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James "jame^s" O'Connor discusses a new boosting technique that he and a friend have developed. ![]() Not long ago, JohN, a CS player who focuses on KZ jumping, approached me about a new boosting technique he had come across. He and I tested the jump on competitive maps instead of KZ ones in order to see if this new method of boosting would be applicable and advantageous to a team in league play. JohN gave me a heads-up on the jumping aspect of the CS 1.6 engine, which is: the faster you are running, the longer and higher your jump will be, so naturally if you combine this with the double jump you should be able to get even higher. Using the basic properties of the CS 1.6 engine, we tested his theories. We found that it did indeed give you a much higher boost and it allows you to boost into places that would normally take 3 people to get to. This is the latest tool that will be brought into nearly every competitive aspect of Counter-Strike. This new boost doesn’t give you access to areas of the map that nobody has been to before, but it will give you a way to reach spots that are not used often. Triple boosting can get you to these spots, but it’s detrimental to your team’s overall play for many reasons. By doing a triple boost you are removing players away from key positions and situations in order to boost only one man up. In other words, it takes away from your situational awareness and you will miss your chance at the early round pick or setting up for rushes. The 3 man boost is good in order to get a frag, but the time and effort used in getting the one man up into the spot is a net loss if your opponents rush elsewhere and win the round because you had three people concentrated at one part of the map. For example, on dust2, it takes three players to boost one up onto the ledge at catwalk. Pulling any player out of position to triple boost leaves a gap in your defense which opponents could inherently take advantage of. What this new boosting technique does is it gets more bang for your buck, so to speak. It is a much better investment for your team in tight matches, and it’s easier (especially in areas where two players play together, such as catwalk on dust2). How to do this new jump: The booster must be as far away from the wall as he can yet close enough so that the boostee doesn’t fall to the ground during his sprint to the wall. The boostee must run fully into the wall and jump twice as fast as possible. At the same time, the booster should double jump as he would normally. Here are a five examples on de_dust2 that we have come up with to allow you to see it in action. If you think about some of the possibilities on other maps, you can see how this boost can really have an effect on competitive Counter-Strike in the future. Catwalk Boost: This boost can be used to surprise lower tunnel or catwalk attackers. |






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