Post by TZKK² on Mar 30, 2012 0:18:49 GMT -6
Original post by [Lynx]:
POST 1:
I was bored, so I wrote this for anyone who might find it useful. I know most of the [1138] members probably already know what's up, but I'm sure someone down the line could learn something.
- Wall Strafing
A highly under-practiced advantage in GE:S is granted to those who know and implement the technique known as "wall strafing." Wall strafing is using traits of the game and engine code, an ability available to all, to achieve a higher speed through movement (as in running forwards or backwards) than the standard run speed. To wall strafe, one simply holds one of the strafe keys (A = strafe left, D = strafe right by default) while running along a solid surface.
Load a map with mostly straight walls such as Temple Classic. Find the nearest wall and run in to it to ensure that you are directly against it. Turn to the left so that the wall is on your right. Either before or directly after moving forward, hit and hold the D key. Conversely, hit and hold the A key if the wall is on your left. You are now wall strafing.
If you enter "cl_showpos 1" (0 to turn off) in the developer console, it will show a small display including a series of numbers referring to your position in the map, and the velocity at which you're moving (which should be displayed as the bottom of the 3 lines.) The standard speed for forward or backward running in GE:S is 172.00. While wall strafing, depending on the angle of your mouse in relation to the solid surface, your velocity will increase to about 230.00. This is a 33% / 1/3rd increase in speed. This same increase can be achieved going both forwards or backwards, and in a left to right or right to left fashion by having the wall or surface directly in front of you, holding forward and the desired directions' strafe key. If the wall were behind you, you would hold the back key instead of forward.
Moving one third faster than most players presents an obvious advantage. You will be able to catch up to them, to escape from them, and you will beat them to weapon and armor spawns. There is also a slight psychological advantage in that the average GE:S player has no clue about wall strafing, though has probably encountered a player who does. They will notice, even if just on a subconscious level, that certain players are moving faster than them, though they won't necessarily be sure of it. This will make them feel insecure in regards to that player and effect the way they react to that player (game-play wise,) usually in a negative way.
This technique can be used in areas of essentially every map, to great extent on some. From the longest straight walls to the shortest solid objects like guard rails, crates or boxes, benches, bathroom stall doors. Almost everything can be used to wall strafe. Many walls will have small protrusions that, with practice, can quickly be dodged with wall strafing resuming once passed. Certain maps are made of almost nothing other than long, flat surfaces or walls, presenting a huge opportunity for wall strafing near continuously.
It is also possible to wall strafe along curved surfaces, such as the guard rails that curve around the missile (and in other areas) on Silo, however, this requires practice with moving your mouse in correspondence with the curvature to maintain the desired angle.
Wall strafing can also be used in conjunction with jumping, both as a means of prolonging the speed increase after the end of the surface, as your momentum is maintained through the jump, and as a tactical movement. Your opponent may expect you to simply walk around a corner while waiting in a corridor, instead you could increase your speed by wall strafing while directly facing the adjacent wall, jump just before the wall gives way to the corridor, then flying in to or across your opponents field of view at an unexpected angle and speed.
Happy fragging
POST 2:
No problem.
As a continuation of the wall strafing nonsense, I'll write up an explanation of two more "advanced" strafing related speed boosts;
- Open Area Strafing
Open Area Strafing is using the same physics code traits as Wall Strafing to gain a speed increase without the use of a solid object or wall. Essentially, any time you strafe while moving forward or backwards, your speed increases (though less substantially than with Wall Strafing.)
To OAS, one simply runs (and holds) forward while tapping the strafe keys in a repetitive fashion (left, right, left, right, or A D A D.) There is an ideal timing that requires some practice. It's around two or three cycles of left/right per second or single count. The strafe keys must not be held, only tapped. The cl_showpos velocity reading while performing this technique isn't stable enough to give precise figures, but one can maintain a speed that rarely drops below 180 and rises to slightly over 200 (again, the standard run speed being 172.00)
This technique is responsible for some players appearing to jitter from side to side when moving forward.
-Circle Jumping
Circle Jumping is a technique straight out of Quake which actually works quite well in GE:S, particularly in conjunction with OAS.
Even though this video is meant for Quake, it demonstrates the principles and the key presses (you will notice the custom crosshair used in the video, arrows for movement keys and the center dot for jump.)
The very same technique can be used for a speed boost in GE:S, though a relatively short one. It can take awhile to master, but it's not as hard as Quake players make it out to be.
To Circle Jump, one runs forward, then, at precisely the same time, begins to sweep their mouse to the left or right then hits and holds the corresponding strafe key. About 45 degrees (ideally just passed 45 degrees) in to the turn, you hit jump. In Quake you must hold jump, in GE:S it does not matter if you tap or hold it. All the while, you continue the mouse sweep. By the time the jump airtime ends, you should be looking about 90 degrees from your original forward direction. The whole process from the initial mouse movement to landing the jumping should take no more than one second, essentially the same time of a normal jump.
Again, the speed boost is not constant or stable, but there is indeed a speed increase. In the end, every little boost adds toward an overall effect of being faster than everyone else. Ideally, circle jumping is meant for a quick boost when turning or going around corners, and to be used in conjunction with both wall strafing and OAS. Lastly, circle jumping down downward sloping ramps or off ledges will enable you to continue accelerating for the entire air time, though it is possible to fall too far and take damage.
*Well folks, that's pretty much it. Master all that and you would be able to beat BigBird to armor spawns... maybe :wink:
POST 3:
Circle Jumping is used at the beginning of a bunny hopping line to give a higher-than-standard velocity before the first jump in the bunny hop sequence, making all successive jumps faster than they would have been without the circle jump. Certain obstacles in bhop maps for Counter Strike require the added momentum from circle jumping to complete, or even to reach the first platform.
So, it is related (and works because of the same physics coding,) but not actually a part of bunny hopping.
I had actually forgotten about circle jumping for bhop maps, I haven't bhop'd since like 2008 lol.
POST 1:
I was bored, so I wrote this for anyone who might find it useful. I know most of the [1138] members probably already know what's up, but I'm sure someone down the line could learn something.
- Wall Strafing
A highly under-practiced advantage in GE:S is granted to those who know and implement the technique known as "wall strafing." Wall strafing is using traits of the game and engine code, an ability available to all, to achieve a higher speed through movement (as in running forwards or backwards) than the standard run speed. To wall strafe, one simply holds one of the strafe keys (A = strafe left, D = strafe right by default) while running along a solid surface.
Load a map with mostly straight walls such as Temple Classic. Find the nearest wall and run in to it to ensure that you are directly against it. Turn to the left so that the wall is on your right. Either before or directly after moving forward, hit and hold the D key. Conversely, hit and hold the A key if the wall is on your left. You are now wall strafing.
If you enter "cl_showpos 1" (0 to turn off) in the developer console, it will show a small display including a series of numbers referring to your position in the map, and the velocity at which you're moving (which should be displayed as the bottom of the 3 lines.) The standard speed for forward or backward running in GE:S is 172.00. While wall strafing, depending on the angle of your mouse in relation to the solid surface, your velocity will increase to about 230.00. This is a 33% / 1/3rd increase in speed. This same increase can be achieved going both forwards or backwards, and in a left to right or right to left fashion by having the wall or surface directly in front of you, holding forward and the desired directions' strafe key. If the wall were behind you, you would hold the back key instead of forward.
Moving one third faster than most players presents an obvious advantage. You will be able to catch up to them, to escape from them, and you will beat them to weapon and armor spawns. There is also a slight psychological advantage in that the average GE:S player has no clue about wall strafing, though has probably encountered a player who does. They will notice, even if just on a subconscious level, that certain players are moving faster than them, though they won't necessarily be sure of it. This will make them feel insecure in regards to that player and effect the way they react to that player (game-play wise,) usually in a negative way.
This technique can be used in areas of essentially every map, to great extent on some. From the longest straight walls to the shortest solid objects like guard rails, crates or boxes, benches, bathroom stall doors. Almost everything can be used to wall strafe. Many walls will have small protrusions that, with practice, can quickly be dodged with wall strafing resuming once passed. Certain maps are made of almost nothing other than long, flat surfaces or walls, presenting a huge opportunity for wall strafing near continuously.
It is also possible to wall strafe along curved surfaces, such as the guard rails that curve around the missile (and in other areas) on Silo, however, this requires practice with moving your mouse in correspondence with the curvature to maintain the desired angle.
Wall strafing can also be used in conjunction with jumping, both as a means of prolonging the speed increase after the end of the surface, as your momentum is maintained through the jump, and as a tactical movement. Your opponent may expect you to simply walk around a corner while waiting in a corridor, instead you could increase your speed by wall strafing while directly facing the adjacent wall, jump just before the wall gives way to the corridor, then flying in to or across your opponents field of view at an unexpected angle and speed.
Happy fragging
POST 2:
liamcadhain: I already knew a little bit about wall strafing but this clears a few things up for me. Thanks for posting it Lynx!
No problem.
As a continuation of the wall strafing nonsense, I'll write up an explanation of two more "advanced" strafing related speed boosts;
- Open Area Strafing
Open Area Strafing is using the same physics code traits as Wall Strafing to gain a speed increase without the use of a solid object or wall. Essentially, any time you strafe while moving forward or backwards, your speed increases (though less substantially than with Wall Strafing.)
To OAS, one simply runs (and holds) forward while tapping the strafe keys in a repetitive fashion (left, right, left, right, or A D A D.) There is an ideal timing that requires some practice. It's around two or three cycles of left/right per second or single count. The strafe keys must not be held, only tapped. The cl_showpos velocity reading while performing this technique isn't stable enough to give precise figures, but one can maintain a speed that rarely drops below 180 and rises to slightly over 200 (again, the standard run speed being 172.00)
This technique is responsible for some players appearing to jitter from side to side when moving forward.
-Circle Jumping
Circle Jumping is a technique straight out of Quake which actually works quite well in GE:S, particularly in conjunction with OAS.
Even though this video is meant for Quake, it demonstrates the principles and the key presses (you will notice the custom crosshair used in the video, arrows for movement keys and the center dot for jump.)
The very same technique can be used for a speed boost in GE:S, though a relatively short one. It can take awhile to master, but it's not as hard as Quake players make it out to be.
To Circle Jump, one runs forward, then, at precisely the same time, begins to sweep their mouse to the left or right then hits and holds the corresponding strafe key. About 45 degrees (ideally just passed 45 degrees) in to the turn, you hit jump. In Quake you must hold jump, in GE:S it does not matter if you tap or hold it. All the while, you continue the mouse sweep. By the time the jump airtime ends, you should be looking about 90 degrees from your original forward direction. The whole process from the initial mouse movement to landing the jumping should take no more than one second, essentially the same time of a normal jump.
Again, the speed boost is not constant or stable, but there is indeed a speed increase. In the end, every little boost adds toward an overall effect of being faster than everyone else. Ideally, circle jumping is meant for a quick boost when turning or going around corners, and to be used in conjunction with both wall strafing and OAS. Lastly, circle jumping down downward sloping ramps or off ledges will enable you to continue accelerating for the entire air time, though it is possible to fall too far and take damage.
*Well folks, that's pretty much it. Master all that and you would be able to beat BigBird to armor spawns... maybe :wink:
POST 3:
liamcadhain: Interesting stuff. I never realised you could increase your speed like that without hugging a wall. Also is circle jumping related in any way to bunny hopping? I've heard a lot about it in the past but never fully understood it
Circle Jumping is used at the beginning of a bunny hopping line to give a higher-than-standard velocity before the first jump in the bunny hop sequence, making all successive jumps faster than they would have been without the circle jump. Certain obstacles in bhop maps for Counter Strike require the added momentum from circle jumping to complete, or even to reach the first platform.
So, it is related (and works because of the same physics coding,) but not actually a part of bunny hopping.
I had actually forgotten about circle jumping for bhop maps, I haven't bhop'd since like 2008 lol.