Northshire Waterfall House Jump Redux

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Way more powerful tech that should probably be kept secret...

Which is why I'm going to go into all the details I've found in my testing anyways :D

So the corners of these walls seem to have some sort of different curvature or whatever you want to call it to them, you can slide along them if you swim / walk into them which you wouldn't expect to happen at a normal corner.

This weird curvature seems to be something you can FPS jump up as well, though the margins for where you can jump are incredibly small, and you will sometimes seemingly randomly move one small unit left or right.

So we want to stay in these margins, but a little thing I noticed is that the curvature also seems to be different at the bottom likely because whatever vertex the face is coming out of is very close so the curvature will be more extreme there. I found it easier to start off with an angle of 123 degrees and then shift into the proper movement angles that I will describe later on.

For what margins dictate when you can successfully FPS jump I noticed whenever I would FPS jump up if I ever hit x values on my position of greater than 8300.2000 or less than 8300.0000 then I was basically screwed and I would slide off of the wall.

So to avoid that, when I saw my movement sort of moving towards those values I would shift my angle very slightly so my movement would be more oriented towards moving the other direction.

As you can see the angles are very slight, I kept a general rule of going to 113 degrees when wanting to increase the number, and 108 degrees when wanting to decrease it.

These angles and positional values will obviously differ depending on what walls you are jumping up as the angle you need to jump at and the position will be different.

I suspect this is possible to do on every single wall like this though as you can seemingly fps jump up every corner as long as you aim at the correct angle.







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