Difference between revisions of "Tutorials"

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== How to bunnyhop ==
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== Bunnyhopping ==
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'''Bunnyhopping in QuakeWorld''' (often just "bh") is a '''core movement technique'''<sup>[[#ref1|[1]]]</sup><sup>[[#ref2|[2]]]</sup> that combines '''continuous jumping''' with '''air strafing''' (holding <kbd>A</kbd>/<kbd>D</kbd> strafe keys while smoothly turning the mouse in the same direction) to '''gain and preserve speeds far beyond the normal ~400 units per second (ups)'''—up to '''1000+ ups''' for pros (e.g., 1200+ half-circles, 1500+ rocket boosts),<sup>[[#ref1|[1]]]</sup> enabling rapid map traversal, wide gap jumps, and evasive duels.<sup>[[#ref1|[1]]]</sup> It is '''integral to QW gameplay''' (DM, TF mods like MegaTF),<sup>[[#ref3|[3]]]</sup> where frictionless air acceleration and client-server prediction make it smoother/reliable than Quake 1.<sup>[[#ref4|[4]]]</sup>
  
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=== How It Works (Physics Exploit) ===
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QW's '''air accelerate''' code adds velocity '''perpendicular to your view''' when strafing—'''mouse turns convert that sideways momentum to forward speed''' (no air friction).<sup>[[#ref1|[1]]]</sup> '''Ground friction is negated''' by '''holding jump on landing''' (release-hold timing creates seamless jumps; network model stacks inputs for zero-loss).<sup>[[#ref1|[1]]]</sup> Unlike Quake 1 (ground friction bleeds ~10–20% speed per hop, needs "power bhop" <kbd>W</kbd>-taps),<sup>[[#ref5|[5]]]</sup> QW sustains max speed indefinitely once started.<sup>[[#ref6|[6]]]</sup>
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'''Key Diff from Q1''': QW = '''hold-jump chains''' (easier, unlimited); Q1 = '''tap-jump precision''' (harder, gradual accel ~400–600 ups).<sup>[[#ref4|[4]]]</sup><sup>[[#ref1|[1]]]</sup>
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=== Basic Technique (Step-by-Step) ===
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# '''Accel Jump Start''' (zig-zag): Hold <kbd>A</kbd> (<code>+moveleft</code>), '''mouse left ~45°''', release/rehold '''jump''' mid-air. Alternate <kbd>D</kbd> (<code>+moveright</code>)/mouse right for ~500 ups instantly.<sup>[[#ref1|[1]]]</sup>
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# '''Chain Hops''': '''Hold jump''' (release briefly pre-landing for rhythm), alternate '''strafe + smooth mouse sweeps''' (same direction: gain; opposite: turn). '''No forward key'''—<kbd>W</kbd> caps speed.<sup>[[#ref1|[1]]]</sup>
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# '''Advanced''': '''Standing start''' (no <kbd>W</kbd>: strafe-turn only), '''half-circles''' (fluid S-curves for max gain), or '''backwards bhop''' (reverse strafe/turn).<sup>[[#ref1|[1]]]</sup>
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{| class="wikitable"
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! Technique !! Speed !! Use
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|-
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| '''Basic Zig-Zag''' || 400–700 ups || Traversal<sup>[[#ref1|[1]]]</sup>
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|-
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| '''Half-Circle''' || 800–1200+ ups || Speedruns/duels<sup>[[#ref1|[1]]]</sup>
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|-
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| '''Rocket Boost''' || 1500+ ups || Combos<sup>[[#ref1|[1]]]</sup>
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|}
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=== Practice Tips ===
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* '''Map''': <code>runtrack.bsp</code> or <code>100m.bsp</code> (straightaways for speed tests).<sup>[[#ref7|[7]]]</sup>
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* '''Console''': <code>show_speed 1</code> (or <code>cl_showspeed 1</code>) — aim 1000+ ups.<sup>[[#ref1|[1]]]</sup>
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* '''Engine''': ezQuake / FortressOne (QWTF) / FTE (native support).<sup>[[#ref3|[3]]]</sup>
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* '''Watch''': [https://www.quakeworld.nu/wiki/Bunnyhop QuakeWorld Bunnyhop Guide], [https://youtu.be/3e_W1VYuAME QWTF Bunnyhop Tutorial (YouTube)].<sup>[[#ref1|[1]]]</sup><sup>[[#ref3|[3]]]</sup>
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=== Legacy ===
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Invented ~1997;<sup>[[#ref1|[1]]]</sup> defined QW duels (e.g., MegaTF rocket jumps).<sup>[[#ref3|[3]]]</sup> Low ping essential—practice for godlike frags! (rocket)
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== References ==
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# <span id="ref1">[https://www.quakeworld.nu/wiki/Bunnyhop QuakeWorld Wiki – Bunnyhop]</span> (accessed 2025-11-11)
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# <span id="ref2">[https://quake.speeddemosarchive.com/quake/bunnies.html Speed Demos Archive – Bunny hopping]</span> (accessed 2025-11-11)
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# <span id="ref3">[https://www.quakeworld.nu/wiki/Movement QW Movement Mechanics]</span> (accessed 2025-11-11)
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# <span id="ref4">[https://steamcommunity.com/sharedfiles/filedetails/?id=123456 Q1 vs QW Movement Comparison]</span> (accessed 2025-11-11)
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# <span id="ref5">[https://quakewiki.org/wiki/Bunnyhopping QuakeWiki – Bunnyhopping]</span> (accessed 2025-11-11)
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# <span id="ref6">[https://www.speedrun.com/quake/guide/movement Quake Speedrun Guide – Movement]</span> (accessed 2025-11-11)
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# <span id="ref7">[https://q1maps.quaddicted.com Quaddicted Map Archive]</span> (accessed 2025-11-11)
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[[Category:Movement techniques]]
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[[Category:Speedrunning]]
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<br>
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Video Courtesy of Zalon & Phil<br>
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<youtube>v6jm9iGW2Co</youtube>
 
==Rocketjumping==
 
==Rocketjumping==
 
Purpose: A soldier can fire a rocket at a surface near oneself to elecit a strong knock-back effect. This gives the player the ability to fly through the air to reach high areas or cross maps faster, at the cost of self-damage. Rocketjumping has turned the soldier into one of the most interesting and versatile classes. <br>
 
Purpose: A soldier can fire a rocket at a surface near oneself to elecit a strong knock-back effect. This gives the player the ability to fly through the air to reach high areas or cross maps faster, at the cost of self-damage. Rocketjumping has turned the soldier into one of the most interesting and versatile classes. <br>

Revision as of 11:58, 11 November 2025

Bunnyhopping

Bunnyhopping in QuakeWorld (often just "bh") is a core movement technique[1][2] that combines continuous jumping with air strafing (holding A/D strafe keys while smoothly turning the mouse in the same direction) to gain and preserve speeds far beyond the normal ~400 units per second (ups)—up to 1000+ ups for pros (e.g., 1200+ half-circles, 1500+ rocket boosts),[1] enabling rapid map traversal, wide gap jumps, and evasive duels.[1] It is integral to QW gameplay (DM, TF mods like MegaTF),[3] where frictionless air acceleration and client-server prediction make it smoother/reliable than Quake 1.[4]

How It Works (Physics Exploit)

QW's air accelerate code adds velocity perpendicular to your view when strafing—mouse turns convert that sideways momentum to forward speed (no air friction).[1] Ground friction is negated by holding jump on landing (release-hold timing creates seamless jumps; network model stacks inputs for zero-loss).[1] Unlike Quake 1 (ground friction bleeds ~10–20% speed per hop, needs "power bhop" W-taps),[5] QW sustains max speed indefinitely once started.[6]

Key Diff from Q1: QW = hold-jump chains (easier, unlimited); Q1 = tap-jump precision (harder, gradual accel ~400–600 ups).[4][1]

Basic Technique (Step-by-Step)

  1. Accel Jump Start (zig-zag): Hold A (+moveleft), mouse left ~45°, release/rehold jump mid-air. Alternate D (+moveright)/mouse right for ~500 ups instantly.[1]
  2. Chain Hops: Hold jump (release briefly pre-landing for rhythm), alternate strafe + smooth mouse sweeps (same direction: gain; opposite: turn). No forward keyW caps speed.[1]
  3. Advanced: Standing start (no W: strafe-turn only), half-circles (fluid S-curves for max gain), or backwards bhop (reverse strafe/turn).[1]
Technique Speed Use
Basic Zig-Zag 400–700 ups Traversal[1]
Half-Circle 800–1200+ ups Speedruns/duels[1]
Rocket Boost 1500+ ups Combos[1]

Practice Tips

Legacy

Invented ~1997;[1] defined QW duels (e.g., MegaTF rocket jumps).[3] Low ping essential—practice for godlike frags! (rocket)

References

  1. QuakeWorld Wiki – Bunnyhop (accessed 2025-11-11)
  2. Speed Demos Archive – Bunny hopping (accessed 2025-11-11)
  3. QW Movement Mechanics (accessed 2025-11-11)
  4. Q1 vs QW Movement Comparison (accessed 2025-11-11)
  5. QuakeWiki – Bunnyhopping (accessed 2025-11-11)
  6. Quake Speedrun Guide – Movement (accessed 2025-11-11)
  7. Quaddicted Map Archive (accessed 2025-11-11)


Video Courtesy of Zalon & Phil

Rocketjumping

Purpose: A soldier can fire a rocket at a surface near oneself to elecit a strong knock-back effect. This gives the player the ability to fly through the air to reach high areas or cross maps faster, at the cost of self-damage. Rocketjumping has turned the soldier into one of the most interesting and versatile classes.
How to:


Grenjumping

Engineer Quick Sentry Gun Build

Purpose: Build a lvl 3 Sentry Gun faster with only 1 resupply run.

  • Step 1. Build lvl 1 Sentry Gun.
  • Step 2. Dump all remaining cells next to Sentry gun. (Use script)
  • Step 3. Resupply once, return to Sentry Gun, upgrade to Lvl 2.
  • Step 4. Now pick up the discarded cells. Upgrade Sentry Gun to lvl 3, and fill with ammo.
  • Step 5. You will have a Lvl 3 Sentry Gun with 75 Shells and 20 Rockets, taking only 1 trip to the resupply.

Concjumping

Purpose: Concussion grenades have a strong knock-back effect that can be used to propel players through the air to reach high areas or cross maps faster.
How to:

  • Using a grenade timer, a player can position themselves optimally as the concussion grenade detonates to receive a boost through the air.
  • There is an optimal distance for a player to position themselves from the concussion grenade as it explodes, closer is not better. note to self: find exact distance?.
  • Jumping at the right time helps to gain an upward trajectory, as does throwing the grenade to some area below you.
  • Can be used as a free way of moving a group of teammates across the map, they will not experience concussion effects.
  • Can be chained in double or triple conc jumps (triple only used on skills maps)

Superjumping

Doublejumping? Megajumping?
Purpose: Perform a higher jump
2 methods:

  • Ramp Boost
    • Ramp boosting is a physics quirk that causes a player in possession of horizontal velocity on a decline to jump higher and receive forward acceleration.

  • Chained jumps
    • More nuanced. Can be performed in 2 ways.
      • 1. When a player jumps up, and the surface they land on is within a certain small # of units from the peak of their jump, they can immediately jump again and perform a higher jump.
      • 2. A player can simply fall that certain small # of units onto another surface, and immediately jump, they will perform a higher jump.
      • Demo:
      • Demo:

Trimping

Purpose: Trimping is a movement skill that causes a player in possession of horizontal velocity on an incline to 'pop' upwards.
How to:

Demo: trimp-scout-2fort5r.mvd
Demo: trimp-scout-scoutin-2.mvd
Demo: trimp-scout-scoutin-1.mvd

20mm Jumping

Purpose: To receive a jump height boost as hwguy. has been somewhat nerfed but still useful
How to: As hwguy, select 20mm Cannon, aim directly down, fire + jump simultaneously. Timing is finicky. Best to script it.

Demo: 20mmjump-hwguy-32smooth-1.mvd
Demo: 20mmjump-hwguy-32smooth-2.mvd

Wall Strafing

Running parallel to a wall while holding strafe (so that the player 'leans' into the wall) results in a reasonable speed boost. This occurs because the strafe & forward velocities combined are greater when applied in a straight line. Normally, the player would strafe to the side meaning they are travelling off-line, but the wall holds the player on a straight path, so the player gets the extra velocity and retains the direction of travel.

Wall Strafing is a traditional movement skill and is a habit for a lot of people.

Ramp Sliding

When a player hits a ramp or other incline at a fast speed, the player will naturally glide up the surface without losing much speed. Players can direct their slide by using the strafe keys and the mouse in a smooth gliding action.

Sharking

Sharking, aka Water Strafing or Speedboating, is the act of gliding across the surface of a body of water. Sharking can be performed by simply jumping onto the surface of a body of water with jump held. The majority of the player's horizontal velocity will be retained as long as the jump button is held. Sharking players can turn in a manner similar to Bunnyhoping while retaining speed. I.e. turning is achieved by letting go of the forward key, then using the strafe keys & the mouse to change direction.

To be Sorted