top of a collision wall or to jump forward to a high spot ahead, that’s what it is.
I don’t like them a lot because they are unreliable. They work well for some explorers or some system configurations and not at all for others. I use them in my Eder quests mainly because I had no other choice.
Now some particularities that you will come across in some of my 7th release's quests

Landing on a very steep wall
I tried up to the garden ages to avoid them like pest. Landing on a steep wall is trickery. You’ll inevitably lift automatically up on landing. You must instinctively know if you will stand still when the lifting will stop or you’ll descent fast to your Relto instead. If the latter happens, you will have to sidestep to avoid a visit to your Relto.

Sequence inside a sticky wall
Landing and moving inside a sticky wall is very hard and I always tried to avoid that as much as I could in all my quests. In the garden ages, I didn’t have much choice and you will therefore live with it. First, landing on a sticky wall is not an easy task. The wall doesn’t want you even if it’s sticky by nature. If you jump too much on its inner face, you’ll be rejected so fast you will realize it touching your relto hut floor. Once landed on the wall, you have to always move with an angle opposite to the outer face of the wall. The wall will now try to reject you by its outer face. It’s really a game of cat and mouse you have to play with the sticky wall. In some case, you’ll have quite a few steps to do inside them so always take your time and trick the wall on every step.

Landing on a very unstable wall
In Tsogal, I will make you land on a very unstable section of wall. Even if you jump right on the marker putted there, you might drown inside the wall and get stick. Never ever sidestep, go forward, and go backward on an unstable wall. If you landed on top of it and you’re standing still, you have done the hardest. Now...get the hell out of there as soon as you can. There are other unstable walls I made you land on in other quests but not as very unstable as the one in Tsogal.

Double jump inside a sticky wall to loop & land over the starting point
This is something quite spectacular. In Tsogal, you’ll come to a spot where you will be asked to do a double jump to exit a sticky wall you were moving inside. You’ll be told that the marker way above your head will be your destination. You will be doing a double jump forward to land right above your head way above. This is a fun trick. In fact you’ll bounce on a collision wall & enter back your starting collision wall and be automatically lifted up to its top.

Now that the basic concepts have been introduced let’s go with a new layer of hardness:

Jumping sequences:
Those are the hardest tricks ever. Once you started a jumping sequence, you have no choice but to finish it or fail. The sequences go from quite easy to hard as hell. You have to take into account a new variable: the resting period.
If you do 2 double jumps in a row, you can’t do them without taking a resting period. You’ll kill your 2nd double jump. You need to have the same approach as a combo jump: you need to watch the arm movements of your avatar. As soon as their arms are back to the rest state, you have to start the 2nd jump in the sequence, etc.
It’s harder than a combo jumps elevator because you’re not directed; on a combo jumps elevator, you can only go up or fall down. During a jumping sequence, you are free of movement, making it harder on the human side. Your avatar has to be controlled and it’s a hard task.

Single combo jump + run-jump
This sequence is the easiest of them all. I already plenty introduced it to you without naming it so you wouldn’t be afraid. I referred to it in my previous quests as: do a walk-jump followed quickly by a run-jump then do a 2nd run-jump or something similar. This was a jumping sequence: single combo jump + run-jump.

Standing double jump + run-jump
This sequence is done the same way as the precedent one but done quicker since the double jump allowed a sideways (left or right) shift which has to be prevent. You have to force your avatar to stay aligned all the time.

Quick run + held run-jump + safety run + quick break
This sequence has to be done in Gira to reach the big bone. You’ll be on a high spot the nearest I could get from the big bone. You will do a quick run (split of a second) then a held run-jump then still holding the keys, you will force your avatar to run up the big bone uneven plane and stop half way up the bone plane to avoid going over it. It’s quite an insane jumping sequence.

Double jump + standing double jump
You first need to do a double jump from a given spot on the ground level near a vertical surface. The result of this first double jump is that you will end up sliding slowly on the vertical surface you jumped on. Now the goal is to reach the top, you need to do a standing double jump. Seems simple, but takes practice.

Standing double jump + turn + bouncing double jump
This sequence is done inside a quest in Kemo, The Bahroglyphs. You’ll be next to an almost vertical wall and the top will be located at 3 times your height. There’s no way you can reach it easily with one single double jump. You cannot reach that height with 2 classic or standing double jumps either. Therefore, you will do a standing double jump to gain enough height to be able to do an effective bouncing double jump to reach the top. You’ll need to realign your avatar between the 2 double jumps.

Standing double jump + turn + double jump + double jump
This sequence has to be done inside Tsogal. You will first start a standing double jump to reach a certain height on an almost vertical wall. Before sliding too low on your way down, you will turn quickly and do a double jump to move forward on that wall to reach a small sliding plateau. Again, before sliding off, you will do another double jump to safely land on a collision wall.

Standing double jump + standing double jump + turn + standing double jump
This sequence has to be done inside Tsogal. You want to reach a spot at nearly twice your height but a bouncing double jump is out of the way. You can’t bounce on that wall. The only way possible to climb up is therefore a standing double jump. The issue is that a single standing double jump is not enough. You will need to do 2 standing double jump in a row then turn quickly before doing the third & final standing double jump.

Bouncing double jump + safety walk
This sequence has to be done in Gira to reach the big bone right from its base on the ground. It’s an insane bouncing double jump. You’ll jump 2 times and maybe more your height. You must bounce the right way to reach the lowest spot on the uneven plane over the big bone. As soon as you have a least a pixel of grip, you must do a safety walk until you feel you’re standing on top of the bone. It’s not easy to master but that’s the fastest way to reach the top of the big bone. I can do it in less than 3 minutes after few attempts.

The Deathly Slope Elevator (Climbing an 80 degrees elevator + safety super jump)
This kind of elevator is found only inside the garden & the neighborhood ages as far as I know. In the neighborhoods, I successfully avoided them for something easier and way more reliable. In gardens, I couldn’t avoid them. You will find 2 of them in Gira.
You must be aware at any time on those dangerous as hell elevators of 4 elements: going too fast up, you’ll fall off, going too slow up, you’ll get stick, going too much on the outer side of the wall, you’ll be ejected, going too much on the inner side of the wall, you will eventually slip off and go to your Relto. As you can see, there’s not much room left to act. You need instinct to be able to come alive from those deathly elevators.
To safely end the pain of an 80 degrees elevator, you must do a safety super jump. A safety super jump as to be done quickly to save your life and you must be quick on the aiming site too because you can’t revised the aim after the super

 

 

 

 

 

 

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