The Evil Force That Makes Your Doublejump Fail On 2fort
Max wrote in discussing the problems around landing the scout’s doublejump when going from the bridge onto the enemy sniper deck in 2fort.
His plan is sound. However, if the team you are playing is employing more devious means to prevent you landing the jump, you’re still in trouble. There have been rumours of disreputable clans using banned Combine force field technology to defend the battlements. Note that this is considered an exploit by Valve, and will result in immediate re-education at Nova Prospekt if caught. Hopefully it’ll get ironed out in the next patch.
The enemy intelligence lies on the enemy sniper deck after a failed attack. The time indicator is nearly empty, it be returned in a couple of seconds.
You are a scout trying desperately to save the intelligence. You run on the sniper deck of your base, jump on the roof of the middle bridge. A sniper tries to kill you, but you dodge all his shots. A soldier stands directly in front of the briefcase you want to get. While dodging his rockets you are able to fire enough lead into his stomach to kill him.
With 50 HP remaining are on the end of the bridge – only 2 meters between you and the intelligence. You smile – the intelligence is yours. No enemies in sight. You make the first jump – only some inches between you and the enemy files. You tap spacebar another time and prepare to turn by 180° after picking the the intelligence. Nothing happens, you fall on the ground. The enemy intelligence has been returned into a room full of Sentry Guns and Stickies.
Why did that $#&? doublejump not work? Everyone else is able to jump on the sniper deck without problems, but your doublejump on 2fort fails most of the times. No, it’s not a bug and it’s not because of your keyboard. It’s because you start your first jump too late:
Make sure you jump for the first time, while your feet still on the bridge, or elsewise, you run past the bridge, fall, but jump instantly – you don’t feel any difference, but when jumping too late, your doublejump is already used up. You don’t have to jump directly on the
edge, with a double-(crouch)-jump, you can always easily reach the sniper deck.
Cheers Max. I’ll just add to also angle your first jump out at a 45 degree angle from the bridge, toward the centre of the deck entrance. Then re-orientate in the air, and do your doublejump when you’re directly facing the deck opening. Remember that scouts can change direction mid-air when they doublejump. The first jump gets you into position, then the second jump lines you up and takes you home.
I’m crap at scout, and I always forget this stuff. Scout is easily my least played class.


Jeff responded on 18 Dec 2007 at 10:21 pm #
At least I know I’m not the only one this happens to now
I wonder if the combine force field is the same thing blocking my rocket jumps to the sniper deck…
Crazydog responded on 19 Dec 2007 at 12:53 am #
I’ve noticed just mashing your jump button works pretty well…
koopa responded on 19 Dec 2007 at 2:04 am #
Thanks for posting my article
Great picture by the way!
c responded on 19 Dec 2007 at 6:23 am #
I’m not really following what you’re saying here. It’s not that hard…
Chaos [CP] responded on 19 Dec 2007 at 6:39 am #
Awesome! I always wondered what caused this. It’s so frustrating when you just think your button is not working.
I always thought it had something to do with waiting to long to do the second jump or something. Oh well.
I’ll try to remember and mention this article in the podcast.
Thanks for a great post!
Chaos
Control Point Podcast
Elvis! responded on 19 Dec 2007 at 1:32 pm #
TNT instead of stickys;
http://www.youtube.com/watch?v=FwY9cE72VYQ
madlep responded on 19 Dec 2007 at 1:40 pm #
@Elvis! – Nice find!
Anonymous responded on 19 Dec 2007 at 11:44 pm #
The reason double jumps ‘fail’ is that you waited too long. There’s like a 2 or 3 second timer after the first jump that the second jump must occur within or it just won’t happen (It’s to prevent scouts from negating fall damage by jumping just before they hit the ground).
koopa responded on 20 Dec 2007 at 3:31 am #
I think the TNT was removed in Beta, in the Meet the Demoman video, you can see a demo with TNT
@Anonymous: That may be the case in other situations, but rather not on 2fort. When jumping away from the bridge, you definitely have to press spacebar again before 3 seconds pass..
Anonymous responded on 20 Dec 2007 at 7:00 am #
@Koopa
Try reading…
I’ll rephrase what I said.
“Double jump doesn’t work if you don’t do it within 3 seconds of the first jump”
I never said anything about 2fort, or optimal distance. I was addressing the comment about how the jumps just don’t happen at all. That is to say, you hit the jump button the second time, but he just doesn’t jump.
sgt_goomba responded on 21 Dec 2007 at 10:18 am #
Thank you so much for this protip. I’ve been frustrated by this more and more, and now I complete that jump almost 100 percent of the time.
Someone responded on 21 Dec 2007 at 10:57 pm #
#Anonymous responded on 19 Dec 2007 at 11:44 pm #
The reason double jumps ‘fail’ is that you waited too long. There’s like a 2 or 3 second timer after the first jump that the second jump must occur within or it just won’t happen (It’s to prevent scouts from negating fall damage by jumping just before they hit the ground).
———-
You are wrong. There isn’t any timer on anything. Double jump works so that you can once jump in air. You don’t even need to do the first jump. You can just fall from some place and then do that “second” jump in thin air just before you are about to hit the ground. So you are avoiding the fall damage. Like in Well 4pack you can fall down from that opening and then do the jump when you are near the ground.
Fazer responded on 31 Dec 2007 at 7:49 am #
http://youtube.com/watch?v=r6AvqQOtQ50
Here’s a better explanation of making a double-jump in 2fort, as well as a couple of nice tips for playing as a scout.
J responded on 13 Feb 2008 at 10:37 am #
Hey, THANKS for this article!
I bought TF2 around 4 days ago after recently building a new system… and being a big fan of TFC, I was excited to play my favourite class; the scout!
Although disapointed at there being no conc. grenade, I was pleased to find a double jump feature for the scout. I first put it to use on 2fort, and played for serveral hours with no problems, and only occasionaly failing to do the double jump at th end onto the enemy’s sniper platform, but I put it down to being new to the game.
After trying out the other maps over several days, I got back to 2fort and discovered I kept failing the jump over and over, and to my frustration, I was blaiming lag and my keyboard… although a bit of googling and I found this beauty.
Cleared everything up, thanks alot haha… I am no a better scout because of it :3
Steve responded on 25 Feb 2008 at 6:39 am #
Oh, is that why that happens? Thanks for letting me know, now I can capture your intel >:D
Anonymous responded on 02 Aug 2008 at 4:35 am #
This isn’t just on 2fort for the battlements. There is a drop off period in which you will not be able to take a second jump if you fall long enough. The key to jumping from the bridge to the battlements is to tap jump twice in rapid succession.
PanFrie responded on 28 Oct 2008 at 11:44 am #
actually anonymous, your wrong. there is NO “timer” which you have to jump before. you can walk off of a cliff that takes an hour to fall down, and at the end of that hour press the jump button once just before you hit the ground, it WILL work.
Catalyst responded on 09 Jan 2009 at 11:15 am #
So THAT’S what’s causing it. I’ve noticed the same thing in the first phase of Gold Rush. Trying to jump from the roof of the red spawn room / red sniper deck to the platform overlooking the point sometimes fails in the exact same way. Guess I just need to jump a bit earlier. Thanks for the tip.