Fact-checked by Grok 2 weeks ago

Rocket jumping

Rocket jumping is a movement technique employed in video games, in which a player fires an explosive projectile—typically from a —directly at or near the ground beneath their feet while simultaneously , harnessing the resulting explosion's knockback to propel themselves to greater heights or distances than a conventional jump would allow, often at the expense of self-inflicted damage. The technique traces its roots to early titles, with horizontal variants emerging in Doom (1993) for purposes, where players exploited rocket to boost forward momentum across gaps or obstacles. Vertical rocket jumping, the form most commonly associated with the term today, was first discovered and popularized by players in Quake (1996), leveraging the game's full 3D engine to aim downward and achieve upward propulsion— an emergent mechanic unintended by developers that quickly became integral to advanced . Over time, rocket jumping evolved into a core skill in competitive genres, appearing in titles such as , , and , where it enables rapid map traversal, access to hidden areas, and strategic positioning, often combined with other maneuvers like or bunny hopping for enhanced speed and control. Its influence extends to modern games, inspiring dedicated modes, classes (e.g., the in ), and even events focused on movement mastery, underscoring its role in transforming player agency and level design in the genre.

Definition and Overview

Core Concept

Rocket jumping is a movement technique in video games that involves a player deliberately firing an explosive , typically from a , at a close surface such as the ground or a wall to exploit the resulting blast for . This self-inflicted generates knockback force that launches the to greater heights or distances than standard allows, often at the expense of from the blast. The basic process requires precise timing: the player initiates a while simultaneously firing the downward toward their feet or an adjacent surface, ensuring the occurs just as they leave the ground to maximize upward or forward . Crouching during the can further enhance by altering the player's trajectory. This method relies on the game's to convert the projectile's explosive into player movement, distinguishing it from non-explosive techniques like double . Unlike grenade jumping, which uses thrown or launched grenades that detonate after a delay and demand even tighter timing for optimal lift, or conc jumping with concussion grenades that provide a directed upward boost without self-damage in some implementations, rocket jumping specifically employs homing or direct-fire rocket projectiles for more controllable and immediate explosive feedback. It gained early prominence in games like , where players quickly discovered its potential for advanced navigation. In gameplay, rocket jumping offers key benefits such as reaching otherwise inaccessible areas on maps, enabling faster traversal for , and providing competitive edges in multiplayer scenarios by allowing surprise attacks or evasion routes. These advantages encourage skillful risk-reward decision-making, as the technique trades health for mobility gains.

Role in Video Games

Rocket jumping serves as a core movement technique in many games, allowing players to propel themselves across maps by exploiting explosive knockback for enhanced mobility. Strategically, it enables bypassing level design obstacles, such as high walls or barriers, creating shortcuts that shorten traversal times and providing tactical advantages in combat by facilitating quick repositioning or evasion of enemies. In games like , it is used to reach elevated perches or flank enemy positions, turning potential vulnerabilities into opportunities for surprise attacks. Mastering rocket jumping demands significant skill, including precise timing to fire the rocket at the optimal moment during a , acute to predict trajectories, and extensive practice to achieve consistency without excessive self-damage. Players must balance the gained against loss, often requiring health pickups or armor to mitigate risks, which adds layers of in dynamic scenarios. This technique's difficulty curve encourages dedicated training, as minor errors in or can result in failed jumps or fatal falls. Regarding , rocket jumping often emerges as an unintended exploit rather than a designed feature, as seen in where developers like were surprised by its discovery post-release through player demos, leading to faster level completions but potentially trivializing certain challenges. In response, communities have adapted via mods and patches; for instance, intentionally reduced self-damage from rocket jumps by 40% to make it more viable without breaking balance, while some arena shooters incorporate it as a deliberate mobility tool to reward skilled play. In competitive contexts, rocket jumping is integral to and within arena shooters, where it shaves seconds off records by enabling direct paths through levels— speedrunners, for example, can complete episodes in under 20 minutes using advanced jumps that were unforeseen by developers. In esports titles like , it enhances duel mobility, allowing pros to outmaneuver opponents in deathmatches and maintain map control, though it requires mastery to avoid punishable mistakes.

History

Origins in Quake

Rocket jumping emerged as a player-discovered technique shortly after the release of on June 22, 1996, when community members realized they could exploit the rocket launcher's area-of-effect to propel their character forward or upward by firing at the ground immediately before jumping. This unintended use of the weapon's physics turned self-inflicted damage into a tool for enhanced mobility, allowing players to reach previously inaccessible areas and traverse maps more efficiently in both single-player campaigns and multiplayer deathmatches. Early adopters in the community shared their findings through demo recordings, which captured sequences of rocket jumps in action and helped popularize the method among speedrunners and competitive players. While no single individual is definitively credited with the initial discovery, players like Yonatan Donner incorporated multiple rocket jumps into speedrun demos as early as June 1997, demonstrating practical applications such as shortcuts in levels like E1M3 and E2M6. These recordings not only preserved the techniques but also encouraged experimentation, fostering a culture of movement optimization within the game's burgeoning online scene. The technique evolved across the Quake series, with Quake II in 1997 introducing refined player physics that made rocket jumps more predictable and less damaging relative to health pools, enabling longer chains of jumps in expansive environments. By the time of Quake III Arena's release in 1999, rocket jumping had integrated seamlessly with strafe-jumping mechanics, where air strafing amplified propulsion for extreme horizontal velocities, becoming a staple of arena-style competitive play. id Software developers, including co-founder , later reflected on rocket jumping as an emergent feature they had not anticipated during development, expressing surprise at how players transformed a combat tool into a core movement strategy. This community-driven innovation influenced subsequent level design, particularly in levels like E4M4: The Palace of Hate (part of Quake's Episode 4), where explosive boosts were subtly incorporated to reward such exploits without mandating them.

Spread to Other Games

Following the popularization of rocket jumping in , the mechanic saw early adoption in subsequent first-person shooters through similar uses of explosive self-propulsion. In , released in 1998 by , players utilized the (RPG) launcher to propel themselves across gaps or to elevated areas, mirroring Quake's knockback dynamics despite the health costs involved. , ' 1999 multiplayer-focused title, incorporated a close variant known as impact jumping, where firing weapons like the Impact Hammer against surfaces generated directional boosts for advanced movement. The mid-2000s marked a significant expansion of the technique, particularly with Team Fortress 2's 2007 release by , where the class's explicitly enabled rocket jumping as a core mobility option, complete with mid-air damage resistance to facilitate repeated use. This implementation not only integrated the mechanic into class-based gameplay but also helped cement "rocket jumping" as the standard terminology within gaming communities, influencing competitive play and dedicated jump maps. In modern titles, rocket jumping evolved into hero- or character-specific variants. The Borderlands series, starting with the 2009 original from Gearbox Software, allowed players to perform rocket jumps using various rocket launchers, often enhanced by gear like the Sham shield in Borderlands 2 (2012) to minimize self-damage and enable chaining jumps for traversal. Overwatch, Blizzard Entertainment's 2016 team-based shooter, featured adaptations such as Pharah's rocket launcher for self-boosting flights and Junkrat's concussion mine for explosive leaps, tailoring the concept to ability-driven hero designs. Community influence extended rocket jumping beyond traditional shooters via mods and fan projects, adapting it to non-shooter genres like platformers. For instance, independent games on platforms such as incorporate rocket-jump mechanics as primary movement tools, drawing from FPS roots to create challenging level navigation in 2D or 3D environments. Sandbox titles like have seen user-created add-ons that enable rocket jumping in custom platforming scenarios, fostering experimentation outside combat-focused contexts.

Mechanics

Explosive Physics

Rocket jumping relies on impulse-based propulsion in engines, where the generates a force vector that directly modifies the player's velocity to simulate knockback. This approach treats the blast as an instantaneous change in , applying an proportional to the 's intensity and inversely related to the effective player mass, though many engines simplify by assuming unit mass for direct velocity adjustments. In the engine used for , the rocket 's is calculated from the damage radius, directing force away from the blast center to propel the player. The core velocity addition follows an impulse model derived from Newtonian , expressed as \Delta \mathbf{v} = (k \cdot d) \hat{\mathbf{d}}, where \hat{\mathbf{d}} is the normalized direction vector (from the origin to the ), k is an engine-specific multiplier (such as 8 in ), and d is the damage value inflicted by the . For a standard in , with d = 100, this yields a maximum \Delta v magnitude of approximately 800 units per second when the is at the , emphasizing over realistic force integration over time. This simplification via multipliers enables responsive while approximating of . The Quake engine (id Tech 1) implements client-side prediction to handle these impulses smoothly during rocket jumps, simulating the velocity change locally based on predicted explosion timing and position to mask network latency, with server reconciliation correcting minor errors for authority. In contrast, Unreal Engine variations provide enhanced air control post-impulse, often frictionless or with tunable acceleration (up to 35% of ground control by default), allowing directional adjustments without dissipative drag to maintain momentum in horizontal axes. To approximate Newtonian physics, engines apply constant (typically 800 units/second² downward in Quake-like systems) to the vertical component each , while horizontal persists with minimal alteration except via player inputs, forgoing air to preserve conservation and enable precise control in rocket jumps. This selective fidelity prioritizes playability over full aerodynamic .

Damage and Control Factors

In rocket jumping, self-damage arises from the explosion's splash radius, where proximity to the blast epicenter determines the reduction applied to the . For instance, in the original , a inflicts up to 100 damage at its center, with the damage falling off linearly based on distance from the impact point, reaching zero beyond 100 units. This self-damage is a core , as the explosive force propels the but can deplete rapidly without protection; however, it remains survivable for players starting with full (100 points) or equivalent, especially when the jump is executed at an optimal distance to minimize direct exposure. Player control during rocket jumping hinges on precise input timing and aiming adjustments to manage and . The action must be bound to a or and executed simultaneously with firing the —pressing slightly before or after the shot can result in suboptimal height or direction, while exact maximizes vertical lift by aligning the explosion's knockback with the player's airborne state. Mouse-look controls allow corrections by adjusting the player's view angle mid-jump, enabling strafe inputs to convert vertical force into horizontal speed without altering the core explosive physics. To mitigate self-damage risks, players rely on in-game pickups and armor scaling, which absorb a portion of incoming before it affects . In , all armor types absorb approximately 66% of explosive , distributing the remainder to only after armor is depleted, allowing jumps with as little as 50 if armored sufficiently. Practice modes often incorporate god-mode toggles via console commands like "/god" (after enabling cheats with "/sv_cheats 1"), rendering the player invulnerable to facilitate repeated attempts without loss. In multiplayer environments, engine limitations such as network introduce variability, where delays between client inputs and validation can misalign jump timing or explosion effects. Quake's algorithms compensate by locally simulating player movement and projectile impacts, including rocket explosions, to mask up to 100-150 milliseconds; however, high (e.g., over 180 ) disrupts reliability, often requiring predictive corrections for consistent control in competitive play.

Techniques

Horizontal Rocket Jumping

Horizontal rocket jumping is a foundational technique in games like , where players achieve lateral propulsion by leveraging the knockback from a rocket launcher's while moving forward. To execute it, the player must first build initial speed through strafe-running—holding a directional key (such as forward) while turning the mouse to accelerate without losing momentum—positioned parallel to the intended direction. The player then aims the rocket at the ground directly ahead, jumps, and fires simultaneously (or with jump slightly preceding the shot by a for better timing), propelling themselves forward with the blast's force while minimizing vertical lift. This forward boost can increase horizontal speed dramatically, often exceeding the game's base running velocity. Optimizing distance in horizontal rocket jumping requires precise aiming and mid-air adjustments. Players aim the rocket slightly downward at the ground ahead of them to maximize horizontal velocity components from the explosion's radial force, with the exact angle depending on desired balance between distance and height. Immediately after takeoff, air —continuously turning the while holding strafe keys (left or right) at a consistent rate—preserves and amplifies , allowing the player to cover greater distances by aligning vectors with the desired path. This technique finds practical applications in gameplay for traversing wide gaps or evading enemies laterally, enabling quicker map navigation than standard movement. For instance, in Quake's single-player levels, it allows players to shortcut across open areas or reach distant platforms, such as in maps requiring horizontal traversal like E1M1 for accessing elevated items. While the explosion causes self-damage—typically around 50-100 health points depending on proximity—it provides a net gain in mobility for strategic positioning. Common pitfalls include over-rotation during air , which can misalign the player's and dissipate momentum, necessitating quick mid-air corrections to regain control. Poor timing between jump and fire often results in suboptimal boost, either too much height or insufficient forward push, while disorientation from rapid turns demands practice to maintain directional accuracy.

Vertical Rocket Jumping

Vertical rocket jumping is a technique that prioritizes over , achieved by firing a directly beneath the player while simultaneously upward to maximize the vertical component of the . This method relies on the precise timing of the rocket's relative to the player's position, ensuring the occurs close enough to impart significant upward knockback without excessive deviation. In games like , the execution involves aiming straight down at the ground and releasing the rocket immediately after initiating the jump, leveraging the explosion's proximity for optimal lift. The height gained from a vertical rocket jump typically ranges from 200 to 300 units in Quake-scale maps, where units represent the game's spatial measurement system. This elevation depends on factors such as the rocket's base velocity of approximately 900 units per second and the player's proximity to the blast, which directly influences the imparted velocity—higher initial upward speeds yield greater heights due to the quadratic relationship between velocity and peak altitude. For instance, a well-timed vertical jump in Quake III Arena can achieve around 280 units of additional height under standard gravity conditions. In practical applications, vertical rocket jumping enables access to elevated terrain, such as high ledges or sniper perches in maps like Team Fortress 2's , where Soldiers can propel themselves to overlook positions above the bridge or battlements for strategic advantage. This technique is particularly useful for bypassing vertical obstacles or gaining vantage points in competitive play, allowing players to surprise enemies from above. Safety considerations are critical, as direct blasts result in higher self-inflicted damage compared to angled jumps, often around 53 units in for maximum height gains, necessitating sufficient health or armor to survive the impact. In games with health regeneration mechanics, such as , players rely on the Soldier's passive regen to recover post-jump, while the class's 40% resistance to self-rocket damage in mid-air mitigates some risk; however, fall damage from mistimed landings can compound the hazard. Control timing plays a brief role here, as precise synchronization reduces unnecessary damage while preserving lift.

Advanced Variations

One advanced variation of rocket jumping involves the syn-jump, a technique in that synchronizes a rocket jump with continuous strafe jumping to achieve and maintain infinite horizontal momentum. By firing a rocket for an initial vertical boost while simultaneously initiating air —rapidly alternating directional inputs and mouse turns to exploit the Quake engine's physics—players can accelerate beyond the game's speed cap without deceleration. This method, rooted in the engine's air acceleration mechanics, allows for extreme distances across maps, often used in competitive play or trickjumping mods like DeFRaG. Wall-bouncing extends basic rocket jumps into chained sequences by leveraging environmental surfaces for repeated impulses, enabling rocket-assisted wall-climbing or navigation through tight corridors. In games like Team Fortress 2, a Soldier performs a wall jump by firing a rocket at an adjacent wall while mid-air and crouching, using the explosion's knockback to rebound higher or farther; optimal execution occurs at wall-floor corners for added speed. Similar techniques appear in the Quake series, where players strafe into walls post-rocket jump to "bounce" and preserve momentum, facilitating ascents to otherwise inaccessible ledges. Multi-player assists introduce cooperative elements, where teammates provide explosive boosts to minimize self-damage and enhance safety. In , a equipped with the Quick-Fix medi receives a propelled launch without damage when healing a jumping , Demoman, or , allowing synchronized team advances to or objectives. Teammates can also coordinate direct rocket fire from a to propel an ally, timing the shot to intersect the target's path for a controlled boost, though this requires precise communication to avoid . Modern twists on rocket jumping incorporate specialized items for enhanced or alternative propulsion, adapting the core mechanic to class-specific tools. In , the Pyro's secondary weapon enables flare jumps by firing a that detonates on secondary fire, delivering 50% more self-knockback than standard flares for greater heights and distances when combined with crouch-jumping; this allows Pyros to flank or escape without relying on the Soldier's . In , pilots use arc grenades for explosive boosts, tossing them at walls or the ground mid-wallrun to chain into amplified leaps, integrating seamlessly with double jumps and dashes for fluid traversal in multiplayer arenas.

Applications in Games

Quake Series

In the original (1996), rocket jumping enabled access to hidden map secrets and items that were otherwise difficult or impossible to reach without advanced movement techniques. For instance, in the level "E1M1: The Slipgate Complex," players could rocket jump from the starting area to a high ledge containing green armor, bypassing standard paths and revealing an early-game advantage in what resembles a barracks-like room with enemies. This mechanic encouraged exploration and rewarded skillful play, integrating rocket jumping into single-player progression rather than just multiplayer. Quake III Arena (1999) evolved rocket jumping into a core element of competitive multiplayer, particularly in tournament modes like and , where it allowed players to gain rapid height, speed, and positional advantages for opponents. Professional demos from events such as and the (CPL) showcased its prominence, with players like Johnathan "Fatal1ty" Wendel executing complex sequences, including double rocket jumps on maps like Q3DM13 (ZTN) to escape danger or secure weapons. These techniques became staples in pro play, emphasizing air control and timing to minimize self-damage while maximizing mobility. Later entries like (2017) incorporated rocket jumping into a hero-shooter framework, balancing it with champion-specific abilities that enhanced or complemented jumps for strategic depth. Champions such as Anarki, whose Health Injection active ability provides a temporary speed boost after healing, or Slash, featuring a crouch slide for low-profile evasion, allowed players to chain rocket jumps into ability-assisted maneuvers, improving traversal in arena-based matches while maintaining the series' fast-paced ethos. The community has developed specialized tools for optimizing rocket jumps, including demo analyzers like UberDemoTools, which parse III and Live replay files to evaluate movement paths, speeds, and jump efficiencies. categories, such as "Rocket Jumping Done Quick" (QRJDQ), restrict play to rocket jumps only, challenging runners to complete levels like those in the original Quake using solely explosive propulsion for the fastest times. These resources foster ongoing refinement of techniques across the franchise.

Other First-Person Shooters

In , the class performs rocket jumps by firing a from the at the ground or a nearby surface while simultaneously and crouching, utilizing the explosion's knockback for enhanced mobility while minimizing self-inflicted damage. This technique allows the Soldier to reach elevated positions or traverse maps quickly, with crouching during the blast to further increase jump height and distance. Cosmetic items from the Mann Co. Store, such as weapon skins for the , alter the visual appearance of the rocket trails and explosions during jumps, providing aesthetic customization without impacting gameplay mechanics. In competitive play, rocket jumping is a core strategy for Soldiers, enabling rapid flanks, height advantages for "bombing runs," and space control, often coordinated with the Medic's healing to offset damage. In the series, rocket jumping involves using the Rocket Launcher's to propel the player, similar to its origins, but it is less prevalent due to alternative mobility options like the Translocator, a deployable that allows instant to thrown locations. Advanced variants include "self-nuke" jumps with the Redeemer, a nuclear warhead launcher, where players detonate the guided missile near themselves for massive knockback, though this often results in fatal self-damage given the weapon's high explosive radius of up to 1000 units. These techniques emphasize precise timing and risk assessment, as the Translocator's reliability reduces reliance on explosive self-propulsion in most scenarios. Doom Eternal (2020) incorporates rocket jumping via the Rocket Launcher's area-of-effect explosions, which propel the when fired at close range, combining with the game's double-jump and dash mechanics for fluid traversal across vertical arenas. Glory Kills—melee executions on weakened demons—enhance these jumps by restoring health to counter self-damage from the blast, often chaining into dashes for sustained momentum and positioning against hordes. This integration promotes aggressive, combo-based movement, where a rocket jump can lead directly into a dash toward an enemy for a Glory Kill, refilling resources mid-air without breaking combat flow.

Beyond Gaming

Real-World Analogues

In military operations, rocket-propelled line charges such as the (MICLIC) serve as practical analogues to explosive propulsion for breaching obstacles. The MICLIC system launches an explosive line via rocket over minefields, creating a cleared lane up to 100 meters long through blast effects that neutralize pressure-activated mines. Deployed from armored vehicles or trailers, it exemplifies controlled application in tactical scenarios, though unintended propulsion from backblast in recoilless anti-tank weapons like the poses severe risks. In training accidents, backblast jets exceeding 1,900 m/s and 1,000°C have caused fatal chest defects and burns to nearby personnel standing as close as 0.5 meters behind the launcher. Similarly, counter-mass ejection in weapons like the has led to blunt force trauma and death from impacts at velocities around 210 m/s. Physics experiments with model rockets demonstrate thrust vector control principles that could theoretically scale to human-sized . Small-scale solid rocket motors equipped with additively manufactured jet vanes enable precise deflection of exhaust for directional control, tested via static fires on 54 mm motors to measure forces and moments for agile maneuvers in micro aerial vehicles. These concepts echo early conceptual designs like Jules Verne's fictional moon gun, which imagined human-scale , though real-world scaling highlights challenges in managing vectors for safe, controlled boosts. Attempts to replicate rocket jumping in through DIY explosive or rocket devices have resulted in significant injuries and fatalities, underscoring the inherent dangers. In a 2020 incident, daredevil Mike Hughes died after his homemade steam-powered rocket crashed during a launch attempt reaching only low altitudes, due to premature deployment; the event, intended to a TV series, highlighted risks of uncontrolled without professional . Such viral cases from the late 2010s, including failed homemade launches shared online, often involve blast injuries from improper management, emphasizing the lethal potential of miscalculated explosive forces on the . Modern technologies offer safer analogues through controlled propulsion systems mimicking rocket jump dynamics. The JetLev water jetpack uses bilateral water jets from a tethered to achieve heights up to 8.5 meters, with pilots directing via arm controls for stable hovering and simulated jumps over water, learnable in minutes and cushioned by water landings at under 48 km/h. Similarly, prototype exoskeletons enhance jumping for or applications by applying phased assistance—ramping to launch and stabilizing landings—increasing vertical height through state-machine controllers tuned to user . These devices prioritize and , contrasting the uncontrolled blasts of traditional explosives while approximating the mobility boost of rocket jumping.

Cultural References

Rocket jumping has left a notable mark on , particularly within gaming communities, where it inspires centered on the high-risk, high-reward nature of the technique. In , the "Rocket Jump Waltz" sound effect that plays upon a player's death during a jump has become a staple for humorous tributes, exemplified by the 2020 meme "Rocket jump all the way to Heaven, you beautiful man," which emerged following the passing of , the voice actor for the in . It spread across platforms like and . Variations in TF2 memes often exaggerate the suicidal aspect of botched jumps, portraying soldiers propelling themselves into absurd or infernal scenarios for comedic effect. Viral YouTube tutorials on rocket jumping proliferated shortly after Team Fortress 2's release, democratizing the skill and contributing to its status through fail compilations and mastery showcases that garnered millions of views over the years. These videos, starting with basic guides in late and evolving into advanced breakdowns by the early , have fostered a of jumpers sharing clips of epic or disastrous attempts. Fan-created merchandise and art further embed rocket jumping in popular culture, with platforms like offering t-shirts, posters, and stickers depicting stylized rocket jumps from and , often blending humor with nostalgic gaming aesthetics. At esports events such as , rocket jumping features prominently in BYOC tournaments and speedrun showcases, where competitors demonstrate advanced variations in front of thousands, inspiring fan art and that circulates online. The technique's emphasis on explosive propulsion has influenced movement mechanics in non-FPS games, such as Odyssey's cap throws, which allow to capture and launch objects for aerial traversal in a manner reminiscent of self-propelled boosts.

References

  1. [1]
    The rise of the jump - Polygon
    Jan 20, 2014 · The Rocket Jump. What: A jump propelled higher by the force of an explosion, generally from a rocket fired by the player. How: Usually achieved ...Missing: technique origin
  2. [2]
    The origins of Quake Champions' jumping styles - PC Gamer
    Aug 31, 2017 · The rocket jump is the showy axel leap of shooters, its vertical boost an eye-catching epitomization of speed and control rewarded from ...Missing: technique | Show results with:technique
  3. [3]
    Rocket Arena is basically Rocket Jump: The Game, and it's more fun ...
    May 16, 2019 · Some 23 years ago, a Quake player inspired by a Doom speedrunning technique decided to fire a rocket at their feet. Instead of killing them, ...<|control11|><|separator|>
  4. [4]
    Only Gamers Could Come Up With the Rocket Jump (Quake, Doom ...
    Sep 16, 2021 · The Rocket Jump, a move where self-harm is the goal and just the beginning. Today on Esporthesaurus we look at the infamous move that only ...Missing: technique origin
  5. [5]
    Rocket Jump: Quake and the Golden Age of First-Person Shooters
    ### Summary of Rocket Jumping from the Article
  6. [6]
    Jumping - Official TF2 Wiki
    To execute a rocket jump, simultaneously jump and fire a rocket at the ground below. The angle of the shot and distance from the explosion determine the ...<|control11|><|separator|>
  7. [7]
    What is the technique for effective rocket jumping? - Arqade
    Jul 9, 2010 · You crouch-jump, and shoot a rocket at your feet. Make sure you're as far as possible from the ground the moment the rocket hits the ground ...Missing: explanation | Show results with:explanation
  8. [8]
    Concjumping - Fortress Forever Wiki
    Jan 27, 2016 · Concussion grenade jumping, also referred to as Concjumping or just Concing, is a movement skill based around using a scout or medic's concussion grenades.
  9. [9]
    10 Best Games That Let You Rocket Jump - TheGamer
    Jan 13, 2023 · Video games are filled with tactics that aren't necessarily of the norm. ... Rocket jumping isn't as prominent of a feature in Valorant as ...
  10. [10]
    John Romero on Quake Rocket Jumping - YouTube
    Jan 26, 2020 · Thanks to John for this video! Brenda interviews John Romero about Rocket Jumping in Quake and what he thought about it.
  11. [11]
    From whence came that rocket? - Quake
    From whence came that rocket? Rocket-jumping didn't originate in Quake, although it's certainly where most of us first came across the idea.
  12. [12]
    qdq_1949.txt - Games
    The rocket-jump in the start is very simple to think of, I guess I was the first to do it, plus the later return to the yellow armor and the second jump. The ...
  13. [13]
    Gamemode Guide: Rocket Jump | Momentum Mod Documentation
    The origins of rocket jumping can be traced all the way back to the release of Doom in 1993. Players could sacrifice health to cross gaps not originally ...
  14. [14]
    Jumping | Unreal Wiki - Fandom
    The impact jump is UT's replacement for other games' rocket jump. Attempting to perform a rocket jump in UT will mostly hurt and hardly push you anywhere.
  15. [15]
  16. [16]
    Borderlands 3: How to Rocket Jump - Game Rant
    Sep 18, 2019 · A rocket jump in Borderlands 3 is using a rocket launcher to gain an additional vertical boost. Such a boost can be used to bypass certain portions of a BL3 ...<|control11|><|separator|>
  17. [17]
    Pharah - Overwatch Wiki - Fandom
    Rocket Launcher can be used to "rocket jump" by shooting at a nearby wall or at the floor to propel yourself away from it. Note that Rocket Launcher will damage ...Pharah/Cosmetics · Pharah/Quotes · Category:Pharah · Sam English
  18. [18]
    Top Platformer games tagged rocket-jump - itch.io
    Find Platformer games tagged rocket-jump like Thunder Jumper, Rocket Arm Man, Rocket Jump Square, La princesa Rocket, AEIMD on itch.io, the indie game ...
  19. [19]
  20. [20]
    Quake/WinQuake/pr_cmds.c at master · id-Software/Quake
    **Insufficient relevant content.** The provided content is a GitHub page snippet with navigation and metadata but does not include the source code or text from `pr_cmds.c`. No code for `T_Damage` or related functions is available to extract or summarize.
  21. [21]
    Quake Engine code review : Prediction (3/4)
    Mar 9, 2009 · The goal of the prediction is to beat latency, namely compensate the delay it takes for the medium to transmit informations.
  22. [22]
    [PDF] Game Physics Engine Development
    This book emphasizes building a game physics engine, covering practical implementation, trade-offs, and the process from start to finish.
  23. [23]
    Rocket Launcher - QWiki - QuakeWorld.nu
    May 9, 2009 · The RL shoots rockets dealing up to 120 points of damage at a rate of one every 0.8 seconds, totaling between 500 and 600 damage points per 4 seconds.
  24. [24]
    What is the optimum timing for rocket jumping? - Quake Live
    May 7, 2009 · Do I press fire and jump at the exact same time? I noticed that if I slightly press jump first I get better results, but in all the pro ...Missing: guide | Show results with:guide
  25. [25]
    quake live - How does armor work mathematically in QuakeLive?
    Apr 25, 2013 · Armor absorbs 66% of the damage and 34% of it (the damage) will be removed from health. This formula will apply until all of your armor is ...
  26. [26]
    PC Cheats - Quake III: Arena Guide - IGN
    Aug 13, 2017 · Console Commands · /give all----this will give you all guns · /give ammo----max ammo (999) · /god-----Don't die · /give quad damage----gives you ...
  27. [27]
    Rocket Jump Techniques - Quake Terminus
    To practice this rocket jump, load up a single player game and turn on god-mode and impulse9. Find spots on the level where you would not normally be able to ...
  28. [28]
    PlanetQuake: Riding the Rocket — Quake 2 Trickjump Tutorials, by ...
    Apr 1, 2020 · Rocketjumping is pretty simple: Look down at your feet, then fire a rocket and jump simultaneously. This is usually easiest if you have fire and ...
  29. [29]
    [PDF] Projectile Motion: Finding the Optimal Launch Angle
    May 12, 2016 · We now have a solution for optimal launch angle as a function of the projectile's initial height and velocity. Figure 6 shows the path of the ...
  30. [30]
    Rocket Jump - Church of Quake
    Rocket Jumping is a powerful tool that will propel you at quick speeds and to great heights. The simplest Rocket Jump consists of equipping the rocket launcher.
  31. [31]
    Now you're for the high-jump - Speed Demos Archive
    One good source of general and practical information is The Rocket-Jumper's Guide To Quake. Here I'll take a closer look at how we can use the physics of Quake ...<|control11|><|separator|>
  32. [32]
    What is the maximum jump increase we can achieve using the ...
    Nov 15, 2014 · With normal gravity and without the quad, the maximum rocket jump height is around 280 units (you can sometimes jump a few units higher but this ...
  33. [33]
    Rocket Launcher (Q3) - Quake Wiki - Fandom
    In Quake III Arena, the Rocket Launcher, or "RL", fires powerful rockets. These generate Splash Damage, which do damage around the rocket's point of impact.
  34. [34]
    Community 2Fort strategy - Official TF2 Wiki
    An easy method of getting into the enemy base (or to go back to your own) is to rocket jump off the Battlements and onto the roof above the Bridge, then rocket ...Missing: perch | Show results with:perch
  35. [35]
    [PDF] What is Strafe Jumping?
    Strafe jumping is a technique by which players can break the “speed limit” of games built on the Quake family of engines, and achieve.
  36. [36]
    Detonator - Official TF2 Wiki
    Because of the 50% extra damage to self, the Detonator deals more knockback to the user, allowing Pyro to jump greater distances in comparison to other flare ...
  37. [37]
    Titanfall 2 - "Robin Hood" Loadout - GameFAQs
    Rating 89% (61) Dec 13, 2016 · Weapon doesn't really matter but arc grenade is probably the best ordinance choice. Jump on, grab the battery, toss arc grenade as you jump off, ...<|separator|>
  38. [38]
    From «Quake 3» to «Valorant» – Fatal1ty, the first pro gamer ...
    Jul 14, 2020 · Johnathan Wendel, better known as Ftal1ty, is considered the first pro gamer in history. His career took off with rocket jumps in «Quake III ...Missing: modes | Show results with:modes
  39. [39]
    Players with best movement? - Quake3World
    Dec 9, 2008 · Fatality sneaks in if only for the infamous double rocket jump back out of the lava on DM13 and back up to the RL, awesome timing. FoRa! My ...
  40. [40]
    ESR - most epic moments in quake history?
    im playing with the thought of creating a collection of the biggest moments in quake feel free to post any epic ingame scenes, outtakes, demos etc. what is ...
  41. [41]
    Quake Champions Characters And Abilities - GameSkinny
    The Ranger throws an orb that deals damage ...<|separator|>
  42. [42]
    Strafe and Rocket Jumping Tutorial / Guide : r/QuakeChampions
    May 4, 2017 · All you need to do is TURN in the air at a certain sweet spot rate and the keys that you hold dictate the view angle you have while you turn.Rocket Jumping Q&A Session : r/truetf2 - RedditRocket Jumping is hard : r/NewToTF2 - RedditMore results from www.reddit.com
  43. [43]
    mightycow/uberdemotools: A set of tools for analyzing ... - GitHub
    UDT is a set of tools for analyzing, cutting, converting, modifying and viewing Quake 3, Quake Live and Return to Castle Wolfenstein demo files.
  44. [44]
    Quake Rocket Jumping done Quick - rjxtreme - YouTube
    Apr 21, 2009 · rjxtreme done in 1:57. Not your average speedrun, QRJDQ aims to find the fastest possible times through Quake's rocket jumping maps by ...
  45. [45]
    Rocket Launcher - Official TF2 Wiki
    The Rocket Launcher is the default primary weapon for the Soldier. It is a stylized rocket-launching device with wooden grips, a large front sight, and a wide ...
  46. [46]
    Pocket Soldier Roundtable: Seagull and Tri - teamfortress.tv
    [iq]A somewhat common perception is that pocket soldiers barely need to rocket jump. Could you explain why pocket soldiers need to rocket jump well?[/iq].
  47. [47]
  48. [48]
    HE Grenade | Counter-Strike Wiki - Fandom
    A direct hit with a HE grenade in Global Offensive will deal 2 points of damage (1 with armor) and will slow their movement down for 3 seconds. If possible, try ...
  49. [49]
    [PDF] Combined-Arms Breaching Operations - BITS
    Aug 31, 2000 · The MICLIC (Figure C-2) is a rocket-propelled, explosive line charge. It is used to reduce minefields that contain single-impulse, pressure ...Missing: propulsion | Show results with:propulsion
  50. [50]
    Deadly injuries through recoilless anti-tank weapons while military ...
    In this casuistry, two accidents from Germany and Switzerland are presented that happened during the shot of recoilless anti-tank weapons.
  51. [51]
  52. [52]
    'Mad' Mike Hughes dies after crash-landing homemade rocket - BBC
    Feb 23, 2020 · A US daredevil pilot has been killed during an attempted launch of a homemade rocket in the Californian desert.Missing: injuries 2010s
  53. [53]
    FAQ - Jetlev-Flyer
    The hose and water inside it adds a great deal of extra weight below your center of gravity, so the higher you fly, the more roll stability you have. In forward ...
  54. [54]
    Jumping Exoskeleton - Neurobionics Lab
    Lower-body exoskeletons are primarily designed to ease a walking burden in workplace or military applications. However, there are other taxing workplace ...
  55. [55]
    Rocket jump all the way to Heaven, you beautiful man!
    Apr 13, 2020 · Rocket jump all the way to Heaven, you beautiful man! Uploaded by Crow Of Detroit Apr 13, 2020 at 06:20PM EDT. Share Pin Download More.
  56. [56]
    r/tf2 on Reddit: I found a picture of someone “rocket jumping” and I ...
    Mar 29, 2021 · I found a picture of someone “rocket jumping” and I wanted to make the tf2 thing. ... r/memes - Mate Rocket Jump waltz is grate! 190 upvotes · 47 ...
  57. [57]
    The History of Rocket Jumping - YouTube
    May 14, 2021 · ... jump really really high in a videogame? Well, rocket jumping is an example of what we call "Emergent Gameplay". Essentially, multiple small game ...
  58. [58]
    TF2: Basic Rocket Jumping Tutorial - YouTube
    Nov 24, 2014 · Directed by Van Halen. How to set up the Jump Script: 1. Copy the following text inbetween the dashes: ------------- //Personal portable ...Missing: skill strategic uses
  59. [59]
    BYOC Tournaments & Happenings - QuakeCon
    QuakeCon features BYOC tournaments, Red Bull gameplay, partner booths, and a Dirty Keyboard Contest. There are also BYOC partner booths.Missing: rocket | Show results with:rocket
  60. [60]
    Cap Throw - Super Mario Wiki
    Jul 24, 2025 · The Cap Throw is a move introduced in Super Mario Odyssey. The move has Mario spin around to throw Cappy forward.