Jump Course Map Pack II A compilation of jumps testing both skill and precision. Overview The second and final map pack in the series, and in case you missed the first, the link is provided below. Furthermore, there is a basic layout to the following courses, which is set by the following: Two jumps (or areas) to a checkpoint, a teleport above map geometry ground will take you to the next area, and a map geometry ground teleporter will take you back to the start of the last reached checkpoint. Reach the hill and capture a point to win. -~<0>~- Link to First Map Pack Download Course IV Download Course V Download Bonus Course (Remake) Download Gametype -~<0>~- Difficulty Ratings in increasing order Very Easy Easy Mild Normal Mildly Hard Hard Very Hard Jump Course IV Jump training for beginners. Download Course IV Download Gametype First Jump The first set of jumps are wall banks. Quite simple in practice, merely jump and ride the wall around the corner. Difficulty: Very Easy Second Jump The second set of jumps are a combination of high jumps and momentum jumps. Run at the angled ramp jump and hit the ramp as low as possible such that the majority of your forward momentum is converted to propel you upwards. Simply, repeat and jump to the teleporter. Difficulty: Very Easy Third Jump In this jump one must run and jump into the pallet, thus causing it to tip, and then run and jump off the falling pallet. Difficulty: Mild Fourth Jump Throughout the hallway, there are pegs sticking out of the wall that are just big enough to jump off of. Precision in landings is of utmost importance as you attempt to jump across the tiny landing pads and on up to the teleporter. Difficulty: Mildly Hard Fifth Jump The last jump of the course requires impeccable timing on the player's part. To make the jumps one must land on the golf balls as they reach their peaks, and then one must use the resulting spin to propel him/her further as they jump. Difficulty: Hard Jump Course V Jump training for intermediates. Download Course V Download Gametype First Jump Again, wall banks, but they are longer and require better aim and crouch jumps. Difficulty: Easy Second Jump In these jumps, a combination of ramp jumps and high jumps are used. First, high jump to the ledge. Then, scoot back down to the point which is just before you would fall. From here, run and jump off the ledge at its highest point. Repeat until you reach the teleporter. Difficulty: Mildly Hard Third Jump A devilishly simple concept, grenade jumps, taken to the extreme. Three jumps, three tiny ledges, three grenades... Need I say more? Difficulty: Hard Fourth Jump On this jump the player must jump to the floating golf balls and then precede to shimmy them down (do this by walking into the wall). However, be warned, if you shimmy them too low you run the risk of falling off. Once the player has reached a low enough point it is possible to jump across to the next platform/ball without hitting the ceiling/wall. Difficulty: Hard Fifth Jump In the last jump one must first activate it using the switch (as seen above). Jump Part 1 Jump Part 2 Once the turret rainbow has been activated, one must attempt to jump across the flying turret stands and on up to the platform. Difficulty: Very Hard Bonus Course Remake of the map that started it all Download Bonus Course (Remake) Download Gametype First Jump A simple jump crouch. Difficulty: Very Easy Second Jump A jump crouch over the high wall and into a hesitate jump (i.e. pull back on your movement stick the instant you clear the high wall). Difficulty: Easy Third Jump Shoot out the grav lift a few times, jump unto the dumpster, ride it upward, and jump just before you reach the top. Difficulty: Mild Fourth Jump Slide jump off the front of the soccer ball at the peak of its bounce. Difficulty: Mildly Hard Fifth Jump Jump onto the crate, tip it forward, back up to the furthest edge from the goal, using the forward momentum of the tipping crate jump towards the finish. Difficulty: Hard Post Script For those that care: There is a sixth course; however, I have not finished it, nor is it likely I will. With the recent announcement of forge world I just have no remaining interest in forging on Halo 3, so here's to my last map on this game. Sarge525
im usually bad at these but i was able to get to that golf ball part on your first map. but i cant seem to get past that seeing as you are the maker you got any tips for golf ball balance?
This was really good but for the bonus map on foundry I would have liked it better if the teleporter didn't take you back to that jump off the trash can... it takes so long to do which means if u make it and mess up onces your screwd :S
I really like these maps, actually I love them! I love seeing such simple jumps like these done so well. Sometimes when making a jump map I find that making the most simple jumps are sometimes the most difficult to make. Not a lot of people on this site know how to do trick jumps, I like that you take the time to make these easy maps so that people can begin to learn. Needless to say I think everyone should try maps like these, there a heck load of fun!
Well, you shouldn't be trying to balance on the balls. It's all one fluid motion: Simply, jump at the point where you will hit the golf ball right as it begins it's decline. Then, while the ball is rolling down, jump for the next ball. The trick here is to do it quickly, but not to say that one just jumps right as he hits it. You do need some forward momentum, so it is necessary to run a bit. Also, don't try and bother with timing the jump between the golf balls. It's too hard to do from the beginning and attempting to wait on the first ball is a challenging proposal.