Tutorials
Contents
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)
- 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] - Chain Hops: Hold jump (release briefly pre-landing for rhythm), alternate strafe + smooth mouse sweeps (same direction: gain; opposite: turn). No forward key—W caps speed.[1]
- 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
- Map:
runtrack.bspor100m.bsp(straightaways for speed tests).[7] - Console:
show_speed 1(orcl_showspeed 1) — aim 1000+ ups.[1] - Engine: ezQuake / FortressOne (QWTF) / FTE (native support).[3]
- Watch: QuakeWorld Bunnyhop Guide, QWTF Bunnyhop Tutorial (YouTube).[1][3]
Legacy
Invented ~1997;[1] defined QW duels (e.g., MegaTF rocket jumps).[3] Low ping essential—practice for godlike frags! (rocket)
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:
- More nuanced. Can be performed in 2 ways.
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.
References
- QuakeWorld Wiki – Bunnyhop (accessed 2025-11-11)
- Speed Demos Archive – Bunny hopping (accessed 2025-11-11)
- QW Movement Mechanics (accessed 2025-11-11)
- Q1 vs QW Movement Comparison (accessed 2025-11-11)
- QuakeWiki – Bunnyhopping (accessed 2025-11-11)
- Quake Speedrun Guide – Movement (accessed 2025-11-11)
- Quaddicted Map Archive (accessed 2025-11-11)