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Jan 23rd, 2016
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  1. Parkour moves:
  2.  
  3. -climb
  4. top view side view
  5. .....#.. .........
  6. .....#.. .........
  7. .....#.. .........
  8. .....#.. .........
  9. ....@a.. .........
  10. .....#.. .........
  11. .....#.. ......a..
  12. .....#.. .....@#..
  13.  
  14. a one tile high wall is climable (to point a) directly from the ground
  15.  
  16. -catch
  17. top view side view
  18. ..#..#.. .........
  19. ..#..#.. .........
  20. ..#..#.. .........
  21. ..#..#.. .........
  22. ..#.@#.. .........
  23. ..#..#.. ..#cx.b..
  24. ..#..#.. ..#..a#..
  25. ..#..#.. ..#..@#..
  26.  
  27. while in the jumping state, and touching the last z tile of a wall, the player should be able to catch the ledge (at point a)
  28. from point a, the player can either climb (to point b) or make a wall jump (via the x trajectory) and get to another catch move of a higher wall (point c)
  29.  
  30. -jump
  31. top view side view
  32. ........ .........
  33. ........ .........
  34. ........ .........
  35. ..@..a.. .........
  36. ........ .........
  37. ........ ...xx....
  38. ........ ..@..a...
  39. ........ .........
  40. simple jump from a standing point (through trajectory x) to land at point a
  41.  
  42. -runing jump
  43. top view side view
  44. ........ .........
  45. ........ .........
  46. ........ .........
  47. ..@>...@ .........
  48. ........ .........
  49. ........ ....xxx..
  50. ........ ..@>...a.
  51. ........ .........
  52. a runing jump is the same as the normal jump, except the x trajectory is longer, and you need one tile of free space to get a run up. The trajectory is longer thus enabling covering of more space to land (at point a)
  53.  
  54. -wall jump
  55. top view side view
  56. .....#.. .........
  57. .....#.. .........
  58. .....#.. .........
  59. .....#.. .........
  60. ....@#.. .........
  61. .....#.. ...xx....
  62. .....#.. ..x..@#..
  63. .....#.. .a....#..
  64.  
  65. -this shows the trajectory of a 2 tile wall jump and landing (at point a)
  66.  
  67. -jump trajectory
  68. ..xx.....................
  69. .@..x....................
  70. .....x...................
  71. ......x..................
  72. ......x..................
  73. .......x.................
  74. .......x.................
  75. .......x.................
  76. ........x................
  77. ........x................
  78. ........x................
  79. ........x................
  80. .........x...............
  81. .........x...............
  82. .........x...............
  83. .........x...............
  84. .........x...............
  85. ..........a..............
  86.  
  87. a normal jump trajectory, with the trajectory going straight down from point a, and while the player might not survive a great fall, landing in water can help with some higher jumps
  88.  
  89. -runing jump trajectory
  90. ..xxx....................
  91. @>...x...................
  92. ......x..................
  93. .......x.................
  94. .......x.................
  95. ........x................
  96. .........x...............
  97. .........x...............
  98. .........x...............
  99. ..........x..............
  100. ..........x..............
  101. ..........x..............
  102. ..........x..............
  103. ...........x.............
  104. ...........x.............
  105. ...........x.............
  106. ...........x.............
  107. ...........x.............
  108. ............a............
  109.  
  110. same as for normal jump, except that the trajectory is longer, thus covering more ground. The trajectory goes straight down after point a
  111.  
  112. While the player can't make those moves if they don't have the parkour trait, adding foldable ladders and utilizing grapling hooks should help you scale walls.
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