Bunnyhop Turning Behavior in Quake/Source

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Always wondered how that one guy bunnyhopped sideways? Tutorials normally teach you the A/D technique useful for long jumps and gaining speed, but this video aims to visualize the turning behavior in a way that make sense of sideways and diagonal (hsw) styles as well. Ground- and air acceleration is not the same in every Quake/Source game. In Counter-Strike for example, you have to do a lot slower and smoother turns for prestrafes compared to airstrafes, because you have more friction and less ground acceleration. The turning behavior is still the same though, give it a try.

#OpenFortress #Quake #Bunnyhop
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The pole analogy is the best way to explain it that I've seen!

sebastiaanpeters
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Interesting, is that Campgro- ...Blood Covenant?

Latksi
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can i get a link 2 that key display? i've been looking for something better than default

infiniteovalz
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Hopefully, they make a capture the flag mode... like the original Team Fortress Classic.

xipo_
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That's very informative. How does this differ from q3/ql default movement? Is there any difference in behaviour other than just different acceleration and friction values?

lamaowca
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What do you think about the reloading?

QuackerHead-j
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what overlay did you use for your keystrokes?

aqwek
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