Strafe-jumping: Difference between revisions
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# To gain maximum speed, the player must now move the mouse smoothly to around a 45 degree (i.e., turn) in the direction of the strafe, while still holding down the two aforementioned keys. This part is called airstrafing, which is responsible for increase in speed during the jump. |
# To gain maximum speed, the player must now move the mouse smoothly to around a 45 degree (i.e., turn) in the direction of the strafe, while still holding down the two aforementioned keys. This part is called airstrafing, which is responsible for increase in speed during the jump. |
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# For successive strafejumps, the player immediately jumps again on landing, swapping the direction of strafe as well as mouse motion. |
# For successive strafejumps, the player immediately jumps again on landing, swapping the direction of strafe as well as mouse motion. |
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>in one short sentence, the play jumps while holding forward, as the character lands the player must quickly press the one of the stafe keys, and move the mouse in the same direction, this must be done before the player has left the ground. |
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Done correctly, this will dramatically increase the player's velocity with successive jumps. The only way to learn this technique is by practice. Sequential strafejumping is mainly a matter of muscle memory, as the maximum angle of mouse motion increases slightly with consecutive jumps. Another way to increase jump speed in Quake III is a circle-jump where the player gets over 500 units/sec (standard runspeed is 320 units/sec). |
Done correctly, this will dramatically increase the player's velocity with successive jumps. The only way to learn this technique is by practice. Sequential strafejumping is mainly a matter of muscle memory, as the maximum angle of mouse motion increases slightly with consecutive jumps. Another way to increase jump speed in Quake III is a circle-jump where the player gets over 500 units/sec (standard runspeed is 320 units/sec). |
Revision as of 15:42, 6 July 2008
Strafe-jumping is a form of trickjump used to increase a player's speed in computer games based on the Quake engine and now the Doom 3 engine. The technique is common in Half-Life 2, QuakeWorld, Quake II, Quake III Arena, Quake 4, Cube, Jedi Knight 2, Star Wars Jedi Knight: Jedi Academy, Soldier of Fortune 2, Doom 3, War§ow, Wolfenstein:Enemy Territory, Call of Duty, and Call of Duty 2, and widely accepted as being part of the game.
Strafe-jumping
Strafe-jumping requires a very specific combination of mouse and keyboard input. The exact technique involved depends on the game itself; however, most games follow a certain pattern of user actions. In several games, there are entire maps devoted to this, much like obstacle courses.
The movements are usually as follows:
- The player presses the forward key, preparing to make the first jump.
- Still keeping the forward key pressed, the player jumps, adding either the move left or the move right key (which is where the strafe in strafe-jumping comes from). The strafe and jump keys must be pressed at the same time.
- To gain maximum speed, the player must now move the mouse smoothly to around a 45 degree (i.e., turn) in the direction of the strafe, while still holding down the two aforementioned keys. This part is called airstrafing, which is responsible for increase in speed during the jump.
- For successive strafejumps, the player immediately jumps again on landing, swapping the direction of strafe as well as mouse motion.
Done correctly, this will dramatically increase the player's velocity with successive jumps. The only way to learn this technique is by practice. Sequential strafejumping is mainly a matter of muscle memory, as the maximum angle of mouse motion increases slightly with consecutive jumps. Another way to increase jump speed in Quake III is a circle-jump where the player gets over 500 units/sec (standard runspeed is 320 units/sec).
In some games based on the Quake 3 engine, such as Call of Duty, fractional increases in jump height can be achieved by playing the game at higher frame rates.
In games such as Star Wars: Jedi Knight II, the player must not forcejump as you cannot air strafe
Circle Jump Start
The circle jump start is the action performed by the player at the start of the strafe jumping, this gives a sudden burst of speed as opposed to gaining speed with regular strafe jumping. THis technique is found to have worked best in Quake 3 engine based games.
The movements are as follows: >The player stand around 90 degrees from the direction they intend to move in. >The player then hold forward, the left or right strafe key (depending on which way you're going), and turn to face 45 degrees the opposite way. (The player will have turned 135 degrees from their original position) >The player now continues into strafe jumping.
Bunny hopping
Bunny hopping is a term used for different kinds of movement in games. There are two major usages of the term: In any first person shooter with jumping a player who jumps up and down to avoid being shot is sometimes called a bunny hopper. This is a very basic technique that only works against inexperienced opponents.
More advanced techniques known as bunny hopping use game physics to move faster than the base movement speed, combined with air-control (the ability to change movement direction significantly without losing speed while in the air). Techniques that gain speed without the ability to significantly change direction are often called Strafe-jumping. The methods used to achieve bunny hopping varies from game to game.
. Bunny hopping is implemented in QuakeWorld, DeFRaG, Challenge ProMode Arena, OSP (only with cpm physic) mods for Quake III Arena, Team Fortress Classic, Half-Life Mod Natural Selection, War§ow, Enemy Territory Fortress, Painkiller, Kingpin: Life of Crime,Call Of Duty 4 and Dystopia.
References
External links