Doomfist Parkour Academy - Learn Rollouts, Bounces, Diags, & Map Spots
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Overview:
Multi-map Doomfist parkour designed to teach newer players various rollouts, bounces, diagonal punches, and other tech. It is a comprehensive list of map spots that can be competitively useful if known and practiced. Not all map spots are super-useful, but it's good to know they exist nonetheless.
You can toggle between "Parkour Mode" and "Free Mode". Parkour mode will let you cycle though checkpoints quickly while practicing. Free mode will let you freely roam the map with no ability cooldowns and allows ultimate. You can practice and experiment on your own to see what map spots and rollouts are most viable to you!
By default, maps will rotate according to the skirmish timer. You can disable this in the workshop settings!
Maps:
Be aware that maps in a rough draft phase need more testing/fine tuning and may have errors. Completed maps may have additional checkpoints added in the future. Future releases will include more maps, stay tuned!
- Maps roughly drafted: Rialto, Hanamura, King's Row, Busan, Temple of Anubis, Lijiang Tower, Dorado.
- Maps completed: None.
Controls:
- Reload = Quickly respawn character
- Interact + Melee = Toggle Controls HUD
- Interact + Primary Fire = Toggle Parkour/Free Mode
- Interact + Jump = Next Checkpoint
- Interact + Crouch = Previous Checkpoint
- Interact + Slam = Next Level
- Interact + Ultimate = Previous Level
- Interact + Uppercut = Back to Level Hub
Doom Tech 101:
- Punch Cancel = Jump while punching to go further
- Turn Punch = While punching, flick your camera left or right quickly and jump to turn around corners
- Bounce = Jump right before punching an object to bounce off it, gaining forward movement or height
- Diag = Place your feet on the edge of an object or high ground/platform to punch diagonally upwards
- Wall Diag = Look inwards at an angle along a slanted wall and jump to punch diagonally upwards, climbing the wall
- Balance Bounce = Stay still on a rooftop balance spot for 4 seconds to get bounced upwards
Known Issues:
- Some maps need their checkpoints reorganized / hints added to make it more intuitive, among other checkpoint-optimizing things. This is a constant work in progress and feedback is appreciated.
- Scoreboard times are occasionally out of order. No idea what's causing this.
- Some HUD elements do not properly load when spawning in. No idea what's causing this. A temporary fix is implemented so that it will continually reload if it detects that it's missing elements.
Credits:
Checkpoints made and placed by Big Smoke. Some checkpoints were taken inspiration from various youtube videos. Special thanks to these creators: Clowner, Brandito, Marauder.
Thanks for friends helping me beta test checkpoints: AmarexC.
This was made using a parkour framework/creator I developed myself to allow seamless teleporting between disconnected checkpoints, as well as other various mechanics not included in other parkour creators. You are free to use it as a base for your own parkour maps if you'd like; credit not necessary but appreciated.
Simple Multi-Level Doomfist Parkour Creator by Big Smoke: J8CA1
Source code
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5 Comments
Is there any video of these rollouts? Like some kind of walkthrough to help when I have no clue how to succeed an exercise :( Or maybe I just want to know if I'm doing it the right way or if maybe there's a more optimal way to achieve the same result.
Not that I'm aware of, sorry. Perhaps someday when this isn't a work in progress anymore.
will you be able to add in the future more levels to each map? or perhaps just a few sections for a map, so that if someone wants to learn kings rows all points he would be able to.
the experience with the mode is really good, taught me quite a bit :)
no bugs, or glitches, thx very much for this mode!.
I tried to strike a balance between adding as many useful checkpoints for each map versus the number of maps I can cram into a single code to make it easy to load/rotate maps around. So the trade off is that the more specific and detailed the levels and checkpoints become, the less maps I'll be able to work on. The number one priority I think should be to create more general checkpoints for more maps to actually learn key map spots as opposed to more specific/specialized checkpoints for a few maps.
Unfortunately right now I don't have as much time to work on this as I'd like to due to life issues. I'll return to this someday but I don't know when.
An amazing Map workshop with lots of potential as other maps are added into it by BigSmoke. I am happy to be helping beta test each new map as it is teaching me new techs for Doomfist. Keep up the GREAT work BigSmoke