250+ Cap Routes

phanakapan

Private Tester
I plan on making videos for all the maps where routes over 250 mps are practical. There isn't much effort in these videos as they are simply meant to show what is possible. None of the routes will be refined, and returns will be completely freeform. I leave up to everyone else to refine them and create even better variations.

Forgotten: http://www.youtube.com/watch?v=tk2k7FWssuQ
  • I decided to start with Forgotten for a few reasons. First, I've never really bothered to make a route for the map before and figured it would be a good way to learn it. Second, the terrain made it really easy and the whole process took less than 3 hours to figure out all four routes and make the video. Third, I figured it might make a few people decide it's more fun to do routes rather than front cap on this horribly broken map.
Fallout: http://www.youtube.com/watch?v=-GYNssV7dtA
  • It was extremely easy to create 250+ routes on Fallout. I was able to figure out all four routes and edit the video in barely over 2 hours. Two of the routes were literally the first attempts after about 5 minutes of figuring out which hill to end on. In the last two days I have refined all of these with very little work and have been able to get into the 290s on 3 of them and over 300 on one. Great map to cap on I must say!
Zenith: http://www.youtube.com/watch?v=P0kazjQqkXc
  • Zenith is probably my favorite map to cap on, and I figured doing the 250+ video for it would be relatively easy. For the most part it was, since 3 of the 4 routes are really really old. I realized after capturing the first 3 routes that I didn't actually have a route that was consistently over 250 from Alpha Left. Challenge Accepted! Rock helped me out a bit with some of the fine tuning this morning, and it was relatively simple after figuring out the final hill. All of these routes can be done much, much faster, but I didn't want to spend a lot of time getting the fastest possible attempts, so I just did each route a few times until I ran it clean.
Blade Run: http://www.youtube.com/watch?v=AKIW4ah3JH8
  • Blade Run was extremely easy to create 250+ routes for, and only took about an hour to fully refine and fraps all four. This is mostly due to having long straight stretches on which to build speed, but a lot has to do with the random steep hills around the edges of the map. I tried to have a little fun with the routes and do a few clever things with the terrain to spice it up. All of these can be done better and faster, and you can actually grab at over 300 on one of them with only a single rocket jump, though you have to tweak a tiny part of it :).
 

WildFire

Warrior of Linux
Good routes most certainly, return routes were OK, but I think they could be easily improved on. I look forward to next video though!
 

phanakapan

Private Tester
all of the routes could easily be improved upon. these were literally the first or second runs after figuring out the basic route. I actually didn't work on the returns at all, so those are completely made up on the spot. Watching the video again this morning I can already see better places to hit on the return. I was actually able to hit 312 on the route that's 276 in the video, but it was later when I was helping buzzar learn how to cap and I wasn't frapsing.

This was meant mostly as an example of what's possible in a short amount of time with very little work on maps that people have decided to horribly under-utilize or underexplore. On Forgotten, because of the horrible giant halfpipe in the center, no one uses side routes. Look how fun they are though :)
 

Piggeh

Puzzlemaster
How fast are the return routes?
(w/wo) Rocket jump.
1. Watch video
2. Time return
3. Profit

I'm glad that you are releasing these. I find that some players are unwilling to share routes/let people follow them, which just seems selfish to me.
 

phanakapan

Private Tester
like i said, the returns are completely freeform. i don't think any of the routes are done in the approach or the return. They were just meant as a general idea of what's possible with very little effort. Think of them as a starting point and improve on them where you can.
 

Disci

Old man
I'm glad that you are releasing these. I find that some players are unwilling to let people follow them, which just seems selfish to me.

That sounds like something that doesn't happen. There are really players who does this? :D
 

Buhlitz

Member
like i said, the returns are completely freeform. i don't think any of the routes are done in the approach or the return. They were just meant as a general idea of what's possible with very little effort. Think of them as a starting point and improve on them where you can.

Imo the return is everything. Sick routes @ the flag speeds though. I'd like to see you put the kind of effort you did with bomber/explosions into a capping/offense/flag oriented video, it would make all of those routes more entertaining to watch. (hypocrite I know)
 
rocket jump cap routes are a bit silly imo, sure if all you care about is the speed at the flag then fine, but for actually returning regularly in a competitive game then you need your health more than the extra 60 mps it gives you.

Surely the real art is what speeds are achievable with no Rj and full health at flag?
 

Piggeh

Puzzlemaster
rocket jump cap routes are a bit silly imo, sure if all you care about is the speed at the flag then fine, but for actually returning regularly in a competitive game then you need your health more than the extra 60 mps it gives you.

Surely the real art is what speeds are achievable with no Rj and full health at flag?
With many routes, that extra speed is actually rather important. In most cases, chasers cannot go 250 relatively quickly, which widens the gap between you and them. A faster speed time also equates to less time for the defense/HOF to react (OD, frag combo, MA, snipe), which means you might actually get out with more health and more speed than if you didn't RJ. Finally, extra speed means faster return to base, crucial for any capper.
 
rocket jump cap routes are a bit silly imo, sure if all you care about is the speed at the flag then fine, but for actually returning regularly in a competitive game then you need your health more than the extra 60 mps it gives you.

Surely the real art is what speeds are achievable with no Rj and full health at flag?

Like Piggeh said, when you're facing a strong defense, your likelihood of actually making it out of the base with the flag (which is low already) is increased when the defense can't stop you to begin with, which is where rocket jumping before hitting the stand helps. Reacting to and blocking people who are going slow is much easier than if they are blazing at 250+ speeds.
 

Buhlitz

Member
rocket jump cap routes are a bit silly imo, sure if all you care about is the speed at the flag then fine, but for actually returning regularly in a competitive game then you need your health more than the extra 60 mps it gives you.

Surely the real art is what speeds are achievable with no Rj and full health at flag?

I couldn't disagree more. I often times cap with almost no health because as far as I'm concerned if you can rocket jump, do it. Frostbyte return route on Alpha for instance, you OD out to the right hit the bowl and if you don't get dinged by anything rocket jump and you'll beat the chasers almost every time so long nobody got the jump on you, or has epic chain. Either way, fast and furious is better than moderate and safe that is how you make 'the play'.
 

Mhi200

Member
I couldn't disagree more. I often times cap with almost no health because as far as I'm concerned if you can rocket jump, do it. Frostbyte return route on Alpha for instance, you OD out to the right hit the bowl and if you don't get dinged by anything rocket jump and you'll beat the chasers almost every time so long nobody got the jump on you, or has epic chain. Either way, fast and furious is better than moderate and safe that is how you make 'the play'.

I must say while I agree with this generally, I disagree with the specific example.
 

phanakapan

Private Tester
i think rocket jumps pre flag are probably more useful more often than after the flag, but i usually switch it up if for no other reason than to keep a defense on its toes. It is also more difficult to actively clear a HoF or dodge BBs the faster you go, though the element of surprise can be invaluable.

As for returns...having set returns is key, but i typically try to have a variety of optimal returns for different situations. depending on whether my flag is home, how competent my chasers are, and how late in a map it is, i will use different routes that allow for longer or shorter return times, more or less speed at different points in the route, or tricky directional changes. returns are also more often free form as a result of getting knocked off your route or having your speed altered by defenses, while the approach can be finely tuned and infinitely repeatable.
 
Im not going to try n talk you out of this way of thinking as it just makes my job easier when I defend against you guys :)

One rocket and ya out, no chase needed from me :)
 

Buhlitz

Member
i think rocket jumps pre flag are probably more useful more often than after the flag, but i usually switch it up if for no other reason than to keep a defense on its toes. It is also more difficult to actively clear a HoF or dodge BBs the faster you go, though the element of surprise can be invaluable.

As for returns...having set returns is key, but i typically try to have a variety of optimal returns for different situations. depending on whether my flag is home, how competent my chasers are, and how late in a map it is, i will use different routes that allow for longer or shorter return times, more or less speed at different points in the route, or tricky directional changes. returns are also more often free form as a result of getting knocked off your route or having your speed altered by defenses, while the approach can be finely tuned and infinitely repeatable.

Good point, I'm more or less agreeing just saying that I like to have it figured out from beginning to end, what is just the flat out fastest period and try to hit it just like that, because if you nail an approach a grab and a return (obviously) you can wtf cap on almost anyone super fast and totally throw the pace of the game in your teams favor with hopefully a back to back grab. You are correct the approach can be finely tuned and infinitely repeatable, but I think the same goes for your grab, and your retreat, as well as your ability to improv under stress. They can all be finely tuned and I guess when it comes down to it are all of equal importance, I think how we all differ in how we value importance of certain aspects defines a bit of who we are as players and our styles.
 
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