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I'm an avid player of bhop and surf on the source engine. I also usually play Bunny Hop League. How the game handles air strafing and bunny hopping is off putting and even after hours of play I still get messed up on it.
Basically I'm wondering if the way it is now is basically the final model for the movement mechanics, or there is room for changing it to be closer to source engine mechanics.
I would like to add a bit to this. I have done bhops in source games and actively run the L4D speedrunning community, which is a game that has its own beast of a bunnyhopping system. Also Portal 2. I really appreciate the fact that it is built in to the game and has a nice, clear indication of how you are doing. I do feel that it could be adjusted to give players even more control over how they move, however, which is an important thing for a platformer.
Particularly, the mechanic that locks you into a single strafe direction once one is held in the air feels quite odd, and I do think it is unnecessary to punish the player for switching directions when doing so frequently is vital to platforming accurately in this game. There are a few options I can think of for tweaking this, in order of what I think would be best to worst without being able to playtest it ,. This doesn't change the current mechanic in any way, only opens it up so that you can strafe more freely where you need to, when you need to.
So run-up to the wall, jump once, and then keep holding jump while continuing to input forward movement. It gets really interesting. You can while you are in the climb animation, let go of holding jump and forward before inputting another jump, this throws you back off the wall.
And you can do all sorts of things with this. Another technique that throws you off the wall that is useful in far more situations is wall jumping. If you slide jump into a wall, you can wall jump off of it. So slide jump, let go of moving forward, and jump a second time at the highest point of your jump. You also have to look perpendicular to the wall at the moment of impact, you can add an Air strafe thing towards and of the war to gain some serious speed from it. I think especially the Air Strafe variant has some serious implications for traversal around the map.
While you are climbing if you let go of the forward input at the right moment, you can grab onto a ledge and peek over. Overall just be creative with climbing, you cannot only climb forward but also to the sides of it.
The game also gives you a little boost when at the end of a climb. Not only are there unexpected climbing routes around buildings for the bunch of rock formations can also be climbed this way. Where we are at buildings, you can also use doors to assist you in climbing a roof. Also, use them with your movements. Close them as you move through them to briefly block off an enemy for use as cover when you enter a room.
Speaking of things you can interact with within the map, while you ride on a zip line, you can sort of bunnyhop on it. As long as you keep holding the interact button, you can jump on it as much as you want, and will always re-engage. This is slower than actually writing it. So try to find a balance of traveling fast and being harder to hit the target. You can also use sublines to Super jump, just interact with the zip line and immediately jump off of it.
If you input a crouch before interacting with the zip line and jump off fast enough, you can get a huge boost from it. This is another case where jumping the mouse wheel is really helpful.
But this as many other movement techniques requires some training. For this, you want to turn in the direction you want to end up in before reaching the zip line. Look up when you get to the top immediately look down and then level out again. You want to peak at a speed of around This is the optimal tactic to cover the most distance on flat ground.
But you can vary this technique to adapt to different terrain. While we are flying. The fastest way to get there is to drop at to meters away from it. Not really bhopping or strafe jumping in the traditional Quake engine sense but once you get the hang of it its pretty rewarding.
Yeah, I figured it out after a bit. If you're doing both, you gain awesome acceleration. Per pagina: 15 30 Data di pubblicazione: 9 mag , ore Messaggi: 5. Regole e linee guida per le discussioni. SR40 to the right may be activated using Run, Forward, and Strafe Right shift, up arrow, and period in the default keyboard arrangement.
The Doom engine does not perform any special calculations for this. The results are simply due to solving the triangle formed when the player moves forward 50 and sideways 40 in a single time unit. The maximum jump distance between platforms at equal height is units, according to one authority, or according to another.
SR50 to the right may be activated using Run, Forward, Strafe Right, Strafe On, and Turn Right shift, up arrow, period, alt, and right arrow in the default keyboard arrangement. The maximum jump distance between platforms at equal height is units, but is an accepted practical maximum. SR50 is the fastest speed obtainable except for wallrunning , but it is awkward to activate and it is not possible to turn while in SR50 mode.
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