Good explanation! I want to add, that many years ago i created a trickjump map called "finalt_a2" or "finalt_a3", which lets you practice strafe jumping: - Jumping without mouse movement, keeping your speed constant - Strafing with increasing difficulties - requring to properly move the mouse angle between jumps + extra rooms for more difficulties
@plswhy10 ай бұрын
One thing to remember about circlejumping is that unlike strafejumping moving your mouse faster isn't always better. Move too fast and you will not get optimal speed, so it's a matter of finding out just the right mouse look speed, leading to exiting the jump at around 500 ups. There's also a neat accelerometer HUD if you use the DeFRaG mod which will inform you of where the optimal strafejump angles are relative to speed as well as your acceleration, which can be very important in truly getting the best out of the technique.
@temothy69636 ай бұрын
I sort of picked up on this on my own from the Quake Live videos that enticed me to try the game out years ago, I honestly thought it was just visual flair until I tried it out on my own and found it that it actual increased your top speed. After that, it just became an instinctual impulse for me to shift my camera with my jumps in stuff like Source games now. Quake movement my beloved
@thfrussia67174 ай бұрын
This happens bacuse of a glitch when your diagonal speed gets faster than straight (like diagonal of a square is longer than its side) So for perfect acceleration your camera should look about 12 degrees left or right to your motion vector with pressed Forward+Strafe(same side). And since your motion will be slowly turning with that, your camera also needs to turn to keep the angle difference. On the ground it becomes much faster than in the air because of the friction. So that's the secret of the first jump with fast camera turning. You turn it while on the ground holding F+S and then jump. In fact after understanding the mechanics it needs mostly feeling. You can practice at the map Q3DM2 trying to jump over the den with red armor. Also use the following settings: sv_fps 125 and g_synchronousclients 1. Because this jump depends on fps and new computers calculate it differently.
@starc0w Жыл бұрын
I love your effort for Q3!
@DorE3k Жыл бұрын
One thing also worth mentioning is the buffer window for jumps. As long as you're in the air, press and hold the jump key for the game to buffer the jump on the first frame possible, you don't time the jumps like you do in Half-Life
@Kant_Kartwiel Жыл бұрын
Yeah there is a buffer. I didn't bring it up because I recall hearing QL and QC players saying if you hold jump through the arc in those games, there's a very tiny decrease in acceleration, but upon doing some research I don't think that exists in Q3, so you should be able to jump>release>re-hold the key through the arc. Even if that is a thing in Q3 though, it's not much of a decrease. You can still make bridge to rail in dm6 while holding space, and that's one of the trickier jumps IMO.
@jard3 ай бұрын
@@Kant_Kartwiel it exists in q3, the wishdir normalization also normalizes the vertical component from holding +jump. if you hold +jump then you inadvertently reduce the horizontal components of your wishdir which directly impacts acceleration. true cgaz in defrag can easily show this, the accel zones change when you're holding +jump. also if you're holding +jump while plasma climbing, you don't have enough acceleration from strafe to stick to the wall (because of the aforementioned), so you just get pushed off of it by plasma and fail the climb.
@Kant_Kartwiel3 ай бұрын
@@jard Good to know. Thank you for the clarification.
@ari-athbadminton0301Ай бұрын
@@Kant_Kartwiel That explains why pros were consistent at doing that where in CS1.6 there were more rare to pull KZ tricks in matches.
@mmmcola60677 ай бұрын
nice tutorial, also great music choice (the homies love Ryuji Sakamoto🗿)
@Deniz-eh5ol7 ай бұрын
First time i see someone using space as jumping in q3 :P
@SL1PSTAR6 ай бұрын
Really?
@atomaraffeАй бұрын
@@SL1PSTAR right mouse button for jumping, space for shooting 🤷♂️
@hardstylahTV7 ай бұрын
holy im gonna win quakecon now
@Fei_PL2 ай бұрын
I still have q3a instaled but never learnd how to do propper strafe jumps xd
@Gojeku2 ай бұрын
amazing, thank you.
@l30n.marin3r010 ай бұрын
It would nice if you could, on top of explaining the movement also give a 'tutorial' on how to get the overlays. It is a tad hard to know if you are getting it right without the right tools.
@stus21597 ай бұрын
Good video, I still can't do it. Just terrible at quake all around.
@andriusborisovas64272 ай бұрын
how on t2 map from teleport jump left or right?
@karakenio6 ай бұрын
great video
@worldf1re416 ай бұрын
I was always more of a Ut99 player, but when I was able to play some Q3A at a local LAN recently, while I knew a fair bit about speedtech and movement already from HL1 and Q1/Q2, I wasn't quite as prepared to take advantage of them as much in Q3. Would you have any specific tips or pointers for making the Bridge-to-Rail jump in DM6? In my mind, that's basically a litmus test for speedtech in Q3A and if I can do that at least once, I think I might have something to show the other Q3A LAN players who don't really know about speedtech
@Kant_Kartwiel6 ай бұрын
Having a good circle jump is important. You want to aim to land on that corner piece that connects the rail platform to the wall since that's likely what you'll land on then keep moving. I fired up my vanilla Q3 and did a quick jump as an example. (kzbin.info/www/bejne/oqq6haacjLVloqssi=DLtWDzx91iX5PCbE) Thing about strafe jumping is that you want the mouse movement when you're accelerating to be smooth, but when you do follow-up jumps, you want to quickly position your view in the direction you're actually moving quickly, then proceed to do the smooth movements again for acceleration. There's a bit of a "sweet spot" where you put your cursor that changes relative to your speed and direction. You don't want to be moving down a hall but looking at the left wall and smoothly trying to strafe jump to the right. You want to do your jump, reset your view center, then go right, reset view, go left. That's how you'll move fast in a straight line. You'll see in the clip I linked, I do my circle jump, follow through with smooth mouse movement to the left to accelerate while I'm airborne, but then when I do my second jump off the bridge, I quickly snap and center my mouse again then do a smooth drag to the right to accelerate. I snap and move the mouse a bit faster when I make the jump, so it looks like I'm just kinda snapping and flailing, but the more you do it, the more natural it becomes and the more you'll see the difference between a snap and a smooth drag even if it's fast. It takes some practice but it's all one fluid motion where you're quickly re-centering then dragging for speed. The faster you're going, the slower you need to do the drag. Circle Jump>Drag>Jump & Reset View>Drag
@kartikeyatiwari25023 ай бұрын
Nice
@Evil_Pixl Жыл бұрын
do you know the command to update yt-dlp? i think its yt-dlp -u but that doesnt seem to work
@Kant_Kartwiel Жыл бұрын
Are you using a capital U? It's case sensitive. yt-dlp -U worked for me when I just tried it.
@Evil_Pixl Жыл бұрын
@@Kant_Kartwiel lol I wasn't. Thanks, I kept thinking that it was -u but that wasn't working. I didn't think about it being case sensitive
@moddudlar38942 ай бұрын
funny that it has almost the same strafe jump mechanic as cs
@Kant_Kartwiel2 ай бұрын
That's because CS was initially made on Gold Source (half-life 1 engine), which was a heavily modified version of idtech2 (the quake engine). Strafe jumping and running has been around since Quake 1, so it's only natural that engines which derive from it carry over some of it's characteristics.