Quake Live

Quake Live

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homer Sep 21, 2014 @ 4:37am
How to bunnyhop ?
So, i can bunnyhop to a certain degree, but I would like to really master it and to also be able to air strafe like many people do to get around the map quickly. Any help ? It would be very appreciated.
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Showing 1-10 of 10 comments
JaXx Sep 21, 2014 @ 4:41am 
This is a guide for Quakelive from a caster named 2GD
https://www.youtube.com/watch?v=SSNNhUAVRuA

Also its called "strafe jumping"
Bunnyhop is for CS.

You can pick some INSANE speed if you do this right. After some practise you will have the skill in your backbone :D

Any more questions, please feel free to ask. I've got way too many videos on guides for strafing.

I would also like it if you watch this CPM-physics movie. Just to see what this engine caan do :)
https://www.youtube.com/watch?v=DAjXCWHVJh8
homer Sep 21, 2014 @ 4:50am 
Thank you very much ! :D
Blindlight Sep 21, 2014 @ 4:52am 
normal "strafe jumping" for the normal game physics is all about how to go in a relatively straight line as fast as possible, its deceptively hard to master, even with tutorials. if it doesnt 'click' right away don't worry, give it a while, sleep on it, re-watch the videos a week later, and eventually youll start doing it naturally. Don't get too wrapped up doing one difficult jump like bridge to rail, as long as you can increase and retain your speed it's enough for starters, even with mediocre jumps, then you can keep pushing yourself as much as you want to train. enabling the speedometer in game with /cg_speedometer 1 (or 2 or 3) is a good way to see if you are retaining speed or not.

under "turbo" or cpm physics theres an added element of being able to increase your speed while turning, not just in straight line. later on you might like to try it, in fact in a way it's easier than normal strafe jumping if you can find a server with those physics, it's what makes the movement in the celestia video so fast http://steamcommunity.com/sharedfiles/filedetails/?id=315342949
Last edited by Blindlight; Sep 21, 2014 @ 5:31am
Cat Sep 21, 2014 @ 5:15am 
You can only turn in the air in Turbo mode. Classic and normal modes don't have air control.

And I strongly disagree with the guy saying "don't focus too much on bridge to rail". It's such a good benchmark on your progress. If you can do that jump consistently you're pretty much set, though obviously you can still gain a ton by improving your movement beyond that, especially if you play CTF or Race.

Also, do remember that the initial circle jump is far more important than the following strafe jumps. In most maps you won't be able to do much more than a circle jump and perhaps two strafe jumps before hitting a wall, the exception to this being certain CTF maps and the largest TDM/FFA maps. Therefore, focus on improving those first few jumps rather than needlessly spending time trying to learn how to accelerate in long forward stretches. There simply aren't enough of them to make practicing them worthwhile.
Last edited by Cat; Sep 21, 2014 @ 5:20am
Blindlight Sep 21, 2014 @ 5:20am 
what I'm saying is don't give up on learning to strafe jump just because you keep failing bridge to rail jump or other difficult jumps, sometimes you can actually be getting better but because you are still under the threshhold of a particular jump it feels like you are getting nowhere, which can be discouraging. it's true though you want to push yourself and practice movements that you might succeed 1/100 attempts or you can reach a point where you arent improving beyond 'good enough'.
Last edited by Blindlight; Sep 21, 2014 @ 5:38am
homer Sep 21, 2014 @ 5:30am 
Well, what i meant by controlling in the air is that pro players usually are able to go around the map without bumping into a wall, like if they can control in the air.
Snakejuice Sep 21, 2014 @ 5:34am 
I agree with Blindlight here, I know strafe jumping but I'm a noob so I've never learned B2R (consistently). You kind of have to do it 95% perfect to make that jump, but you only need to be decent to move like twice as fast as all the new players joining right now (I'm a returning player with new account so I'm in lowest tier atm).
Blindlight Sep 21, 2014 @ 5:35am 
in standard physics, theres a couple different things contributing to that ability to not bump into walls:
1) circle jumps to launch in a new direction at a good speed,

2) "clipping" corners, you can just graze a lot of corners without losing speed, cutting some interesting straightline paths thru doorways and routes that have some sketchy corners,

3) actually controlling your direction while strafing (the reason you switch sides when strafing is to keep going straight, but if you dont switch sides, youll still gain speed but veer off to either direction which allows some basic turning capability without special physics.

VQL "strafe only" race mode on ctf maps is awesome for practicing this and has the bonus that the skill is directly transferrable if you go play ctf afterwards
Last edited by Blindlight; Sep 21, 2014 @ 5:49am
homer Sep 21, 2014 @ 5:36am 
Oh, okay then. I'm no pro at strafe jumping, but I don't struggle too hard.
Flodge Sep 21, 2014 @ 6:12am 
Originally posted by Blindlight:
in standard physics, theres a couple different things contributing to that ability to not bump into walls:
1) circle jumps to launch in a new direction at a good speed,

2) "clipping" corners, you can just graze a lot of corners without losing speed, cutting some interesting straightline paths thru doorways and routes that have some sketchy corners,

3) actually controlling your direction while strafing (the reason you switch sides when strafing is to keep going straight, but if you dont switch sides, youll still gain speed but veer off to either direction which allows some basic turning capability without special physics.

VQL "strafe only" race mode on ctf maps is awesome for practicing this and has the bonus that the skill is directly transferrable if you go play ctf afterwards

4) Using geometry to change your direction, using curved walls around the outside of a corner to maintain momentum or just using a flat wall to straighten out an angled approach. Curved walls are common in CA coupled with lots of rocket jumps, the straight wall technique is common in CTF
Last edited by Flodge; Sep 21, 2014 @ 6:12am
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Date Posted: Sep 21, 2014 @ 4:37am
Posts: 10