Jump Height / Crouch jumping in Black Mesa

Hey guys… I think you should higher the jump hight. The normal jump is too low. I always have to use crouch-jumps. The longjump is also not high enaugh.
In HL1 you were able to climb up 64x64 unit-crates using LJ. ATM I think that’s not possible.

Jumping thread #5345 and counting.

I think this should get fixed before they work on playermodels jump-animations.

Just make it a good jump-behaviour --> no more threads

I agree with this, it felt almost impossible to jump the trip lasers, it was a pain crouch jumping and almost hitting it, they should adjust the height

In the meantime use either the jump height adjusting (skill.cfg) or the auto-crouch-jump-bind in the autoexe.cfg which is posted in every second thread about jumping.

bms_normal_jump_vertical_speed “200”
bms_normal_jump_crouch_vertical_speed “200”

Has the BM team ever played Super Mario Bros.?
They invented this amazing gameplay idea, where to jump, you have to press 1 button. That’s it. Revolutionary, isn’t it? :wink:

Now can somebody explain me why my left hand is having a cramp pressing the Ctrl + Shift + W + Space Bar keys in various orders for the last half an hour in a warehouse full of tripwire laser explosives? :frowning:

I habitually press CTRL when I press SPACE to jump, in every game. It wasn’t a huge deal for me to get used to it.

Have you ever played Half-Life? Jump-crouching is a staple of the series.

[COLOR=‘SeaGreen’]>Implying Mario invented jumping in video games

I bind crouch to ‘c’ in the Half-Life series to make crouch-jumping easier, you should too.

Have you ever played Super Mario Bros so long that your hand begins to cramp up and get blisters on your thumbs from button mashing?

Also, SMB had far less complexity than HL. If you want a side-scrolling platformer, play a side-scrolling platformer. The laser-tripwire room with the bomb in it was in the original HL1 (one break of the laser and that’s all she wrote).

[COLOR=’#111111’](By the way, love the equipping animation for the hivehand. Made me laugh out loud.)

I know I know, I was making fun. Seems a lot of people are venting about how low the jumping is and how much more couching is necessary than in HL1. In fact, any jumping without crouching in this mod is downright useless, so I wonder why they didn’t just save us the trouble and have the player auto-crouch while jumping in the 1st place.

Yup I laughed at that too.

Hmm, very good suggestion, I’ll try that!

Did people really have trouble with that warehouse? Yeah, it looks intimidating, but it really wasn’t that hard. I think I died twice.

Dont understand why people have problems with jumping in BM, its just great!
Play some Jumpmaps on HL2DM, after this the Jumps im BM just make fun and are easy :smiley:
Btw.: My Jumpbutton is Mouse2 ^^ learned it on HL2DM :smiley:

The warehouse was great, only 3 dies cause I forgot the right way ^^

are people really having trouble with the warehouse? that was extremely easy

https://youtu.be/b6sNTRpgF98

The warehouse was a fucking nightmare and I was ready to blame the jump, but then I realised its not the jumping at fault. It means you are going the wrong way.

Later on… when it comes to multiplayer, the jumphight has to be faithfull… Otherwise people won’t be able to jump over all the crates in stalkyard. So my point is… This should be fixed as early as it can be, because when all the playeranimations are already done, changing the jumphight will be more difficult, since the playeranimations have to get adapted. For the singleplayer I don’t really care, but for the multiplayer… This low jumphight is a no-go.

Can you please cut out the stupid crouch-jumping?

It is not appropriate nowadays. If not, then you could make at least an option to disable it (set normal jumping to a higher value or something).
I think it wasn’t cut out by valve for nothing in HL2.

Yeah. Thats why you have no crouch-jumping in Half-Life 2 and episodes :rolleyes:

Founded in 2004, Leakfree.org became one of the first online communities dedicated to Valve’s Source engine development. It is more famously known for the formation of Black Mesa: Source under the 'Leakfree Modification Team' handle in September 2004.