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Zones

A zone is a marked volume in the map that does something to you while you're inside it, or the moment you enter it. A boost strip that speeds you up, a lift that carries you up, a zone that teleports you back if you're too slow: all zones.

Every zone is the same idea:

zone = a place + a condition (optional) + an effect

Effects#

EffectWhat it does
Pushpushes you along the zone's direction every movement step, like a second gravity (e.g. +1500 ups/s); can cap the speed it gives
Set speedsets your speed to a value (or at least / at most a value) when you enter
Teleportsends you to a destination, keeping or setting your speed
Resetputs you back at the route start or your last checkpoint
Gravityturns gravity in another direction while you're inside (gravity flip)
Staminarefills, drains or sets your stamina (stamina)
Give a movegrants a move while you're inside: wall-runs on every wall, a double jump, the jetpack (power-ups are the pickup version)
Timerstarts, stops, cancels or splits the run (timer gates)
Messageshows a hint or a story line

Conditions#

A zone can fire for everyone, or only when a condition holds:

ConditionExample
Speed below / above a valuebelow 700 ups: you're too slow for this jump
Vertical speed below / abovefalling faster than 1700 ups: you missed the landing
Stamina below / abovebelow 10000: no stamina for the next part
Routeonly for runners on the left route
In a run / not in a runpractice-only helpers
Keys heldonly while holding crouch, or the jetpack key
Power-up activeonly with featherweight
Teamonly for the red team (team modes)

Common zones#

ZonePlace + condition + effect
Boost stripfloor strip, always, a short strong push
Boost ringring in the air, always, a push through the ring
Boost lanea long slide or tunnel, always, a gentle push; the longer you stay, the faster you get
Lifta column of air, always, a push upward
Brake zonebefore a tight turn, always, a push backwards
Too slowbefore a gap, speed below 700, teleport back to the run-up (so nobody falls for a minute)
Too fasta slow section, speed above a value, reset: a speed limit for a precision part
Missed landingunder a drop-in, falling faster than 1700, teleport to the start of the section
Leet gatethe fast exit, speed above 1200, teleport to the leet route
Gravity zonea room, always, gravity points at the wall
Rest areaa heated shelter, not in a run, stamina refill
Route switcha fork, route = right, teleport to the right side

Feel and skill#

  • Push zones reward the line: a push goes along its arrow. Enter along it and the push adds straight to your speed; enter across it and it mostly bends your path.
  • Time in the zone matters: you get more from a lane if you stay in it.
  • Push + ice: on ice nothing slows you down afterwards, so a boost before an icy slide carries all the way through. On a normal floor, friction eats some of it.
  • Condition zones are fair warnings: a "too slow" zone saves you a pointless fall and tells you what speed the jump needs. A leet gate tells you what speed the shortcut needs.

Readable#

  • Every zone shows what it does: arrows that flow faster on stronger pushes, blue for boosts, red for brakes, purple for gravity, a soft green for rest areas.
  • Condition zones show their condition: a "700" painted at the run-up of a jump with a too-slow zone, a speed gauge on the leet gate that lights up when you're fast enough.
  • Each effect has its sound: a whoosh for pushes, a zap for teleports.

In maps#

  • Entry speed: a boost strip at the start of a route gives everyone the same speed into the first jump.
  • Rescue boosts: a ring that saves a jump you'd otherwise miss: the safe line for learners, while the fast line skips it.
  • No long falls: too-slow and missed-landing zones send you back the moment a jump can't work any more, so retrying is instant even without save / load.
  • Leet lanes: a hidden boost lane that only pays off if you enter it at full speed.
  • Every zone replays exactly: zones are part of the simulation, so runs with them are verified like any other.

Seen in: speed pads in Trackmania and Sonic, Quake 3 jump pads and teleporters, and the filter entities of the UJM jump servers (teleport only below a speed, above a falling speed, below a stamina, or on a given route), which jump maps like ut4_icytilt use for exactly these zones.