# Jump maps & other runs

**URL:** <https://forums.sourceruns.org/t/jump-maps-other-runs/2316>\
**Category:** λ Half-Life\
**Created:** [March 13, 2014, 7:57pm UTC](https://forums.sourceruns.org/t/jump-maps-other-runs/2316 "2014-03-13T19:57:39Z")\
**Posts on this page:** 20\
**Page:** 1

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**Author:** ![execut4ble](https://b-cdn.sourceruns.org/user_avatar/forums.sourceruns.org/execut4ble/32/14_2.png) [@execut4ble](https://forums.sourceruns.org/u/execut4ble)\
**Post date:** [March 13, 2014, 7:57pm UTC](https://forums.sourceruns.org/t/jump-maps-other-runs/2316/1 "2014-03-13T19:57:39Z")

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A thread where you can post your runs/updates of Half-Life jump maps (or kz\_ maps for CS done in Half-Life ::))

Some of the maps you can try:  
[agtricks](http://wiki.sourceruns.org/wiki/agtricks)  
[ag\_longjump2](https://dl.dropbox.com/u/9297051/ag_longjump2.rar)  
[bunnyrace\_beta2](http://wiki.sourceruns.org/wiki/bunnyrace_beta2)  
[e1m1  
e4m3](https://dl.dropboxusercontent.com/u/9297051/HL_quake.rar)  
[kz\_levelup](https://dl.dropboxusercontent.com/u/9297051/kz_levelup.rar)

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**Author:** ![Kitin](https://b-cdn.sourceruns.org/letter_avatar_proxy/v4/letter/k/e9c0ed/32.png) [@Kitin](https://forums.sourceruns.org/u/Kitin)\
**Post date:** [March 13, 2014, 8:28pm UTC](https://forums.sourceruns.org/t/jump-maps-other-runs/2316/2 "2014-03-13T20:28:33Z")

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An idea regarding this topic for YaLTeR or some other good programmer: Create a start/stop timer trigger to place at the beginning and the end of the maps. Fastest personal time could be displayed on the hud and in the name of the recorded demos, exactly like in Quake 3 DeFRaG. I find myself spending more time timing the runs than actually running them. 😃

A way to convert q3 .pk3 files to half-life bsp files would be awesome as well, since the DeFRaG mapping community is very alive and make really good maps. (although they’re made for q3 vq3/cpm physics, some could work)

Not sure if any of this would be possible from a programming point of view though.

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**Author:** ![PJC](https://b-cdn.sourceruns.org/letter_avatar_proxy/v4/letter/p/a587f6/32.png) [@PJC](https://forums.sourceruns.org/u/PJC)\
**Post date:** [March 13, 2014, 8:49pm UTC](https://forums.sourceruns.org/t/jump-maps-other-runs/2316/3 "2014-03-13T20:49:06Z")

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> [@Kitin](#):
>
> An idea regarding this topic for YaLTeR or some other good programmer: Create a start/stop timer trigger to place at the beginning and the end of the maps. Fastest personal time could be displayed on the hud and in the name of the recorded demos, exactly like in Quake 3 DeFRaG. I find myself spending more time timing the runs than actually running them. 😃

I agree, don’t know if anyone is willing to make it happen, but having a HL mod equivalent to Defrag would be a great idea. Perhaps even a rankings system could be created to display the world best times for each map.

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**Author:** ![execut4ble](https://b-cdn.sourceruns.org/user_avatar/forums.sourceruns.org/execut4ble/32/14_2.png) [@execut4ble](https://forums.sourceruns.org/u/execut4ble)\
**Post date:** [March 13, 2014, 11:12pm UTC](https://forums.sourceruns.org/t/jump-maps-other-runs/2316/4 "2014-03-13T23:12:47Z")

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I got a question from DraiKu asking if bunnyrace\_beta2 is meant to be ran on maxspeed 300 or 320. Since it’s not an Adrenaline Gamer map, you should run this on sv\_maxspeed 320 setting.

I’m not so sure how this can affect the time though, it _might_ only affect the acceljump speed, but since the time before the countdown ends is not being counted on the final run time, I guess it’s just all about getting a good pos/exit speed, UNLESS sv\_maxspeed 320 somehow adds more speed than 300 while bunnyjumping during the run.

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**Author:** ![blasdfa](https://b-cdn.sourceruns.org/letter_avatar_proxy/v4/letter/b/71c47a/32.png) [@blasdfa](https://forums.sourceruns.org/u/blasdfa)\
**Post date:** [March 13, 2014, 11:21pm UTC](https://forums.sourceruns.org/t/jump-maps-other-runs/2316/5 "2014-03-13T23:21:31Z")

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bunnyrace\_beta2 (WITHOUT SC) [https://www.youtube.com/watch?v=HUmdlMDJ3uo](https://www.youtube.com/watch?v=HUmdlMDJ3uo)  
bunnyrace\_beta2 (WITH SC) [https://www.youtube.com/watch?v=vdCnh7A18Xg](https://www.youtube.com/watch?v=vdCnh7A18Xg)  
kz\_cg\_venice on hl1 [https://www.youtube.com/watch?v=S9Zqir6eThs](https://www.youtube.com/watch?v=S9Zqir6eThs)

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**Author:** ![Kitin](https://b-cdn.sourceruns.org/letter_avatar_proxy/v4/letter/k/e9c0ed/32.png) [@Kitin](https://forums.sourceruns.org/u/Kitin)\
**Post date:** [March 13, 2014, 11:29pm UTC](https://forums.sourceruns.org/t/jump-maps-other-runs/2316/6 "2014-03-13T23:29:26Z")

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Bunnyrace\_Beta2 - 33.475 (w/o skips)  
[http://www.youtube.com/watch?v=QCBoqOcBptg](http://www.youtube.com/watch?v=QCBoqOcBptg)

Went through the first 5 of my oldest demos of this map to upload a time faster than blasdfas recently uploaded. Once I was done rendering the clip and uploaded it I noticed that quadrazid put up a time of 33,25. ☹ Oh well, glad that I even can be close to these legends after only playing for a couple weeks. And besides, I have about 20 other potentially fast demos on my hdd to go through.

Edit: exec, me and everyone else I know that runs this use sv\_maxspeed 300.

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**Author:** ![OMalley](https://b-cdn.sourceruns.org/letter_avatar_proxy/v4/letter/o/b5a626/32.png) [@OMalley](https://forums.sourceruns.org/u/OMalley)\
**Post date:** [March 13, 2014, 11:46pm UTC](https://forums.sourceruns.org/t/jump-maps-other-runs/2316/7 "2014-03-13T23:46:35Z")

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You can convert pk3 to WADs fairly easily I think, but not bsps. I wonder how the quake levels (like e1m1) were ported to Half Life. Or were they remade from scratch?

Anyway, I’ll just chuck a run onto the pile: [bhmod\_space](http://www.youtube.com/watch?v=04Bql05A3e4&feature=youtu.be)

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**Author:** ![execut4ble](https://b-cdn.sourceruns.org/user_avatar/forums.sourceruns.org/execut4ble/32/14_2.png) [@execut4ble](https://forums.sourceruns.org/u/execut4ble)\
**Post date:** [March 13, 2014, 11:52pm UTC](https://forums.sourceruns.org/t/jump-maps-other-runs/2316/8 "2014-03-13T23:52:21Z")

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> [@Kitin](#):
>
> exec, me and everyone else I know that runs this use sv\_maxspeed 300.

320 or ban

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**Author:** ![PJC](https://b-cdn.sourceruns.org/letter_avatar_proxy/v4/letter/p/a587f6/32.png) [@PJC](https://forums.sourceruns.org/u/PJC)\
**Post date:** [March 14, 2014, 12:15am UTC](https://forums.sourceruns.org/t/jump-maps-other-runs/2316/9 "2014-03-14T00:15:34Z")

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Does destructo\_hops count as an AG map or not? (I’m assuming it doesn’t because there’s no ag prefix)

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**Author:** ![YaLTeR](https://b-cdn.sourceruns.org/user_avatar/forums.sourceruns.org/yalter/32/553_2.png) [@YaLTeR](https://forums.sourceruns.org/u/YaLTeR)\
**Post date:** [March 14, 2014, 10:10am UTC](https://forums.sourceruns.org/t/jump-maps-other-runs/2316/10 "2014-03-14T10:10:46Z")

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> [@˙executλble](#):
>
> UNLESS sv\_maxspeed 320 somehow adds more speed than 300 while bunnyjumpbing during the run.

Of course it does. More maxspeed means more air acceleration.

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**Author:** ![PJC](https://b-cdn.sourceruns.org/letter_avatar_proxy/v4/letter/p/a587f6/32.png) [@PJC](https://forums.sourceruns.org/u/PJC)\
**Post date:** [March 14, 2014, 10:13am UTC](https://forums.sourceruns.org/t/jump-maps-other-runs/2316/11 "2014-03-14T10:13:03Z")

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> [@YaLTeR](#):
>
> > [@˙executλble](#):
> >
> > UNLESS sv\_maxspeed 320 somehow adds more speed than 300 while bunnyjumpbing during the run.
> 
> Of course it does. More maxspeed means more air acceleration.

I thought that maxspeed only affected your maximum amount of UPS while moving forward, isn’t air acceleration only altered through sv\_airaccelerate?

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**Author:** ![YaLTeR](https://b-cdn.sourceruns.org/user_avatar/forums.sourceruns.org/yalter/32/553_2.png) [@YaLTeR](https://forums.sourceruns.org/u/YaLTeR)\
**Post date:** [March 14, 2014, 11:27am UTC](https://forums.sourceruns.org/t/jump-maps-other-runs/2316/12 "2014-03-14T11:27:39Z")

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> [@PJC](#):
>
> > [@YaLTeR](#):
> >
> > > [@˙executλble](#):
> > >
> > > UNLESS sv\_maxspeed 320 somehow adds more speed than 300 while bunnyjumpbing during the run.
> > 
> > Of course it does. More maxspeed means more air acceleration.
> 
> I thought that maxspeed only affected your maximum amount of UPS while moving forward, isn’t air acceleration only altered through sv\_airaccelerate?

That maximum amount of UPS while moving forward stands in the same line with sv\_airaccelerate or sv\_accelerate. It is basically a multiplication, so if you increase your maxspeed twice, it’ll be the same (in the (air)acceleration-processing code at least) as if you increased your sv\_airaccelerate twice.

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**Author:** ![execut4ble](https://b-cdn.sourceruns.org/user_avatar/forums.sourceruns.org/execut4ble/32/14_2.png) [@execut4ble](https://forums.sourceruns.org/u/execut4ble)\
**Post date:** [March 14, 2014, 12:24pm UTC](https://forums.sourceruns.org/t/jump-maps-other-runs/2316/13 "2014-03-14T12:24:54Z")

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Oh ok. This explains why you can’t airstrafe as much in Counter-Strike even when airaccel is set to 10.

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**Author:** ![quadrazid](https://b-cdn.sourceruns.org/letter_avatar_proxy/v4/letter/q/f6c823/32.png) [@quadrazid](https://forums.sourceruns.org/u/quadrazid)\
**Post date:** [March 14, 2014, 3:57pm UTC](https://forums.sourceruns.org/t/jump-maps-other-runs/2316/14 "2014-03-14T15:57:42Z")

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[bunnyrace\_beta2 33.25](http://www.youtube.com/watch?v=rhtnC170oYM)

I remember spider-waffle tried out different corners to check the maximum speed possible. However he changed the initial speed with sv\_maxspeed and kept it changed throughout the turn. The results didn’t come out very accurate : \>

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**Author:** ![execut4ble](https://b-cdn.sourceruns.org/user_avatar/forums.sourceruns.org/execut4ble/32/14_2.png) [@execut4ble](https://forums.sourceruns.org/u/execut4ble)\
**Post date:** [March 14, 2014, 4:18pm UTC](https://forums.sourceruns.org/t/jump-maps-other-runs/2316/15 "2014-03-14T16:18:10Z")

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You were supposed to mail me this footage. ban

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**Author:** ![Kitin](https://b-cdn.sourceruns.org/letter_avatar_proxy/v4/letter/k/e9c0ed/32.png) [@Kitin](https://forums.sourceruns.org/u/Kitin)\
**Post date:** [March 14, 2014, 4:25pm UTC](https://forums.sourceruns.org/t/jump-maps-other-runs/2316/16 "2014-03-14T16:25:18Z")

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Haha, do you have a demo of that or potato recording only?

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**Author:** ![execut4ble](https://b-cdn.sourceruns.org/user_avatar/forums.sourceruns.org/execut4ble/32/14_2.png) [@execut4ble](https://forums.sourceruns.org/u/execut4ble)\
**Post date:** [March 14, 2014, 6:40pm UTC](https://forums.sourceruns.org/t/jump-maps-other-runs/2316/17 "2014-03-14T18:40:41Z")

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Pretty sure its a frying pan. cheat.

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<div class="post-metadata">

**Author:** ![execut4ble](https://b-cdn.sourceruns.org/user_avatar/forums.sourceruns.org/execut4ble/32/14_2.png) [@execut4ble](https://forums.sourceruns.org/u/execut4ble)\
**Post date:** [March 14, 2014, 10:26pm UTC](https://forums.sourceruns.org/t/jump-maps-other-runs/2316/18 "2014-03-14T22:26:20Z")

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that was hot. I see you managed to get the beginning climb working 🙂

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**Author:** ![quadrazid](https://b-cdn.sourceruns.org/letter_avatar_proxy/v4/letter/q/f6c823/32.png) [@quadrazid](https://forums.sourceruns.org/u/quadrazid)\
**Post date:** [March 14, 2014, 10:30pm UTC](https://forums.sourceruns.org/t/jump-maps-other-runs/2316/19 "2014-03-14T22:30:52Z")

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Don’t forget the quake maps e1m1 and e4m3.  
e1m1 also got a 100% function, kill all enemies and find all secrets.  
[https://dl.dropboxusercontent.com/u/9297051/HL\_quake.rar](https://dl.dropboxusercontent.com/u/9297051/HL_quake.rar)

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**Author:** ![OMalley](https://b-cdn.sourceruns.org/letter_avatar_proxy/v4/letter/o/b5a626/32.png) [@OMalley](https://forums.sourceruns.org/u/OMalley)\
**Post date:** [March 15, 2014, 12:04am UTC](https://forums.sourceruns.org/t/jump-maps-other-runs/2316/20 "2014-03-15T00:04:52Z")

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> [@˙executλble](#):
>
> that was hot. I see you managed to get the beginning climb working 🙂

How \*do \*you do that?

[Next page](https://forums.sourceruns.org/t/jump-maps-other-runs/2316.md?page=2)
