Team Fortress 2

Team Fortress 2

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Force-a-Nature Jumping on Doublecross
By TRAINGEEK_
Now, very few people in the tf2 community have seen an effective Force-a-Nature jumper. With the advent of the Atomizer and the changes to both the Soda Popper and the Winger, it hardly seems necessary. However, this guide will teach you the basics of Force-a-Nature jumping and where to use it in the map ctf_doublecross.
   
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Why should I learn Force Jumping?
Well, first off, it compensates for something a lot of Scouts don't have: AIM. Learning to Force Jump allows very high maneuverability for a Scout whose forte is back-capping or flag-grabbing, without having to lose health from the Atomizer, constantly switch to and from the Winger, or run in circles to charge the Soda Popper. It also proposes a new way to look at Scout. I do not play Scout a lot or main him, as shown by my hat content in the corners of my screenshots, but Scout becomes extrodinarily full of heart-pounding excitement for me when making narrow escapes and daring back-caps with Force Jumping.
Basics of Force Jumping
To begin with Force Jumping, you will first need to acquire the Force-a-Nature. It can be acquired by completing the Scout Milestone 1 achievement, through the item drop system, or in a Festive Weapon variant.

A lot of players know the basic Force Jump. Jump twice, point at the ground, and shoot (jump #1 in the graph below). However, there are two slightly more complex variants of this, one gets you height, and one gets you distance.

The Height jump (jump #4 in the graph) I have personally exercised and mastered over time. What is done is pointing your crosshair at an angle toward the ground, roughly 30-40 degrees, running forward, jumping, then shooting in quick succession. This gets you much higher than the standard Triple Jump. At the top of the High Jump, you still have a second jump to work with, and the same height or more than a Triple Jump.

The Distance jump (jump #3 in the graph) is much more situational and less useful, but good to know. with the same angle as the High Jump, dropping from a large height and shooting at that same 30-40 degree angle when you reach a high falling speed will propel you faster and farther than a standard jump, and again still have a double jump left.


Great! The basics and advanced techniques of Force Jumping have been passed on to thee, dear reader!
Application on ctf_doublecross
Force Jumping can be applied in at least 1 area in about every map, as I've found. However, Doublecross has a multitude of places that promote Force Jumping, and I learned most of what I know there.


Triple Jump:

The standard Triple Jump can be applied just about anywhere you need a little extra distance. This is good for any gap-crossing or shortcutting that needs to be done. On Doublecross, this jump has quite a few of useful places.

The first and second spots are easy, simply jumping from the battlements to the center bridge, or from the bridge to the battlements. This simple jump is an extreme cut to flag-cap time.



The jump from the bridge to the battlements can also be done with a double jump, by going to the stairs and jumping on the roof. But that requires more walking, and Force Jumping is all about being in the air.




Another very good area for the basic Triple Jump is in the well area behind the intel room. While normally you would have trapped yourself going back here, a Triple Jump from the entrance can get you to the battlements.



High Jump:

This jump really shines on this map. Oh, the incredible escapes I have accomplished with this skill.

The first jump is High Jumping up from the entrance to base up to spawn, because stairs are for losers.





Our very best, most diabolical, absolutely outrageous, most applicable jump starts here:



Then, running in here:



Maniacally laughing yet? High Jumping through this well allows you to bypass any enemy defenses near or under their spawn or on the battlements. Provided there's nothing in the intel room, you can jump up through here, grab the intel, and then vanish back again through the well. Many a capture has been accomplished using this.

(Pro experience: I had made it out of the intel room with around 50 health with a competitive-skilled Heavy after me. I jumped into this well, lured him in, and jumped back up, leaving him stuck there with no prey. I then proceeded to capture the intel as a marching band played and F-22s flew overhead.)

(Pro lies: that last part didn't happen.)

Our next jump takes us to the same place as our third Triple Jump spot, but in the well instead of at its entrance. Should you miss the Triple Jump or have to reload, a High Jump will propel you up and over to the battlements just as well.



The next two jumps are more of an augment to maneuverability than a capping route, which is still just as useful. A High Jump will allow you to get on either the house or the catwalk between spawn and the intel.





The High Jump can also get you on top of the small houses with the small medkits on the bridge.



This last High Jump actually involves 2 different High Jumps. It gets you from the bottom tracks to the battlements, and is quite tricky. Starting here:



To get here, on the small ledge above the tunnel:



That's easy enough, but the second High Jump is tricky. It involves barely moving forward to start your jump, but far enough to clear the battlements' ledge. Then you have to jump backwards at the top of your jump to get here:



Distance Jumps:

Distance Jumps are not nearly as applicable as Triple or High Jumps, but they can be used as a nice boost when dropping from the battlements on to the tracks. Just be careful not to throw yourself into the endless depths.
In Conclusion...
I hope to have shed light on an often overlooked maneuver inside TF2. As my first guide, I personally think I did a pretty good job, but if you have any suggestions, please comment them. If you plain liked the content of my guide, a like and a comment doesn't hurt either! I might continue this Force Jumping guide on other maps, but that's for a later date. Jump on!
3 Comments
Jonkster Jul 16, 2021 @ 10:23am 
Thanks a lot, it helped.
spendeld Feb 21, 2015 @ 9:20am 
Thanks ;)
Pt Jan 2, 2015 @ 8:30am 
10/10 would lick 8)