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Rocket Jumping




In First-person Shooter Computer And Video Games , rocket jumping is the technique of pointing a Rocket Launcher or other similar explosive weapon at the ground or at a wall then firing and jumping at the same time. The rocket's explosion propels the player to large heights and distances. The true effect of a rocket jump is only noticed if the player is not standing on the ground (that is, that they jumped before firing the rocket). Most first-person shooters will penalize players with further damage if the player falls large distances to the ground. This makes the techniques less tactically effective in games where the damage from the blast, fall, or both is high. In many games a well executed rocket jump results in a minimal damage, and a larger boost.


ROCKET JUMPING IN ''QUAKE''

In the game '' Quake '', higher rocket jumps can be performed by players equipped with both Quad Damage and the series' various invulnerability artifacts.

The rocket jump, and the related grenade jump, both exploit a feature of the when he is on the ground; this does not apply if the player is in the air (and already moving upwards). These factors combine to launch the player a great distance. This also means that the more damage a player receives from the explosion, the bigger the "push".

The rocket jump can be done in every ''Quake'' game; however, each has its own certain style of rocket-jumping with unique effects on distance and health. Players rocket jump in order to reach items faster (or reach them at all; for example in '' Quake III Arena '' in the map Q3DM15 it is necessary to rocket-jump off a structure onto a jump pad to get the BFG directly above), rescue themselves from lava, evade opponents, or find unusual Camping spots.

Other weapons can be used to "rocket jump", for instance, the BFG can be used to jump in '' Quake II '' and ''Quake III Arena''. In ''Quake III Arena'', the player can even gain a tiny extra boost in height or distance by ''plasma climbing'', in which the plasma gun is fired at an adjacent wall in a downward direction while the player is in the air. In '' Half-Life '', one can also use the RPG to perform a much tamer version of ''Quake'''s rocket jump, and a weapon called the Gauss Gun to perform a regular rocket jump in Multiplayer Deathmatch mode.

Rocket jumping is also possible in Doom 3. Players often use grenades to accompany their rocket jumps in order to gain a significant boost when doing a Speedrun .

Despite popular belief, the technique of rocket jumping did not originate in '' Quake '' (1996), although the game certainly did popularise the move with the relative ease of being able to point the rocket launcher at the ground and thereby launch oneself into the air. Rocket jumping appears in '' Rise Of The Triad '' (1994), in which the Firebomb Launcher can propel the player several feet into the air (this usually kills the player unless wearing a special Asbestos suit of armor), and is necessary in order to successfully complete the final level of the game.

Id Software were not blind to the fact that Quake had popularized rocket jumping, and even left a special message for rocket jumpers in Quake II. A secret in the "Launch Command" stage can only be reached by rocket-jumping onto a closed silo door, at which point a message appears on screen saying "You crazy rocket jumpers!"


ROCKET JUMPING IN ''HALF LIFE 2''

Rocket jumping in Half life 2 and in Half life 2 Sourcemods, using the RPG (rocket propelled grenade), is a common but tricky way to jump onto high objects. In the Sourcemod Sourceforts, where each team builds their own base in the "build phase", players use the "Rocketeer" class (also uses RPG weapon) to propel themselves over the opposing teams base walls to capture that team's flag.


ROCKET AND GRENADE JUMPING IN ''HALO''

Grenade jumping is used in Halo multilayer. The player throws a grenade at their feet, and jumps into the air over the grenade just before it explodes. The technique is primarily used in the short 'charge up' time after acquiring an "over shield" power-up, in which the player is temporarily invulnerable to damage, and hence avoids the otherwise severe damage penalties.

In the Capture The Flag (CTF) mode a "suicide rocket jump" is sometimes executed. This involves coordination between two players - A player holding a flag, and a teammate. The teammate fires a rocket at a flag holder's feet, just as the flag holder jumps into the air. The resulting rocket jump kills the flag holder, but propels the flag though the air a very large distance that it would otherwise have to be carried by hand.


ROCKET AND GRENADE JUMPING IN ''HALO 2''

Another game that supports rocket and grenade jumping is Halo 2. Plasma grenades, frag grenades, and rockets can be used alternatively to reach very high areas. The Sputnik Skull (a hidden campaign mode Easter Egg ), which cuts player and vehicle weight in half, can be used for an extra boost with any explosive weapon.

Different situations require different jumps. When jumping vertically while in a corner, a frag or rocket will work best. If there is no wall to lodge a frag in the corner, or when trying to jump horizontally across a large gap, plasma grenades are better. Rockets can also be used to jump horizontally by facing away from the jump and shooting the ground while jumping backwards.

In multi-player mode however the game engine only allows for players on the hosting machine to rocket or grenade jump. A result of this is that rocket or grenade jumping in multi-player is often considered an unfair practice, as it is limited to certain players.


OTHER ADAPTATIONS OF ROCKET JUMPING

A horizontal form of rocket jumping also appears in '' of the Doom code that have created a modern jumping mechanism, Quake style rocket jump maps have been created for Doom.

Rocket jumping, grenade hopping, and even the very difficult ''grenade climbing'' are found in '' Marathon '' (1994), but these techniques are much more difficult than in ''Quake''. In one level, grenade climbing is required in order to access a secret area.

The Impact Hammer in '' Unreal Tournament '' can be used in a very similar way to rocket jumping the reach greater heights. Releasing its primary fire whilst pointing at a nearby surface would launch the player in the opposite direction. This was more practical than using the rocket launcher as the player would receive less damage. In Unreal Tournament 2003 and Unreal Tournament 2004 , the shield gun can be employed in a similar manner, although the additional height gained is substantially less.

Rocket-jumps can be done in almost all "non-realistic" first-person games, including /Worms realtime, especially when reload time is low, rocket/rifle/gauss jumps are possible too - even flying is posible this way.


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