Even if I was good with narration, I'd probably still stick to making it simple like this, because it's how I like to watch guides as well. Although this is leaning towards a demonstration more than a guide.
I imagine some day these skills will come in handy when we live in a virtual reality where rules are what we make them and you'll be zipping around maniac.
This makes me miss excessive custom mod servers in Q3. Learning which angles and corners to propel yourself 500mph through corridors while strafe jumping between shots. This new Quake is ok, it hasn't settled with me yet. But it really scratches that itch that new games don't. Back in my day, kids, we were badasses and we didn't celebrate every play like it was a final score in a sports event... we kept those plays coming back to back. I miss gaming.
please, do not confuse the viewers: 1st - double beat, switch side every 2 jumps 2nd - inverted strafing, without the forward key, switching side every jump 3rd - half-beat, switching between one normal strafe and one inverted fullbeat is just regular strafing when you switch side every jump just like a pendulum, not included in this video
My angle is that there is no regular style, because "inverted" and "regular" are equally efficient styles and there's no technical reason to be preferring one or the other. I've come across many newcomers that are more at home with the inverted style because it's similar to A/D hopping in source games. When you're teaching strafe jumping like this, the terms "regular" and "inverted" become pointless.
GroinMischief, regular means what most quake players use. Inverted and half-beat are actually more efficient because you don't need to move your mouse that much between acceleration zones.
So, in strafejumping 'beat' is the move from one side to another. As in pendulum beat. Fullbeat - 1 full beat in 1 jump Double beat - 1 beat in 2 jumps Half-beat - using only 1 half of a beat Inverted - using the strafe key which is opposite to the direction of your look Thus inverted double beat means you do inverted strafing with 2 jumps per beat.
Switch timing is pretty much arbitrary in strafe jumping, you don't for example have to switch sides every time you jump. You can in fact switch the side whenever you please, even wiggle side-to-side constantly if you can. So it makes no sense to categorize these techniques based on how many jumps or "switch sides" are in between the beats and such like. Unless such consistency is where the terms themselves come from, in which case I would drop the beat terminology altogether in favor of a more basic terminology, that describes strafe jumping specifically and not some arbitrary routine.
thanks for the guide this helped me a lot. Personally i don't care about the nomenclature of the strafe jumps I only want to learn all the movement mechanics. Please upload more guides to help newcomers like me!
Full beat straight seems to be the much more intuitive way for players new to QC, reason is that they tend to have their crosshairs pinned in the middle to wherever they walk to since the muscle memory tells them to always keep ready to fire on other fps shooter
THANK YOU FOR THIS. As a noob after watching multiple videos and reading threads on the topic, mostly cluttered with arguments on the 'why' these mechanics happens as opposed to the 'how' of them, its REALLY appreciated to see a expansive but clean demonstration of the various tech. This serves as a really helpful foundation when looking at other resources that dig into the minutiae of it, where I would otherwise be completely lost. The beat picture was also helpful to clarify and so were the comments about changing your left/right direction during strafe jumping only being relevant to maintaining the correct course. From a practical standpoint I'm guessing it would be good to grind a full-beat diagonal(or straight) strafe into muscle memory followed by learning how to half-beat? I'm not really sure why half-beating is good to learn for your average player but I see people recommending it so... While I think I have an ok idea on Circle Jumping and changing directions while minimizing speed loss/restarting jumps, its something that could benefit from clear demonstrations like this video. Regardless, thanks for making this and great jumping.
I think the most practical standpoint is to think of strafe jumping as utility comparable to running on the floor. When you're running on the floor, you generally want to have a good feel to how you can run sideways, diagonally and backwards. If you can't run on the floor with WASD to every direction naturally, then you're going to have a really bad time with any first person shooter. It might sound like a common intuitive skill, but I know a lot of non-gamers who have a really hard time grasping the idea. It's the same for strafe jumping and Quake. In theory it's possible strafe jump while doing constant 360 spinning with the mouse, but it's hard even for me lol: ruclips.net/video/hmfJj-Vxkz0/видео.html Half beat is convenient because you get to gain speed and maintain the correct course with minimal mouse movement.
You can either hold your jump, but that reduces your acceleration. Or you could always just activate the air jump so at least then you're in control of it. Kinda like every time you jump, you press jump twice.. if that makes sense.
Anarki has THREE different movement behaviors and it boils down to 2-3 air movement variables. I can't link anything on youtube for some reason, but you can look for a video from my channel titled "Changing Q3 air movement to Q1 air movement". The Q1 movement uses variables "air accel 106" and "max air speed 30" - which is pretty much exactly like how CS movement is and that's closer to how Anarki's left/right is assigned. However, every other movement direction has Q3 like setup with "air accel 1" and "max air speed 320".. with the exception of forward/back, which have a third variable called "air control" added on top of the Q3 setup. So, no. You will never bhop sideways with Anarki. But you can join the club and demand them to make a champion with Q1 type movement!
Weird. I had no idea that some of these were possible. HB and FB angles are very different. Strafe-jumping does or, at least, did have something to do with strafing.
Strafing is not the intrinsic part of strafe jumping and has never been in any Quake. It's always been about the curvature in air. You gain speed because you're constantly changing vectors by doing so and every new vector adds 1 ups of speed as long as that vector doesn't go in an opposite direction of your current heading.
Feel free to call any variant of the technique with it's unique name. I'm pretty sure people will love it. And since you're taking the term strafe jumping so literally, then you should know in video game context the definition of strafing is moving sideways - not diagonally. www.urbandictionary.com/define.php?term=strafe
Short explanation: Cancer. Longer explanation: A combination of three different movement behaviors, Q3-like for diagonal directions, Q1/source-like for left/right and linear for forward/back. Here's an image to depict the "controls": i.imgur.com/pCX1eop.png The way that this movement system fails in my opinion is that you essentially have two movement behaviors that both work for the same directions and then lack the sideways equivalent of it. You can't for example bunnyhop sideways with neither Anarki or Sorlag. The difference between the two are simple nuances, such as ground speed, maxairspeed and rate of acceleration. Sorlag also can apparently gain speed by going in a straight line, but I'm not sure.
basically, you start in a circle jump to build up speed, once you gained momentun only use strafing keys (no +forward needed) and mouse motion to control your path. as you do this your speed increases until the speed cap is hit. same works backwards.
RoliTheOne here (this is my gaming channel). Slash is different again. She moves like a regular champion, including strafe jumping and so on. But as you say she can preform crouch slides. After a jump or generally whenever you are in the air, shortly before hitting the ground hold down crouch, this begins your crouch slide. Together with crouch hold either forward+left strafe or forward+right strafe. While doing this also gently move your mouse to the left, or to the right. It is somewhat similar to the strafejumping, but somehow very different haha. One crouch slide doesn't get you very far mostly, so before one slide ends just jump and do the same thing again. Combining movement with wasd, you can then move in all directions, in theory.
Could you make a tutorial at how to control jumping around different corners. Are there thechniques with wich you can go really tight around corners without losing speed?
Traditional strafejumping math does not allow for tight turns (or actually any turns, if you discount the slow sideways drift). To turn with maximum efficiency you either use a different math model (Anarki/Sorlag or Slash), or do the following (forgot the fancy old name): land at a corner, and instead of jumping immediately, run for a meter or so. This way you gain ground acceleration, allowing you to turn, but incur ground drag, losing speed. If you make a short enough run, you won't lose _all_ your extra speed.
One way to make tight turns without losing ALL speed is to delay the jump and then make a quick redirection on the floor. The friction in QC is not instant, so you don't instantly lose it all. You will however most of the time lose most of your speed anyway, but this is still faster than stopping and making a new circle jump at every turn. Some people call this technique "jump pivoting" and others simply "jump delay".
Do you mean, how to go through walls? Every time you jump theres a time window of 200ms during which you wont be stopped by walls. So if during that time you come in contact with a wall and slide off of it, you'll continue with your speed as if nothing happened. This doesn't mean you literally go through walls, you just simply slide by them without speed loss. You might find some Quake Live tutorials for it, there are several ways people call it: Wall/corner skimming/clipping. I remember seeing one for QC, but I cant find it with those search words. Here's a video I made of the same phenomenon in another game: ruclips.net/video/495dGH__69U/видео.html
In bunnyhopping there's expected to be more maneuverability, but less speed gain - whereas with strafe jumping there's more acceleration in straight line but less maneuverability. I recommend checking this video: ruclips.net/video/MgWqaDqkBD0/видео.html
Sorlag/Anarki: All diagonals presume the behavior of vQ3ish movement (strafe jumping). Left/Right presume the behavior of Q1ish/source movement (bunnyhopping). Forward/back turns you linearly to the direction that you're watching (noobified bunnyhopping). Three different behaviors in total, not equal to all directions. For example, bunnyhopping sideways and diagonally is impossible, you can only bhop forwards or backwards. Here's an image to depict Anarki/Sorlag and CPMA movement in general: i.imgur.com/pCX1eop.png
When you're dodging LG on the ground, you strafe left and right, correct? You'd effectively disable your aim if you dodged around with forward key only. Same fault applies to strafejump movement as well. Why would you face only one direction all the time when all 8 directions are usable?
@@hexstatic9105 I don''t think it's obvious from gameplay video, because in actuality it doesn't look as smooth as these demos, sometimes you're not even using mouse to gain speed and it's hard to see when you're speeding up. Here's (not a gameplay clip) but another demo of what it could look like: hmfJj-Vxkz0 If that ID doesn't work look up "Quake Live Spin jumping". The "omnidirectionality" is also probably more obvious in Quakeworld gameplay because it has aircontrol, I'd look up some duel or TDM matches from top players like Milton, Locktar, Carapace, etc.
@@GroinMischief ok, thanks. It looks like something really hard to master and use in an actual gameplay. How much time can it take to learn it to the point where I actually can make an use of it? Do you practise it somehow or it just kicks in naturally after some time? I already can strafe jump in full beat mode but somehow I cant get beyond 800ups using visor to practice at the same place as you on the video.
@@hexstatic9105 It's not so important to go fast in actual gameplay. You can just kinda feel it when you can turn to one direction and gain speed from it and you won't even think about which technique you're using. It can come as naturally as moving with WASD. I would practice simple things like just turning in air while fixing your aim to something. Turning gives you speed, so when you can naturally steer any which direction you want then you'll be gaining some speed as well.
No, the speed is generated when your character turns in the air. Mouse and movement keys are the method of turning. You asked in another comment why my mouse isn't moving as much: The reason is because every movement direction (theres 8 of them) requires a certain view angle with the mouse to get into the optimal turning position. For example, left and right are on the opposite ends of each other.. but upward-right and left are closer to one another - so when I switch view angles the mouse movement across that gap is much shorter.
i saw one guy playing Slash and he was basically strafe jumping and on rough corners he used her passive crouch slide ability but combined it with insta circle jump so it even boosted him more
Circle jumping is more the less the same, but on the ground. All these techniques work for circle jumping as well. This might not be what you want, but for now you can eyeball this playlist: ruclips.net/p/PLURQg2sq6L0sx3s3DZLlu-znM4bETWbag
This is probably a dumb question but are you holding down jump or just keep pressing it? I always wondered if that ever made a difference in terms of how fast you can go.
On the Full beat - Straight demonstation it says turn right is right and turn left is left (I am assuming that is the direction the mouse is being turned) yet you seemed to turn the opposite direction to the strafe key being held?
It says which movement keys I'm pressing when physically turning to whichever direction. Mouse also turns the same direction and then goes to the opposite direction when I'm switching sides.
It's not in the opposite direction. The center point of the circle is just more directly at my sides. When you hold left/right+forward the center point will instead be at your forward diagonal angles. This image might explain it better: i.imgur.com/fvUVbwM.png It's based on Quakeworld, but works more the less the same in vQ3 and QC movement.
Imagine that strafe jumping is circling around a center point. The center point is always at the general direction of the movement keys you're pressing. So with left/right, the center point is towards to your left and right.
They've existed ever since Q2 and Q1. Q1 is bit different though because of it's differences in airacceleration and maxairspeed. The point is that the "aircontrol" so to speak, is equal to all movement directions. Which means the term "strafe jumping" is stupid, because it implies that you have to "strafe" while doing it, while in fact turning is all that matters.
First of all thanks for the video. You have some fantastic strafe jumping skills. I see you reach speeds of 830 with Visor. I tried my best and all I could reach was 730 on the same path in BloodCovenant. I heard they nerfed Visor's speed later on . I would like to know if it's my technique or just that Visor being nerfed. If you are still playing QC, could you check and tell me if you can still reach that 830 and above with Visor on Blood Covenant. Thanks in advance
In Quake 3/Live and QC physics, there's a speed normalization bug that lowers the maximum acceleration value whenever jump key is being held down, the logic in that is that jump counts as a movement direction and the upwards direction drags the horizontal acceleration down. So, if your strafing is decent but you still can't reach 800 mark, then you're probably using the autohop and holding jump. Here's a side by side comparison of tap vs hold: ruclips.net/video/EGfrEuzW60g/видео.html The key in minimizing this speed reduction is holding jump down as little as possible. You don't have to time the jumps frame perfectly, just hold it as little as you can. EDIT: Visor has indeed been nerfed ever so slightly, but it's still possible to reach at least 850 ups on that same path.
@@GroinMischief Thanks for the reply. Looks like I'm losing speed on the initial part. Also my strafe jumping is different from your styles. Think it's called Full beat. left to right vice versa from the start itself.
@@tachyonmask8114 Try OBS studio, free and all. Takes a tutorial (found in youtube) probably to get it doing what it's supposed, so if you don't have patience for it that's fine.
Been playing for months. Still can't strafe jump unless by accident or coincidence. I understand the theory completely, just can't access that set of movements. It puts me at a permanent disadvantage and as such i'm moving away from the game i wanted to love.
@@sidewaysfcs0718 I fully understand the theory but all I ever do is simply jump while looking either left or right with zero detectible increase in speed.
I would recommend turning on the speedometer and the buttons, as in the video. Then go into a custom game or the tutorial and try it. It is likely you need some sort of visual feedback to see what it is you are actually doing. Hope it helps! :)
just keeping forward and moving mouse left and right for strafe jumping, damn i didnt know that was possible :P *i suck with strafejumps* maybe with this video it improves, THX
You accelerate slower if you hold jump. The purpose is to allow both autohopping for beginners, but give edge to those who time their jumps precisely. Other than that, your view angles might be wrong or you might be simply skipping vectors by turning too fast/slow.
I really hope a champion comes along with source movement, but cpma movement is close enough until then. No sideways air strafes to watch corners though qq
If it seemed like that is what I was saying, i apologize. Quake 1 movement isn't the same as source movement. I specifically want a character with source movement so i can do sideways air strafes because I'm really good at transitioning between forward and sideways to watch different angles and preaim stuff while bhopping.
You're describing Quakeworld movement right there, you do know that Source is made out with the original Quake engine right? Only difference is minor nuances and the restrictions to bunnyhopping, upscroll spam and such like: ruclips.net/video/ItyfXLeYgGU/видео.html
Strafe jumping is basically rotating around a center point in a very large circle. The center point is always somewhere in the general direction of the movement key(s) that you press. When you hold forward+left/right, the center point is at upward diagonal directions. When you hold left/right only, the center point is towards your left/right. If you held forward only, the center point would be directly in front of you.
PQL/etc is the same thing, but there you have more air control and with that the optimal circles are much smaller in radius. To gain speed with L/R in vQ3 - you have to make much slower turns, demonstration is in the video. PQL/etc movement is also bit different in general, there's a total of three different movement behaviors and you can't for example bunnyhop sideways. Here's a picture to depict PQL movement if it makes sense: i.imgur.com/pCX1eop.png So not all 8 directions are equal in PQL/etc, but they are in vQ3 and Quake 1.
No 360 strafing included :( Like first forward, then sideways, backwards, sideways the other side and then back forwards :D Like keys WD + WD + AS + AS where you turn to the 90 degrees to the left after each turn Or AW + SD + SD + AW, also 90deg to the left Same works to the right just mirror everything =] #wasteyourtime
Using all of the 8 movement directions would result in a lot smoother spin than just 4 movement directions. I mention at the end of my video that any other technique is either a sideways/backwards/mix of any of these styles. 360 is one of such techniques.
Yeah it's bit confusing to get used to. Basically instead of switching from W/D to A/S with an instantaneous 90 degree flick, you mediate the interval with W only for example. I tried it here, but it's still lacking in efficiency a lot: ruclips.net/video/hmfJj-Vxkz0/видео.html
Holy shit that's sick. But how can you do that by only moving your mouse in one direction? One would think you'd crash on that wall for only strafing to one side (like when ignoring the view angle)
It stops being "only one direction" when you change movement keys. It's kinda weird to explain. Just give backwards strafe jumping a try, you'll notice that the mouse movement is always reverse to the direction you turn, correct? So when you move your mouse right and hold W+D, your dude will be steering right physically. But if you flip your view angle 180 and switch keys to S+A, what happens is that you'll start steering left physically instead while still moving the mouse right.
it's fascinating that it still works tho, considering it's not pure id tech but rather bastard mix of tech and sabre... which shows it's weakness in other fields like netcode or performance
Movement code is arguably entirely copy pasted from previous Quakes, because even some bugs are the same. For example, when you hold jump you accelerate slower. That is due to a hardcoded controller support code, which counts jump as a coordinate and then rounds up your "wishspeed" wrong.
If we ever get Defrag workshop maps or something like that, Visor will be only viable char for competition and you can wave CPM defrag goodbye, unless they let you mod, which I really doubt. Honestly I hate how they mixed every movement in one game. I hate anarki with passion. It's like escaping those lame QL Vamp turbo servers to find this shit back in your face without an option now.
Umm, people will continue to play Q3's defrag mod, and champions with air-control will be very useful on some race maps. Plus, it's genius that they basically added every QUAKE game's movement style into one QUAKE game; it's already bridged the communities a bit and the game is still in beta.
They don't have Quake1/Quakeworld or Quake 2 movement though. I could also go on about how lackluster the CPM and Q4 replications are, with essential ground behaviors regarding ramps and ledges missing completely.
Technically, Anarki and Sorlag seem to be PQL. I've never played Q2's or Q4's multiplayer on PC. While I would love to have the multi-jumps and ramp-jumps and such, the movements in Q1 and CPM are close enough to what QC can represent(albeit, more complex), and Q4 looks close enough to what QC has. I hope they do introduce a champion that has a more difficult movement like CPM, though. You have to consider that they are trying to make this game as popular and accessible as possible while maintaining a huge skill-ceiling and allowing every champion to play together on the same maps. I think they're doing a great job. If they open up the physics as part of custom servers' customization, you might be able to do some very interesting things.
Need help visualizing how strafe jumping works? I got you covered: ruclips.net/video/I-j4r3yP0LQ/видео.html
The classic no mouse technique. For when you need to eat pizza and grab quad at the same time. Seriously though great video and impressive strafing.
I like his style. just picture, letters, and sounds.
ADMIN HES DOING IT SIDEWAYS
Thank you for being one of the few people that can make a quick guide to something with out filler bs
Even if I was good with narration, I'd probably still stick to making it simple like this, because it's how I like to watch guides as well. Although this is leaning towards a demonstration more than a guide.
0:04 Full-beat Diagonal
0:22 Full-beat Straight
0:43 Half-beat Diagonal/Straight
1:06 Dual-beat Straight
1:24 Dual-beat Diagonal
1:48 Alternative FB Cross
2:09 No Mouse
I thought I was good at this
me too buddy
roses are red
violets are blue
there's always an asian
BETTER THAN YOU.
Watch DeFRaG World Cup 2017 and calm down
Roses are red,
Violets are blue,
There's always a player,
BETTER THAN YOU!
Lol, how long have you been playing Quake? Because if it's the first time you're having this feeling, you must be pretty new.
"THIS IS A DEMONSTRATION, NOT A TUTORIAL"
But... I learned so much
I imagine some day these skills will come in handy when we live in a virtual reality where rules are what we make them and you'll be zipping around maniac.
LOL imagine running on work while late strafe jumping lol
or bhopping on cars to avoid traffic jam
00:00 Full beat - Diagonal
00:20 Full beat - Straight
00:42 Half beat - Diagonal/Straight
01:02 Dual beat - Straight
01:23 Dual beat - Diagonal
01:45 Alternative Full beat - Cross
02:06 No mouse
impressive
excellent vid, helped me figure out what i was doing wrong better than any other guide I'd watched.
This makes me miss excessive custom mod servers in Q3. Learning which angles and corners to propel yourself 500mph through corridors while strafe jumping between shots. This new Quake is ok, it hasn't settled with me yet. But it really scratches that itch that new games don't. Back in my day, kids, we were badasses and we didn't celebrate every play like it was a final score in a sports event... we kept those plays coming back to back. I miss gaming.
please, do not confuse the viewers:
1st - double beat, switch side every 2 jumps
2nd - inverted strafing, without the forward key, switching side every jump
3rd - half-beat, switching between one normal strafe and one inverted
fullbeat is just regular strafing when you switch side every jump just like a pendulum, not included in this video
My angle is that there is no regular style, because "inverted" and "regular" are equally efficient styles and there's no technical reason to be preferring one or the other. I've come across many newcomers that are more at home with the inverted style because it's similar to A/D hopping in source games. When you're teaching strafe jumping like this, the terms "regular" and "inverted" become pointless.
GroinMischief, regular means what most quake players use. Inverted and half-beat are actually more efficient because you don't need to move your mouse that much between acceleration zones.
Lam, in music it's called halftime when you cut the bpm in half. =)
So, in strafejumping 'beat' is the move from one side to another. As in pendulum beat.
Fullbeat - 1 full beat in 1 jump
Double beat - 1 beat in 2 jumps
Half-beat - using only 1 half of a beat
Inverted - using the strafe key which is opposite to the direction of your look
Thus inverted double beat means you do inverted strafing with 2 jumps per beat.
Switch timing is pretty much arbitrary in strafe jumping, you don't for example have to switch sides every time you jump. You can in fact switch the side whenever you please, even wiggle side-to-side constantly if you can. So it makes no sense to categorize these techniques based on how many jumps or "switch sides" are in between the beats and such like. Unless such consistency is where the terms themselves come from, in which case I would drop the beat terminology altogether in favor of a more basic terminology, that describes strafe jumping specifically and not some arbitrary routine.
Best strafe jumping explanation video. 0 fat. GJ dude.
thanks for the guide this helped me a lot. Personally i don't care about the nomenclature of the strafe jumps I only want to learn all the movement mechanics. Please upload more guides to help newcomers like me!
Full beat straight seems to be the much more intuitive way for players new to QC, reason is that they tend to have their crosshairs pinned in the middle to wherever they walk to since the muscle memory tells them to always keep ready to fire on other fps shooter
THANK YOU FOR THIS. As a noob after watching multiple videos and reading threads on the topic, mostly cluttered with arguments on the 'why' these mechanics happens as opposed to the 'how' of them, its REALLY appreciated to see a expansive but clean demonstration of the various tech. This serves as a really helpful foundation when looking at other resources that dig into the minutiae of it, where I would otherwise be completely lost. The beat picture was also helpful to clarify and so were the comments about changing your left/right direction during strafe jumping only being relevant to maintaining the correct course.
From a practical standpoint I'm guessing it would be good to grind a full-beat diagonal(or straight) strafe into muscle memory followed by learning how to half-beat? I'm not really sure why half-beating is good to learn for your average player but I see people recommending it so... While I think I have an ok idea on Circle Jumping and changing directions while minimizing speed loss/restarting jumps, its something that could benefit from clear demonstrations like this video. Regardless, thanks for making this and great jumping.
I think the most practical standpoint is to think of strafe jumping as utility comparable to running on the floor. When you're running on the floor, you generally want to have a good feel to how you can run sideways, diagonally and backwards. If you can't run on the floor with WASD to every direction naturally, then you're going to have a really bad time with any first person shooter. It might sound like a common intuitive skill, but I know a lot of non-gamers who have a really hard time grasping the idea. It's the same for strafe jumping and Quake. In theory it's possible strafe jump while doing constant 360 spinning with the mouse, but it's hard even for me lol: ruclips.net/video/hmfJj-Vxkz0/видео.html
Half beat is convenient because you get to gain speed and maintain the correct course with minimal mouse movement.
How to deal with Doom Slayer double jump while strafe jumping? Sometimes it triggers when I don't want this
You can either hold your jump, but that reduces your acceleration. Or you could always just activate the air jump so at least then you're in control of it. Kinda like every time you jump, you press jump twice.. if that makes sense.
Can you do the same for anarchi? does he have anything besides A/D? Sideways doesn't seem to work like it does in CS
Anarki has THREE different movement behaviors and it boils down to 2-3 air movement variables. I can't link anything on youtube for some reason, but you can look for a video from my channel titled "Changing Q3 air movement to Q1 air movement".
The Q1 movement uses variables "air accel 106" and "max air speed 30" - which is pretty much exactly like how CS movement is and that's closer to how Anarki's left/right is assigned. However, every other movement direction has Q3 like setup with "air accel 1" and "max air speed 320".. with the exception of forward/back, which have a third variable called "air control" added on top of the Q3 setup.
So, no. You will never bhop sideways with Anarki. But you can join the club and demand them to make a champion with Q1 type movement!
GroinMischief broke my heart when I discovered you couldnt do 90/180 degree jumps in QC.
thank you for this, really helpful
Weird. I had no idea that some of these were possible.
HB and FB angles are very different.
Strafe-jumping does or, at least, did have something to do with strafing.
Strafing is not the intrinsic part of strafe jumping and has never been in any Quake. It's always been about the curvature in air. You gain speed because you're constantly changing vectors by doing so and every new vector adds 1 ups of speed as long as that vector doesn't go in an opposite direction of your current heading.
It's not strafe-jumping unless you're holding a strafe key; it doesn't get more intrinsic than that.
Feel free to call any variant of the technique with it's unique name. I'm pretty sure people will love it.
And since you're taking the term strafe jumping so literally, then you should know in video game context the definition of strafing is moving sideways - not diagonally. www.urbandictionary.com/define.php?term=strafe
Could you also explain Anarki and Sorlag movement? And what's the difference between the two?
Short explanation: Cancer.
Longer explanation: A combination of three different movement behaviors, Q3-like for diagonal directions, Q1/source-like for left/right and linear for forward/back. Here's an image to depict the "controls": i.imgur.com/pCX1eop.png
The way that this movement system fails in my opinion is that you essentially have two movement behaviors that both work for the same directions and then lack the sideways equivalent of it. You can't for example bunnyhop sideways with neither Anarki or Sorlag. The difference between the two are simple nuances, such as ground speed, maxairspeed and rate of acceleration. Sorlag also can apparently gain speed by going in a straight line, but I'm not sure.
basically, you start in a circle jump to build up speed, once you gained momentun only use strafing keys (no +forward needed) and mouse motion to control your path. as you do this your speed increases until the speed cap is hit. same works backwards.
+RoliTheOne wassup
Thank you. It's still very confusing. What about Slash? Does crouching accelerate her?
RoliTheOne here (this is my gaming channel). Slash is different again. She moves like a regular champion, including strafe jumping and so on. But as you say she can preform crouch slides. After a jump or generally whenever you are in the air, shortly before hitting the ground hold down crouch, this begins your crouch slide. Together with crouch hold either forward+left strafe or forward+right strafe. While doing this also gently move your mouse to the left, or to the right. It is somewhat similar to the strafejumping, but somehow very different haha. One crouch slide doesn't get you very far mostly, so before one slide ends just jump and do the same thing again. Combining movement with wasd, you can then move in all directions, in theory.
Could you make a tutorial at how to control jumping around different corners. Are there thechniques with wich you can go really tight around corners without losing speed?
Traditional strafejumping math does not allow for tight turns (or actually any turns, if you discount the slow sideways drift). To turn with maximum efficiency you either use a different math model (Anarki/Sorlag or Slash), or do the following (forgot the fancy old name): land at a corner, and instead of jumping immediately, run for a meter or so. This way you gain ground acceleration, allowing you to turn, but incur ground drag, losing speed. If you make a short enough run, you won't lose _all_ your extra speed.
One way to make tight turns without losing ALL speed is to delay the jump and then make a quick redirection on the floor. The friction in QC is not instant, so you don't instantly lose it all.
You will however most of the time lose most of your speed anyway, but this is still faster than stopping and making a new circle jump at every turn.
Some people call this technique "jump pivoting" and others simply "jump delay".
Hello how to take corner without loosing speed
Do you mean, how to go through walls? Every time you jump theres a time window of 200ms during which you wont be stopped by walls. So if during that time you come in contact with a wall and slide off of it, you'll continue with your speed as if nothing happened. This doesn't mean you literally go through walls, you just simply slide by them without speed loss. You might find some Quake Live tutorials for it, there are several ways people call it: Wall/corner skimming/clipping. I remember seeing one for QC, but I cant find it with those search words. Here's a video I made of the same phenomenon in another game: ruclips.net/video/495dGH__69U/видео.html
What's the difference between strafe jumps and bunny hopping?
In bunnyhopping there's expected to be more maneuverability, but less speed gain - whereas with strafe jumping there's more acceleration in straight line but less maneuverability. I recommend checking this video: ruclips.net/video/MgWqaDqkBD0/видео.html
How to turn while strefe jumping?
Play Sorlag or Anarki
Sorlag/Anarki: All diagonals presume the behavior of vQ3ish movement (strafe jumping). Left/Right presume the behavior of Q1ish/source movement (bunnyhopping). Forward/back turns you linearly to the direction that you're watching (noobified bunnyhopping). Three different behaviors in total, not equal to all directions. For example, bunnyhopping sideways and diagonally is impossible, you can only bhop forwards or backwards.
Here's an image to depict Anarki/Sorlag and CPMA movement in general: i.imgur.com/pCX1eop.png
Wow, you helped me so much mate. Thanks a lot. :)
would you ever use those techniques darning a normal deathmatch or duel?
When you're dodging LG on the ground, you strafe left and right, correct? You'd effectively disable your aim if you dodged around with forward key only. Same fault applies to strafejump movement as well. Why would you face only one direction all the time when all 8 directions are usable?
@@GroinMischief would you show video or give a link to, showing those techniques used during gameplay?
@@hexstatic9105 I don''t think it's obvious from gameplay video, because in actuality it doesn't look as smooth as these demos, sometimes you're not even using mouse to gain speed and it's hard to see when you're speeding up. Here's (not a gameplay clip) but another demo of what it could look like: hmfJj-Vxkz0
If that ID doesn't work look up "Quake Live Spin jumping".
The "omnidirectionality" is also probably more obvious in Quakeworld gameplay because it has aircontrol, I'd look up some duel or TDM matches from top players like Milton, Locktar, Carapace, etc.
@@GroinMischief ok, thanks. It looks like something really hard to master and use in an actual gameplay. How much time can it take to learn it to the point where I actually can make an use of it? Do you practise it somehow or it just kicks in naturally after some time? I already can strafe jump in full beat mode but somehow I cant get beyond 800ups using visor to practice at the same place as you on the video.
@@hexstatic9105 It's not so important to go fast in actual gameplay. You can just kinda feel it when you can turn to one direction and gain speed from it and you won't even think about which technique you're using. It can come as naturally as moving with WASD.
I would practice simple things like just turning in air while fixing your aim to something. Turning gives you speed, so when you can naturally steer any which direction you want then you'll be gaining some speed as well.
The speed is generate when ur turn the mouse in the air?
No, the speed is generated when your character turns in the air. Mouse and movement keys are the method of turning. You asked in another comment why my mouse isn't moving as much: The reason is because every movement direction (theres 8 of them) requires a certain view angle with the mouse to get into the optimal turning position. For example, left and right are on the opposite ends of each other.. but upward-right and left are closer to one another - so when I switch view angles the mouse movement across that gap is much shorter.
@@GroinMischief thx man can you put a tuto on to do plasma climbing on quake 3 for defrag i can t do plasma climbing thx
video how to circle jump and slide with slash whithout loosing speed?
Circle jumps been a highly requested video! I'm not a good narrator but I can give it a try.
i saw one guy playing Slash and he was basically strafe jumping and on rough corners he used her passive crouch slide ability but combined it with insta circle jump so it even boosted him more
Crouch slide is essentially just a circle jump with low friction. You can only do the insta CJs with crouch slide.
yup i know the problem is that i dont know correct technique for CJ :D
Can you do a video on circle jumping?
Circle jumping is more the less the same, but on the ground. All these techniques work for circle jumping as well. This might not be what you want, but for now you can eyeball this playlist: ruclips.net/p/PLURQg2sq6L0sx3s3DZLlu-znM4bETWbag
I’m able to hold 640 speed as sorlag because I can actually bhop lol, it’s a bit broken because I can do full turns and hold 90% of my momentum
Sorlag and Anarki both have "CPM" type movement. Which is a combination of Q3 and Q1 like movement. i.imgur.com/53ZUyCZ.png
GroinMischief wait, I’m new to quake Champions, are you saying that I can air strafe, like you would when you bhop in CSGO, as Anarki?
@@carson2889 The values aren't identical, but yeah more the less. SIdeways and diagonal bhop doesn't work though, only A/D.
GroinMischief Awesome, guess I’m gonna check out Anarki next :)
This is probably a dumb question but are you holding down jump or just keep pressing it? I always wondered if that ever made a difference in terms of how fast you can go.
I'm tapping it, because you literally accelerate slower whenever you're holding jump.
GroinMischief funny that that’s the case cus I don’t think it happened when you held down jump in Quake Live
I believe same thing happens in Quake 3, at least there's mention about it in Q3defrag guide.
GroinMischief you mean quake live? Q3 didn’t have the feature to hold down jump
I meant the fact that if you hold jump you accelerate slower.
On the Full beat - Straight demonstation it says turn right is right and turn left is left (I am assuming that is the direction the mouse is being turned) yet you seemed to turn the opposite direction to the strafe key being held?
It says which movement keys I'm pressing when physically turning to whichever direction. Mouse also turns the same direction and then goes to the opposite direction when I'm switching sides.
Oh ok, why do you turn in the opposite direction to the strafe key being held down when using that method of strafe jumping?
It's not in the opposite direction. The center point of the circle is just more directly at my sides. When you hold left/right+forward the center point will instead be at your forward diagonal angles. This image might explain it better: i.imgur.com/fvUVbwM.png
It's based on Quakeworld, but works more the less the same in vQ3 and QC movement.
That makes more sense, thanks for the img
Hello someone can help me on the full beat straight i can't do it but the other straffing method are ok for me thanks
Imagine that strafe jumping is circling around a center point. The center point is always at the general direction of the movement keys you're pressing. So with left/right, the center point is towards to your left and right.
@@GroinMischief and you turn your mouse when u are in the air?
This is very astonishing. I thought there is only ONE strafe jump!
BTW, do these strafe jumps firstly appear in QC or do they already appear in VQ3?
roan6903 quake 2
Only "Quake" where they don't work is CPMA or Anarki/Sorlag in QC. Quake 1 movement is more similar to source, but it works on the same principle.
Thanks for this video. Gonna teach myself how to half beat.
I play Quake Live and i'm still unable to master this skill
How to create a map to practice jumping?
Make a custom game with any mod except duel.
Are these new from Quake Champion or do these techniques already exist in Q3A?
They've existed ever since Q2 and Q1. Q1 is bit different though because of it's differences in airacceleration and maxairspeed. The point is that the "aircontrol" so to speak, is equal to all movement directions. Which means the term "strafe jumping" is stupid, because it implies that you have to "strafe" while doing it, while in fact turning is all that matters.
First of all thanks for the video. You have some fantastic strafe jumping skills. I see you reach speeds of 830 with Visor. I tried my best and all I could reach was 730 on the same path in BloodCovenant. I heard they nerfed Visor's speed later on . I would like to know if it's my technique or just that Visor being nerfed. If you are still playing QC, could you check and tell me if you can still reach that 830 and above with Visor on Blood Covenant. Thanks in advance
In Quake 3/Live and QC physics, there's a speed normalization bug that lowers the maximum acceleration value whenever jump key is being held down, the logic in that is that jump counts as a movement direction and the upwards direction drags the horizontal acceleration down. So, if your strafing is decent but you still can't reach 800 mark, then you're probably using the autohop and holding jump. Here's a side by side comparison of tap vs hold: ruclips.net/video/EGfrEuzW60g/видео.html
The key in minimizing this speed reduction is holding jump down as little as possible. You don't have to time the jumps frame perfectly, just hold it as little as you can.
EDIT: Visor has indeed been nerfed ever so slightly, but it's still possible to reach at least 850 ups on that same path.
@@GroinMischief Thanks for the reply. Looks like I'm losing speed on the initial part. Also my strafe jumping is different from your styles. Think it's called Full beat. left to right vice versa from the start itself.
@@tachyonmask8114 Can you post a video of you strafe jumping with showkey/speedometer enabled? I can directly address where to improve
@@GroinMischief Yes will do that. Which software to use to record the video? Have not done it before.
@@tachyonmask8114 Try OBS studio, free and all. Takes a tutorial (found in youtube) probably to get it doing what it's supposed, so if you don't have patience for it that's fine.
Been playing for months. Still can't strafe jump unless by accident or coincidence. I understand the theory completely, just can't access that set of movements. It puts me at a permanent disadvantage and as such i'm moving away from the game i wanted to love.
...............literally just W+A and slightly turn left, then W+D and slightly turn right, while pressing jump whenever you land......
@@sidewaysfcs0718 I fully understand the theory but all I ever do is simply jump while looking either left or right with zero detectible increase in speed.
I would recommend turning on the speedometer and the buttons, as in the video. Then go into a custom game or the tutorial and try it. It is likely you need some sort of visual feedback to see what it is you are actually doing. Hope it helps! :)
dont turn too far left and right, and keep holding W. start by going in a straight line
just keeping forward and moving mouse left and right for strafe jumping, damn i didnt know that was possible :P *i suck with strafejumps* maybe with this video it improves, THX
Great video
Hi man it s strange ur mouse d ont mouse so much but ur gain so much speed explain me
Nice video mate! :)
No mouse and no keyboard technique?
How about no computer technique?
Dont play this game *yet* but this video is awesome!
How the hell do you ramp up speed so fast, I barely get to 650 speed at the same spot with visor
You accelerate slower if you hold jump. The purpose is to allow both autohopping for beginners, but give edge to those who time their jumps precisely.
Other than that, your view angles might be wrong or you might be simply skipping vectors by turning too fast/slow.
+GroinMischief what do you have jump bound too?
space bar
+GroinMischief thank you. How long have you played quake for? This movement is unreal. Must take lots of practice
15 years of Quake, 8 years of Xonotic/Nexuiz.
I really hope a champion comes along with source movement, but cpma movement is close enough until then. No sideways air strafes to watch corners though qq
Careful about calling Quake 1 movement source movement, we Quake elitists get triggered easily :P
If it seemed like that is what I was saying, i apologize. Quake 1 movement isn't the same as source movement. I specifically want a character with source movement so i can do sideways air strafes because I'm really good at transitioning between forward and sideways to watch different angles and preaim stuff while bhopping.
You're describing Quakeworld movement right there, you do know that Source is made out with the original Quake engine right? Only difference is minor nuances and the restrictions to bunnyhopping, upscroll spam and such like: ruclips.net/video/ItyfXLeYgGU/видео.html
GroinMischief the two are very similar but holding w in the air is different than in source.
Which source game we talking about?
Just... how??
Simpler way to think of it is that you simply gain speed if you curve in air. Curved movement is faster than straight movement.
I don't understand how you're still gaining speed without holding forward, as long as I stop pressing forward my speed goes down...
Strafe jumping is basically rotating around a center point in a very large circle. The center point is always somewhere in the general direction of the movement key(s) that you press. When you hold forward+left/right, the center point is at upward diagonal directions. When you hold left/right only, the center point is towards your left/right. If you held forward only, the center point would be directly in front of you.
Makes sense in theory, but I have still never been able to gain speed holding L/R only unless it's PQL/etc physics
PQL/etc is the same thing, but there you have more air control and with that the optimal circles are much smaller in radius. To gain speed with L/R in vQ3 - you have to make much slower turns, demonstration is in the video.
PQL/etc movement is also bit different in general, there's a total of three different movement behaviors and you can't for example bunnyhop sideways. Here's a picture to depict PQL movement if it makes sense: i.imgur.com/pCX1eop.png
So not all 8 directions are equal in PQL/etc, but they are in vQ3 and Quake 1.
Thx for ur answer
i have to watch the video a few times ^^
No 360 strafing included :( Like first forward, then sideways, backwards, sideways the other side and then back forwards :D
Like keys WD + WD + AS + AS where you turn to the 90 degrees to the left after each turn
Or AW + SD + SD + AW, also 90deg to the left
Same works to the right just mirror everything =]
#wasteyourtime
Using all of the 8 movement directions would result in a lot smoother spin than just 4 movement directions. I mention at the end of my video that any other technique is either a sideways/backwards/mix of any of these styles. 360 is one of such techniques.
Yeah I thought about all 8 directions being a possibility but I couldn't wrap my head around how that goes
Yeah it's bit confusing to get used to. Basically instead of switching from W/D to A/S with an instantaneous 90 degree flick, you mediate the interval with W only for example. I tried it here, but it's still lacking in efficiency a lot: ruclips.net/video/hmfJj-Vxkz0/видео.html
Holy shit that's sick. But how can you do that by only moving your mouse in one direction? One would think you'd crash on that wall for only strafing to one side (like when ignoring the view angle)
It stops being "only one direction" when you change movement keys. It's kinda weird to explain. Just give backwards strafe jumping a try, you'll notice that the mouse movement is always reverse to the direction you turn, correct?
So when you move your mouse right and hold W+D, your dude will be steering right physically. But if you flip your view angle 180 and switch keys to S+A, what happens is that you'll start steering left physically instead while still moving the mouse right.
Beautiful movement @_@
it's fascinating that it still works tho, considering it's not pure id tech but rather bastard mix of tech and sabre... which shows it's weakness in other fields like netcode or performance
Movement code is arguably entirely copy pasted from previous Quakes, because even some bugs are the same. For example, when you hold jump you accelerate slower. That is due to a hardcoded controller support code, which counts jump as a coordinate and then rounds up your "wishspeed" wrong.
Эта чо за эквилибристика
If you want a challenge just double beat backwards lol
Nice, not a long video with all that yacking.
i wish i can strafe like this... !!!
Think of it as turning in air rather than zig-zag, idk maybe a fresh way to think about the technique might help? ;)
pErfect!
Their is no limit to what speed you can gain if you strafe and curl mouse perfectly in rapid succession.
I thought there was like 3 ways... What the actual fuck
Always learn to do it backwards first just like driving.
How the fuck
Practice and ambition
Best
shit's weird man. GG WP
If we ever get Defrag workshop maps or something like that, Visor will be only viable char for competition and you can wave CPM defrag goodbye, unless they let you mod, which I really doubt. Honestly I hate how they mixed every movement in one game. I hate anarki with passion. It's like escaping those lame QL Vamp turbo servers to find this shit back in your face without an option now.
Umm, people will continue to play Q3's defrag mod, and champions with air-control will be very useful on some race maps. Plus, it's genius that they basically added every QUAKE game's movement style into one QUAKE game; it's already bridged the communities a bit and the game is still in beta.
They don't have Quake1/Quakeworld or Quake 2 movement though. I could also go on about how lackluster the CPM and Q4 replications are, with essential ground behaviors regarding ramps and ledges missing completely.
Technically, Anarki and Sorlag seem to be PQL. I've never played Q2's or Q4's multiplayer on PC. While I would love to have the multi-jumps and ramp-jumps and such, the movements in Q1 and CPM are close enough to what QC can represent(albeit, more complex), and Q4 looks close enough to what QC has. I hope they do introduce a champion that has a more difficult movement like CPM, though. You have to consider that they are trying to make this game as popular and accessible as possible while maintaining a huge skill-ceiling and allowing every champion to play together on the same maps. I think they're doing a great job. If they open up the physics as part of custom servers' customization, you might be able to do some very interesting things.
Фантастика бл
quake is a rhythm game with shooting mechanic, you cant change my mind