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)
Example
Video Courtesy of Zalon & Phil
Rocketjumping
Purpose
A soldier can fire a rocket at a surface near oneself to elicit 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.
Examples
Grenade jumping
Purpose
Fill me in
Examples
Fill me in
Engineer Quick Sentry Gun Build
Purpose
Build a level 3 Sentry Gun faster, with only 1 resupply run.
How to
- 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.
Example
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: 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)
Examples
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.
Example
Demo: 20mmjump-hwguy-32smooth-1.mvd
Demo: 20mmjump-hwguy-32smooth-2.mvd
Wall Strafing
Purpose
A reasonable speed boost
How to
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 traveling 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
Purpose
Maintain speed while going up ramps.
How to
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
Purpose
Maintain speed and control on liquids.
How to
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.
Example
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)