This is my first publish of a building jump guide. The images you see are real, I took them a few hours ago. No hacks, exploits, cheats or any bullshit was involved. When I used supply crates I note it, otherwise all jumps were made naturally.
All of these were done locally on the small maps for Sharqi and Karkand.
I don't explain much about these jumps, if you look at everything in the pictures and visit the spots in game you should be able to connect the dots on your own. The point of this post is to let you know that the jumps are possible and where they are.
To make the best use of these, have the squad leader get to the points and let the squad members spawn there.
Also, arm a pistol for better downward visiblity.
Read the captions in the picture, they provide additional information about the jumps.
Remember, even the best jump in this guide is not impervious to attack. Watch you back and stay alert.
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First, the easy stuff(and least effective).
Sharqi Peninsula
This jump is pretty useless, but it's a decent enough place to practice your hopping skills. The spot has no real tactical advantage.
Strike at Karkand
This spot, overlooking the square, can yield a nice vantage point, but is lower than the building across from it and to the south. Useful, but easy to overtake. Another good spot to practice jumping.
Strike at Karkand #2
Using the APC (USA recommended), jump on top of the APC, then from the top of the tourent, jump on the blue awning, from there hop across the roof. When in doubt, follow the blue dots. You should see the open window on the hotel, you can't get into it, but you can throw stuff in. Soldiers are just too darn fat. This is another jump that can be used elsewhere. Take note of the awning, you can find it on other buildings. APCs have the best height for this sort of thing. Hummers and tanks arent high enough.
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Now the medium stuff:
Sharqi Peninsula
This jump, made from the crane, can lead to a very nice position if used well. The only skill is parachuting down, but given the height is very easy to do. You just have to make it up there and down again alive.
Sharqi Peninsula
This jump is only medium because staying on the railing takes some skill. This building type is repeated elsewhere in the game so if you can make it here you can make this jump anywhere.
I didn't get a shot of the cross over point, that's my mistake. The source building is to the West, it has a ladder on the far west wall. You need a good running start, and if you fall you'll take a hit to your life bar. The big advantage in this area is your access to the area around the construction site flag. The flag itself is covered, but enemy soldiers can be picked off as they travel through the building. There are other spots in this area that give similar views, but like most of these, you get the advantage if the enemy has a hard time sneaking up on you.
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Now the hard stuff:
Strike at Karkand #1
This jump is very hard, and extreemly hard to pull off during a live round. Your only real hope is to call for a supply crate and use that as the source point to jump from. Once you have that it's very doable. Some advice, wind is constant and global for each map. Crates will drift straight north here. It is possible to make it from the railing, but not easy at all.
In overhead view: purple dots are the stairs/entry, blue is start, red is finish.
Strike at Karkand #2
To cover the Northen spawn point on this small map you need to go north, climb up and make a running jump across a huge gap. This is by far the hardest jump in this guide, even on an empty server playing locally it took me 9 attempts to make it this time; but as you can see it is possible. A perfectly placed supply crate will NOT help you here. You need speed and you must make the jump at the very edge of the source building. Be prepared to not make it. If you fall without body armor, even at full life, you will die.
In the overhead view.. purple dot is a ladder. blue is start, red is finish. (flag not shown on this pic because it was taken on the large size version of the map.)
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Now the impossible:
Sharqi Peninsula
I tried, and I tried, and I tried more and more, it's just not possible to get up on top of the structure in the photo without being dropped from aircraft.
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And finally, barbed-wire. It looks cool, and you scream when you touch it, but as you can see, it's harmless.
-------------------------------------------------------------------------------------------------------------------------
Conclusion:
This is just the beginning. I hope you use this info to find more jumps and have more fun in game. Don't hate me for posting it, this info can be used against me just as much as anyone else. I play Sharqi and Karkand more than anything else nowadays. And don't flame me if you already knew this stuff. I'm posting it for those that don't know, not those that do. If you have screenshots and info of additional jumps please help out, post here or PM me. I didn't invent this stuff, I'm just posting about it. There are more jumps to be made in other maps, and in the bigger versions of these maps. I hope to be able to score more and post more about them.
I'd like to thank the person that inspired me to look for these things, but I don't know who it was. I read a post on a different forum about getting to "impossible" points on buildings and that led me to check it out. That was a while ago. But whoever it was, thanks.
-omnimalice
new pics:
All of these were done locally on the small maps for Sharqi and Karkand.
I don't explain much about these jumps, if you look at everything in the pictures and visit the spots in game you should be able to connect the dots on your own. The point of this post is to let you know that the jumps are possible and where they are.
To make the best use of these, have the squad leader get to the points and let the squad members spawn there.
Also, arm a pistol for better downward visiblity.
Read the captions in the picture, they provide additional information about the jumps.
Remember, even the best jump in this guide is not impervious to attack. Watch you back and stay alert.
-------------------------------------------------------------------------------------------------------------------------
First, the easy stuff(and least effective).
Sharqi Peninsula
This jump is pretty useless, but it's a decent enough place to practice your hopping skills. The spot has no real tactical advantage.
Strike at Karkand
This spot, overlooking the square, can yield a nice vantage point, but is lower than the building across from it and to the south. Useful, but easy to overtake. Another good spot to practice jumping.
Strike at Karkand #2
Using the APC (USA recommended), jump on top of the APC, then from the top of the tourent, jump on the blue awning, from there hop across the roof. When in doubt, follow the blue dots. You should see the open window on the hotel, you can't get into it, but you can throw stuff in. Soldiers are just too darn fat. This is another jump that can be used elsewhere. Take note of the awning, you can find it on other buildings. APCs have the best height for this sort of thing. Hummers and tanks arent high enough.
-------------------------------------------------------------------------------------------------------------------------
Now the medium stuff:
Sharqi Peninsula
This jump, made from the crane, can lead to a very nice position if used well. The only skill is parachuting down, but given the height is very easy to do. You just have to make it up there and down again alive.
Sharqi Peninsula
This jump is only medium because staying on the railing takes some skill. This building type is repeated elsewhere in the game so if you can make it here you can make this jump anywhere.
I didn't get a shot of the cross over point, that's my mistake. The source building is to the West, it has a ladder on the far west wall. You need a good running start, and if you fall you'll take a hit to your life bar. The big advantage in this area is your access to the area around the construction site flag. The flag itself is covered, but enemy soldiers can be picked off as they travel through the building. There are other spots in this area that give similar views, but like most of these, you get the advantage if the enemy has a hard time sneaking up on you.
-------------------------------------------------------------------------------------------------------------------------
Now the hard stuff:
Strike at Karkand #1
This jump is very hard, and extreemly hard to pull off during a live round. Your only real hope is to call for a supply crate and use that as the source point to jump from. Once you have that it's very doable. Some advice, wind is constant and global for each map. Crates will drift straight north here. It is possible to make it from the railing, but not easy at all.
In overhead view: purple dots are the stairs/entry, blue is start, red is finish.
Strike at Karkand #2
To cover the Northen spawn point on this small map you need to go north, climb up and make a running jump across a huge gap. This is by far the hardest jump in this guide, even on an empty server playing locally it took me 9 attempts to make it this time; but as you can see it is possible. A perfectly placed supply crate will NOT help you here. You need speed and you must make the jump at the very edge of the source building. Be prepared to not make it. If you fall without body armor, even at full life, you will die.
In the overhead view.. purple dot is a ladder. blue is start, red is finish. (flag not shown on this pic because it was taken on the large size version of the map.)
-------------------------------------------------------------------------------------------------------------------------
Now the impossible:
Sharqi Peninsula
I tried, and I tried, and I tried more and more, it's just not possible to get up on top of the structure in the photo without being dropped from aircraft.
-------------------------------------------------------------------------------------------------------------------------
And finally, barbed-wire. It looks cool, and you scream when you touch it, but as you can see, it's harmless.
-------------------------------------------------------------------------------------------------------------------------
Conclusion:
This is just the beginning. I hope you use this info to find more jumps and have more fun in game. Don't hate me for posting it, this info can be used against me just as much as anyone else. I play Sharqi and Karkand more than anything else nowadays. And don't flame me if you already knew this stuff. I'm posting it for those that don't know, not those that do. If you have screenshots and info of additional jumps please help out, post here or PM me. I didn't invent this stuff, I'm just posting about it. There are more jumps to be made in other maps, and in the bigger versions of these maps. I hope to be able to score more and post more about them.
I'd like to thank the person that inspired me to look for these things, but I don't know who it was. I read a post on a different forum about getting to "impossible" points on buildings and that led me to check it out. That was a while ago. But whoever it was, thanks.
-omnimalice
new pics:
Last edited by Omnimalice (2005-10-10 20:05:46)