i've been so hopped up in speedrunning quake this year i spent some time writing a quake theory text and trick explanation in response to anthony bailey's.
but recent circumstances force me otherwise, so im rushin it before life gets busy in the new year. i have no idea if i have time to post it on me web site or create one in time, in fact. below i've pasted a short chart briefing the bugs and tricks associated with them. lemme know what you think.
cheers
note: bhop explanation under construction cuz im still learning how to do so, though i can do everything else preceding it. im leaving out the word 'ace' cuz people seem to be put off by that
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NormalQuake Stuff
note: 'acceleration jumping' was tagged by the ozzie (atleast I think he is) QW player, Cinclant, in his text, 'QuakeWorld Jumping'.
Bugs:
zig-zag
continuous alteration between strafes will running forward.
wall hug
strafe into a wall while running forward, facing a tad away from it.
jumping
preserves speed until you hit the ground. jump lengths correspond to the crosshair's verticle axis, where a higher aim equals a longer jump.
angle-speedup
steering increases speed.
return-angle-speedup
steering thinly to one side then quickly flicking to the other, facing foward-centre as you were. only used in acceleration jumping.
mid-air steering
steer and strafe in the same direction, mid-air, turn in the corresponding direction (ie. strafe and steer right to turn right). best known for navigating corners and obstacles.
rocket/grenade jump
launch/plant the missile into the ground and jump when it explodes, taking advantage of the damage-push and consequently launching yourself in the desired direction at ridiculous speeds. grenade jumping requires precise timing for proper use, ie. e1m3 - The Necropolis.
Tricks:
note: all tricks only executed with a jump following the methods. eg. reading a zig/zag means you zig or zag, strafing left or right as you run forward, then jump holding the latter key.
strafe jump - zig/zag
where continuous execution (w/ alteration) increases speed.
circle-strafe jump - above + 90 degree angle-speedup
ideal for corners and much better boost.
acceleration jump - zig-zaaaag + return-angle-speedup
a tweaked circle-strafe-jump. properly executed with a return-angle-speedup. ideal when moving in a straight line. many cases work without the initial zig.
bunny hop - continual strafe jumps + mid-air steering without +forward
jaw-dropping speed and movement. properly used with a damage-push, circle-strafe jump, or an acceleration jump. this trick depends on fluent timing, map knowledge and mastery of the above.
but recent circumstances force me otherwise, so im rushin it before life gets busy in the new year. i have no idea if i have time to post it on me web site or create one in time, in fact. below i've pasted a short chart briefing the bugs and tricks associated with them. lemme know what you think.
cheers
note: bhop explanation under construction cuz im still learning how to do so, though i can do everything else preceding it. im leaving out the word 'ace' cuz people seem to be put off by that
------------
NormalQuake Stuff
note: 'acceleration jumping' was tagged by the ozzie (atleast I think he is) QW player, Cinclant, in his text, 'QuakeWorld Jumping'.
Bugs:
zig-zag
continuous alteration between strafes will running forward.
wall hug
strafe into a wall while running forward, facing a tad away from it.
jumping
preserves speed until you hit the ground. jump lengths correspond to the crosshair's verticle axis, where a higher aim equals a longer jump.
angle-speedup
steering increases speed.
return-angle-speedup
steering thinly to one side then quickly flicking to the other, facing foward-centre as you were. only used in acceleration jumping.
mid-air steering
steer and strafe in the same direction, mid-air, turn in the corresponding direction (ie. strafe and steer right to turn right). best known for navigating corners and obstacles.
rocket/grenade jump
launch/plant the missile into the ground and jump when it explodes, taking advantage of the damage-push and consequently launching yourself in the desired direction at ridiculous speeds. grenade jumping requires precise timing for proper use, ie. e1m3 - The Necropolis.
Tricks:
note: all tricks only executed with a jump following the methods. eg. reading a zig/zag means you zig or zag, strafing left or right as you run forward, then jump holding the latter key.
strafe jump - zig/zag
where continuous execution (w/ alteration) increases speed.
circle-strafe jump - above + 90 degree angle-speedup
ideal for corners and much better boost.
acceleration jump - zig-zaaaag + return-angle-speedup
a tweaked circle-strafe-jump. properly executed with a return-angle-speedup. ideal when moving in a straight line. many cases work without the initial zig.
bunny hop - continual strafe jumps + mid-air steering without +forward
jaw-dropping speed and movement. properly used with a damage-push, circle-strafe jump, or an acceleration jump. this trick depends on fluent timing, map knowledge and mastery of the above.
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