Codex Gamicus
Explore
Main Page
Discuss
All Pages
Interactive Maps
navigation
Main page
Community portal
Recent changes
Random page
Admin noticeboard
Forums
Company Index
Character Index
Hardware Index
In-Game Index
Ratings Index
Video Game Index
Fandom
Gamepedia support
Report a bad ad
Help Wiki
Contact us
FANDOM
Fan Central
BETA
Games
Anime
Movies
TV
Video
Wikis
Explore Wikis
Community Central
Start a Wiki
Don't have an account?
Register
Sign In
Sign In
Register
Fandom's centric source of video game knowledge
42,423
pages
Explore
Main Page
Discuss
All Pages
Interactive Maps
navigation
Main page
Community portal
Recent changes
Random page
Admin noticeboard
Forums
Company Index
Character Index
Hardware Index
In-Game Index
Ratings Index
Video Game Index
Fandom
Gamepedia support
Report a bad ad
Help Wiki
Contact us
Editing
DeFRaG
(section)
Back to page
Edit
VisualEditor
View history
Talk (0)
Edit Page
DeFRaG
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
==== Jumping techniques ==== Jumping techniques allows a player to move faster, farther and/or jump higher. The most common techniques included in ''Q3A'' and ''DeFRaG'' itself includes [[bunny hopping|bunny-hopping]], air strafing, [[strafe-jumping]], circle-jumping, ramp-jumping, ''etc.'' Bunny-hopping is the most basic method of fast movement in which player is jumping repeatedly instead of running in order to move faster.<ref name="ESR" /> Strafe-jumping (SJ) is a technique necessary to complete the majority of ''DeFRaG'' maps, and is considered to be the most fundamental technique in trick jumping. It is only possible because of a specificity of the game's physics unintentionally allowing moving vectors to add up to greater acceleration. Basically, no matter if the player's character is moving on the ground (running) or is airborne (jumping), the [[game engine]] always strives to limit its speed. However, already in the original ''Quake'' it was discovered that by non-trivial timed sequences of striking the direction keys (involving moving sideways, "[[strafing]]" in gamer language) and movements of the mouse, this limitation of speed could be overcome. As the [[Quake series#Engines|''Quake'' engines]] are the basis of many games, the possibility of strafe jumping is existing within other games, too. But ''Q3A''<nowiki>'</nowiki>s trickjumping community has done the most thorough research on strafe-jumping,<ref>{{cite web |url=http://www.funender.com/quake/info/strafing_theory.htm |title=Strafing theory |author="injex" |work=Funender |date=2005-07-07 |accessdate=2007-05-17}}</ref> and also developed several distinct sub-techniques including single-beat strafe-jumping,<ref group=nb>'''Single-beat strafe-jumping ''' is the most common variant of strafe-jumping. The player runs forward, jumps off the ground, in addition to the forward key immediately presses and holds one of the sidestepping keys, and, by moving the mouse, looks into the same direction as the initiated sideways movement. Very shortly before hitting the ground again, the player once more hits the jump button (this way contact with the ground is minimized and friction cannot set in) and immediately strafes and looks into the other direction. By flawlessly repeating this sequence, acceleration can be increased. But with gaining velocity, the angle of the [[Free look|mouselook]] has not only to be adjusted, but has also to be ever more precise, which makes strafe-jumping a demanding task.</ref> single-beat strafe-jumping with airchange,<ref group=nb>'''Single-beat strafe-jumping with airchange''' is essentially the same as single-beat strafe-jumping with the difference that the direction of the sideways movement and of the mouselook is turned to the opposite side in the middle of the second jump after takeoff instead of immediately turning after the first jump. After those first two jumps, the players usually do not apply this technique anymore.</ref> double-beat strafe-jumping,<ref group=nb>'''Double-beat strafe-jumping''' is essentially the same as single-beat strafe-jumping with the difference that the direction of the sideways movement and of the mouselook is turned to the opposite side not every, but only every second jump.</ref> half-beat strafe-jumping,<ref group=nb>Since acceleration only depends on the vectors of input, there are alternate ways to strafe-jump. The basic idea of '''half-beat strafe-jumping''' is to reduce the mouse movement by starting with a normal strafe-jump and then continue by only pressing the sideway movement key of the other direction. The vector (and thus the place where to point the mouse) is very close to the vector of the first normal strafe-jump. Hence the name half-beat.</ref> and inverted strafe-jumping.<ref group=nb>'''Inverted strafe-jumping''' is, since all strafing techniques are one kin, just another way to use the acceleration vectors. The idea is to only use the sideways movement keys, which will result in the exactly inverted movement of normal single-beat strafe-jumping.</ref> The ''DeFRaG'' mod includes a helping tool, the Camping Gaz [[HUD (computer gaming)|Head-Up Display]] (CGazHUD), which provides conveniently graphically formatted real-time feedback on acceleration and angles involved. Circle-jumping (CJ) is based on the same principles as strafe-jumping; circle-jumping more often than not is used as the starting technique for a strafe-jumping run.<ref group=nb>In '''circle-jumping''' the player starts by facing at an angle of [[Right angle|90Β°]] to the direction she/he intends to go. Then she/he starts going forward, adds sideways movement into the intended direction, and simultaneously turns the mouselook into the same direction. When facing into the intended direction she or he hits the jump button, keeps pressing forward and strafe, and goes on turning the mouselook. When flawlessly executed speeds of more than 500 ups can be achieved.</ref> Another technique involves ramped surfaces and it's called ramp-jumping; jumping on a ramped surface gives a height boost.<ref name="ESR">{{cite web|title=Learning How to Fly, Literally|work=ESReality|url=http://www.esreality.com/?a=longpost&id=528333&page=2|accessdate=2008-03-24|author="swelt"|date=2003-10-20}}</ref> Air strafing can be done when the player is in the air, simply keeping him-/herself aligned at the optimal angle in relation to where the player wants to go, making the player go farther and faster whilst airborne; one of the methods for reaching difficult places.
Summary:
Please note that all contributions to the Codex Gamicus are considered to be released under the CC BY-SA 3.0
Cancel
Editing help
(opens in new window)
Follow on IG
TikTok
Join Fan Lab