Posted by neverGreen @ 20:27 GMT, 3 February 2014 - iMsg
Hello everyone! Perhaps some of you have allready found out (some of you have not) that movement is a big part of quake skill set any good player should possess. Moving across the map faster than your opponent allows you to take advantage in positioning, resources and overall map control which make final victory much easier. Not only because of that we decided to make live cpm movement guide on stream with nekon and cpm tricking legend mew. Although it is intended for cpma, basic principles can be applied in any "strafe/aircontrol" game (QL, QW, etc.). The guide will try to cover all possible aspects of cpma movement like strafe theory, circle jumps, air strafes, plasma jumps, rocket jumps, etc. It is going to be LIVE streamed guide and even you can become a part of it - just join twitch chat and ask whatever you want to know about quake 3 movement (like I would like to know why the hell is someone making turns with forward button pushed?!). If you are interested, turn on BunnyHopTV on Sunday 9th of February at 20:00 CET and watch!
Moves Unlimited is a trickjump movie I made with my friend CheZDa. We do a bunch of team tricks in it as well as your standard solo tricks.
Moves Unlimited - http://mew.bytesaurus.net/moves_unlimited.avi (132mb)
Click baited, I had to know what this was. Classic musics works
I don't regularly listen to rap but this type is also awesome for this type of funnsies. http://www.youtube.com/watch?v=_pnCmGKbddo
I get a stepup from the stairs by wallstrafing for more speed. After stepup I hold strafe right and turn 180° in order to get a tighter circle jump (If I was to hold forward as well, I wouldn't be able to turn as tight) and then plasma jump in time to get the double jump (400ms from stepup jump).
To break down the concepts involved in it:
- Wallstrafe for a higher stepup chance
- Ground accel with strafe + turning
- Second jump within 400ms from stepup to get the double jump bonus
- Plasma for extra height
so you do +fwd +strafe into the wall, at the top of the stairs use +strafe alone in the opposite direction, turn 180 degrees, jump and then do normal +fwd +strafe during the jump.
Optimally yes, but in that trick you don't really need much air accel after the 180 jump if you do it properly. But if you wanted the maximum speed, you would obviously want to use fwd+strafe in the air.
To get used to the correct angle when wallstrafing, I suggest you load up cos1_beta7b and go to the long corridor. You can also practice optimizing your wall rocket jump speeds, it's quite surprising how much speed you can get with a single rocket from a wall with wallstrafing (about 900 ups).
"You know, when this 15 minutes timelimit match with Doom was over i noticed that my hands were shaking badly!!! ASIF i have recently had a match with Fatal1ty fighting for some world championship's first place. Then i thought: "Jeeez! That IS the way bots can really raise your SKILL". " (C) Vo0
LOL... bad internet times (atleast he had internet i didnt... i played also with bots but really liked ut99 more than q3) BTW funny that this post is from 2001, few years later Vo0 had his final with fatal1ty but in Painkiller :P. Those times were cool.
about time tbh. There's is no real tutorial on the limits and the exact behavior of aircontrol in cpm. The mechanics behind Doublejump and its applications (stair and telejump) aren't really explained anywhere either even though it's a ridiculously simple concept. Understanding and mastering Strafe and circle jumping is only easy and doable because of "Genesis:The Beginning" on youtube and gazhud in Defrag. If you want to learn how to overbounce you need to read the sodding wikipedia article on defrag.
The best strafejumping tutorial out there is not even from a "real" quake game: http://www.youtube.com/watch?v=tm-dAuXrXus