maybe worth to mention: - switch from looking left/right a split second before landing - "tap" the jump key when you're already looking in the new direction just before landing and release it immediately. While the key is pressed, you won't accelerate. - when switching from looking left/right, you need to immediatly snap to the opimal acceleration angle (which increases with speed) and then continue with a small and smooth turn in the same direction to gain maximum acceleration (so called air-strafe)
I noticed that something that no one, that I have seen, has explicitly said is that you need to hold down the strafe button to continue accelerating. Once I realized that I was able to do this jump a lot more consistently.
I've noticed that, on that raztrain map, sometimes you'r feet make a sound when they hit the floor, sometimes there is no sound. What's the significance of that? Does hearing your feet hit the floor mean you lost speed on that jump?
Landing sounds just mean that you hit the ground while falling downward over a certain threshold of speed. If you don’t hear it that means you weren’t falling enough to trigger the sound, but it has no effect on your speed as long as you jump the same moment you land.
If this was a video about how to get a day-glo gun in CS:go, it would have a million views. That's depressing. By the way, is it even necessary to look down when circle jumping? I've never even tried it keeping the crosshair horizontal cus it would feel weird. But would the physics be the same?
+Ash Scott CS is for noobs, period. Quake is hard to master so it shuns away noobs, good for us, we dont have to face many people, just serious gamers. That's the difference, when you are playing quake, you are facing gamers. Any other game, your facing people(mostly)
KARTIKEYA007 Everyone who plays Quake now has been playing for years. I've only been playing it for one year and it sucks that there aren't new players coming in
Ash Scott Its hard to play, people prefer to play noob games than a game which requires skill and you cant just level up to face challenges. No one likes to face challenges.
Curious, I know it's a pain, but do you prefer low or high sensitivity? Personally it takes me about 6cm to turn 360, most of the time it's fine. But movements can be a bit jerky at higher speeds. Any thoughts on dpi/sensitivity?
look at him moving his mouse in other videos, his sens is like 30cm or more for a 360. I use around 25cm for a 360. unless you have an incredibly low friction mouse/pad combo and very sensitive mouse sensor (most actual good sensors are relatively low dpi) the better solution is probably to just lower your sensitivity and move your mouse further to get a smoother turn.
That took me exactly a year of practice... non stop! Don't miss a single jump since a decade and a half now :P ... Also, it's a LOT easier in QL than compared to Q3..
It's a royal shame that this is what the amazing Quake movement devolved into. VQ3/VQL will always bee the shit movement for noobs that can't comprehend more than the very basics...
if you can clip corners and move at the fastest speed possible in quake live, which I think I have achieved, then there really isn't anything wrong with this game. i think the best physics design is the one from quake 4, if you're wanting to find a medium between cpm and vq3...
maybe worth to mention:
- switch from looking left/right a split second before landing
- "tap" the jump key when you're already looking in the new direction just before landing and release it immediately. While the key is pressed, you won't accelerate.
- when switching from looking left/right, you need to immediatly snap to the opimal acceleration angle (which increases with speed) and then continue with a small and smooth turn in the same direction to gain maximum acceleration (so called air-strafe)
Helped me tremendously, thanks!
Thank you!
First time Quaker starting on QC, used to strafing in the Counter Strike series and other source games.
Videos have been very useful in transitioning.
I noticed that something that no one, that I have seen, has explicitly said is that you need to hold down the strafe button to continue accelerating. Once I realized that I was able to do this jump a lot more consistently.
zoot,what is the command to see keypresses for movement?"wasd"
The map won't load since the big update and format change
I've noticed that, on that raztrain map, sometimes you'r feet make a sound when they hit the floor, sometimes there is no sound. What's the significance of that? Does hearing your feet hit the floor mean you lost speed on that jump?
Landing sounds just mean that you hit the ground while falling downward over a certain threshold of speed. If you don’t hear it that means you weren’t falling enough to trigger the sound, but it has no effect on your speed as long as you jump the same moment you land.
Actually would be beneficial to know the FOV, Resolution and Screen size he is using in the video.
i noticed full beat is WAYYY easier in defrag\q3a
If this was a video about how to get a day-glo gun in CS:go, it would have a million views. That's depressing. By the way, is it even necessary to look down when circle jumping? I've never even tried it keeping the crosshair horizontal cus it would feel weird. But would the physics be the same?
+Ash Scott CS is for noobs, period. Quake is hard to master so it shuns away noobs, good for us, we dont have to face many people, just serious gamers. That's the difference, when you are playing quake, you are facing gamers. Any other game, your facing people(mostly)
KARTIKEYA007
Everyone who plays Quake now has been playing for years. I've only been playing it for one year and it sucks that there aren't new players coming in
Ash Scott Its hard to play, people prefer to play noob games than a game which requires skill and you cant just level up to face challenges. No one likes to face challenges.
Curious, I know it's a pain, but do you prefer low or high sensitivity?
Personally it takes me about 6cm to turn 360, most of the time it's fine. But movements can be a bit jerky at higher speeds. Any thoughts on dpi/sensitivity?
look at him moving his mouse in other videos, his sens is like 30cm or more for a 360. I use around 25cm for a 360. unless you have an incredibly low friction mouse/pad combo and very sensitive mouse sensor (most actual good sensors are relatively low dpi) the better solution is probably to just lower your sensitivity and move your mouse further to get a smoother turn.
is there any way to get this map now? When I subscribe to refl3x map in the workshop nothing happens. :(
subscribe to steamcommunity.com/sharedfiles/filedetails/?id=568582691and then run "map raztrainql_beta3 ffa" in console
what mouse is that man ? and mousepad ? zowie ? qck+ or heavy ? thanks
It's a ZOWIE EC1 eVo mouse. The pad is a Ninox Night :)
How to bridge to rail in dm6!
That took me exactly a year of practice... non stop! Don't miss a single jump since a decade and a half now :P ... Also, it's a LOT easier in QL than compared to Q3..
4:15
It's a royal shame that this is what the amazing Quake movement devolved into. VQ3/VQL will always bee the shit movement for noobs that can't comprehend more than the very basics...
if you can clip corners and move at the fastest speed possible in quake live, which I think I have achieved, then there really isn't anything wrong with this game. i think the best physics design is the one from quake 4, if you're wanting to find a medium between cpm and vq3...