Author Topic: About alien movement  (Read 11681 times)

laser

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About alien movement
« on: May 23, 2008, 07:27:08 pm »
hi all!

Been playing Trem for about 2 months now, and I played it somewhat during the "Q3 mod"-phase too. Anyhow, I'm an old Q3 defragger and thought I'd give some "tips" about speeding up the movement, mostly aliens (I play on the alien team about 95% of the time so...).
In the About Trem it says "Realistic physics and motion - no bunny hopping or quick back peddling.", well it's only true to some degree. Basically I think the it's mostly humans who behave slowly. (...and goons, damn slow goons! :P) Here's some tips for speeding up movements:

- Bunnyjumping works fine. This is the basics of speeding up movements and is very useful on "large maps with long corridors" (read: Procyon and Arachnid2). To gain speed while bunnyjumping you must take advantage of the acceleration from the strafe-movement (that's why it's called strafe'ing/strafejump). It's a bit technical but basically you hold forward + strafe left, and turn slightly left with the mouse, then switch to right asf... Now this technique is best used by dretches and maruders, goons can use it in combination with poucing (see below). Tyrants shouldn't bother neither should humies... If you don't know how to strafejump, it's alot easier to watch some demos of it than to read about it. Try to find demos from W3SP, one of the best strafejumpers in Q3. The mouse-movement is the key...

-Moving against walls. This is a much easier technique to master and can be used for all classes, and humies. The only "weakness" is that it's dependent on walls being straight (flat), but on ex. Arachnid2 all walls are. It utilizes the same "strafe acceleration" that strafejumping but doesn't rely on jumping and timing the switch of strafe direction. Basically you just move alongside the wall. Hold down forward, and strafe againt the wall (ie. if you have the wall to your right, press forward+right strafe). The thing that makes the acceleration is doing this with the mouse slightly to your left, about 15-20 degrees away from the wall. In principle, when moving straight forward you move in lets say 320ups, when pressing strafe the model accelerates upwards to 380-400ups in towards the strafe-direction. But since you do this against a wall, you can only go forward...so you just accelerate to 380ups moving straight forward...Again, the mouse-direction is the key, 5 degrees of and you wan't notice much acceleration...

- Tyrant trample and doors. It's a total pain in the *ss to begin trampling towards an exit only to be stopped by the door, then you have to charge the tyrant up again. It's a death trap when you get stuck in the door from the pillar room out to the outside on Karith for example. Now, the Tyrant trample is good in that it isn't affected by changes in direction, as long as you don't use the strafe buttons (pressing strafe left/right kills the trample right off). So, just before hitting the door, turn abruptly to the right (without pressing strafe, only mouse movement) and just as quickly left again... a simple jerk with the mouse usually does it. This gives you just enought time to let the door open slightly and you can then make use of another feature in the Q3 engine; when hitting things, your speed doesn't go directly to 0. So, because the door is already opening (and most doors open in a wink) the tyrant is only hindered by it for like 0.1s and just shoots trough it thanks to the "stop delay". (under some circumstances this technique acctually accelerates you even more, but it's dependent on strafejumping, so it's not possible while trampling...but all classes that can bunnyjump can utilize it, but it's alot more technical...)

- Dragoon pounce-jumping. Most of you certainly know that you can "recharge" the pounce while in the air...So you pounce directly again when hitting the ground. This is really effective as long as you have alot of room (you must jump long and high to get enough air-time to recharge, and you must time the pounces precisely). A much easier way is to utilize the fact that jumping doesn't decelerate the model (no resistance). So to make a goon faster, start with a pounce, and then start bunnyjumping, probably the fastest acceleration there is! =) When you master this fairly simple technique you can basically pounce directly down and jump right away, so you don't need any more space than what is required for jumping. This basically makes goons the fastest class over bigger areas.

- Maruder double-jumping. This has a bit less "extreme" effect, but it can be utilized. Actually I rarely play maruders so I haven't done much "research" on it by you can gain speed but double-jumping with maruders. Jump alongside a wall and quickly wall-jump off it. If done in sync with strafeing against the wall you accelerate quite fast. Also, when learning to strafejump maruders are alot easier to use because of their long air-time...

Most of you probably already knew these things but some of you can learn something for sure!  ;D
I 've learned the movements mostly while playing Defrag and competing on www.speedcapture.com, getting to 2nd place in the promode list, those thing where a bit more technical (ex. q3tourney6_ctf in 1.8s) but you get the idea =)

go kill!
hejdå.

Jalaco

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Re: About alien movement
« Reply #1 on: May 24, 2008, 01:25:33 am »
Nice guide! I liked the rant door flick trick, I'm gonna have to try that! Anyways, do you know how to show your speed in trem?

\\^// Jalaco \\^//

Sakura-chan/Tsunade

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Re: About alien movement
« Reply #2 on: May 24, 2008, 08:28:37 am »
PRo-trickjumping : :P for your combination this is trickjump video :P  put in your demo folder
http://www.mediafire.com/?btzfnnmviny     ;)

Sak

laser

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Re: About alien movement
« Reply #3 on: May 24, 2008, 11:42:27 am »
Nice guide! I liked the rant door flick trick, I'm gonna have to try that! Anyways, do you know how to show your speed in trem?

Acctually I don't...but there's got to be some way. 320ups is the standard speed in Q3 (only pressing forward and not moving the mouse), but I don't know if the speed-multiples for the different models in trem is multiples of that number... In Defrag there's a whole system for these kinds of information (the CHS-info system)...

Btw; 15-20 degrees when wall-walking is way to much... maybee 5-10 is more correct. if you get it right you easily go past 400ups (if 320ups is standard) so thats 25% speed difference =)

PRo-trickjumping : :P for your combination this is trickjump video :P  put in your demo folder
http://www.mediafire.com/?btzfnnmviny     ;)

Whould love to get that map, what's it called? Don't know about the strafing though, looked way to sloppy to get the best acceleration...no offence though!  :-\ But every time you miss the switch and have the mouse point left when holding right strafe you decelerate pretty quick...
« Last Edit: May 24, 2008, 11:51:18 am by laser »
hejdå.

Sakura-chan/Tsunade

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Re: About alien movement
« Reply #4 on: May 24, 2008, 01:52:12 pm »
You want me to give you backwards straft jumping? :-\ ;)

Sak

laser

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Re: About alien movement
« Reply #5 on: May 24, 2008, 02:21:53 pm »
You want me to give you backwards straft jumping? :-\ ;)
But of course!  :D
Or sideways, that's the coolest...
hejdå.

Sakura-chan/Tsunade

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Re: About alien movement
« Reply #6 on: May 24, 2008, 02:54:28 pm »
Backwards strafe jumping ok.. :D oh and the map is called strafe traning and i'm doing level4(pro level)
http://www.mediafire.com/?12xd2p3mn92

Sakura

Bajsefar

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Re: About alien movement
« Reply #7 on: May 25, 2008, 04:16:27 pm »
I think it's actually possible to gain longer pounces by doing the recharge-the-pounce-in-midair and strafejump movements.

I done extremely long pounces in transit, try it.
(I'm not sure though, might have been imagining it. :p)

Oh- and the Marauder doube jump is EXTREMELY fast when you do it right... Try it, but you need to hit the walls more than once to gain that speed.

Backwards strafejumping is nice for keeping control in a luci-goon type situation, where you do not want to get to close, but want to see the luci-wielder to get the erfect opening.

Lakitu7

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Re: About alien movement
« Reply #8 on: May 25, 2008, 06:40:48 pm »
Great post. This is stuff that I've been doing for a bit, but it's great to see someone actually posting useful information in this subforum that's primarily a bit of a wasteland.

To contribute:
Flying off of surfaces with a dretch by the clever enable/disabling of wallwalk gives you no reduction in velocity and more importantly, makes no sound. You can use this to flick across maps that have all kinds of gaps on the walls (arachnid) without getting stuck in them. You can also use this to jerk around corners and fly at someone's head.

Bajsefar

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Re: About alien movement
« Reply #9 on: May 25, 2008, 09:51:22 pm »
Ooooooh! I'll try that RIGHT NOW.

laser

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Re: About alien movement
« Reply #10 on: May 26, 2008, 07:51:55 pm »
Great post. This is stuff that I've been doing for a bit, but it's great to see someone actually posting useful information in this subforum that's primarily a bit of a wasteland.
Hey, thanks alot! :D Maybee I made the post in the wrong group then...

I think it's actually possible to gain longer pounces by doing the recharge-the-pounce-in-midair and strafejump movements.
...
Oh- and the Marauder doube jump is EXTREMELY fast when you do it right... Try it, but you need to hit the walls more than once to gain that speed.
Yes, that acctually reminds me of another very good thing about goon...  It only like the best thing about the dragoon pounce-strafejumping! Bunny-jumping doesn't kill the pounce!! I was litteraly amazed when I noticed it... Start with a pounce and beging to bunnyjump (you don't need to use strafes)... still, when you hit an enemy you pounce him! I acctually managed to pounce a guy after jumping straight across procyon, from the door at alien base cross the middle-glass-tube-thing down to the lower entrace to the human-camp-place and smacked him right in the face. :laugh: best pounce ever! how did I forget that?!

I'll try that multiple-wall thing. btw, how do you set up a local game with posibility to evolve asf without playing?! Haven't got to reading about server-cfg's but shouldn't it be kinda easy?! I'm too competitive to test these thing out that much during games  ;D
hejdå.

Lakitu7

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Re: About alien movement
« Reply #11 on: May 26, 2008, 08:15:24 pm »
/devmap atcs
/give all

When you're chaining hops after a pounce, you can also slash since you're not technically in a "pounce" anymore. Most (all?) servers don't let you chomp during pounce as a balance change that was added years ago but in this limited circumstance you can still do it.

toastisgood

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Re: About alien movement
« Reply #12 on: July 15, 2008, 02:15:11 am »
In Nexus 6,at the default alien base there is a ramp that leads down to it.I've found that if you 'bunnyhop' down the ramp with a dretch and keep bunnyhopping after you get off it,you gain a buttload of speed.I was able to jump alongside a 'bunnyhopping' mara,it was awesome.But try not to hit a light though.
 :)

TinMan

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Re: About alien movement
« Reply #13 on: July 15, 2008, 03:05:52 am »
ZOMG NECROPPOST!!!!1111111111111122345
Code: [Select]
Linux: ~/.tremulous/base/
Mac: ~/Library/Application\ Support/Tremulous/base/
Windows: C:\Documents and Settings\username\Local Settings\Application Data\Tremulous\base\
NeonPulse
http://neonpulse.net/media/games/tremulous/base/autoexec.cfg

toastisgood

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Re: About alien movement
« Reply #14 on: July 15, 2008, 06:06:52 pm »
shit,sorry

player1

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Re: About zomfg necro!
« Reply #15 on: July 15, 2008, 06:24:44 pm »
shit,sorry

-pssst- It's OK. He's kidding. It's alright to add something to a two-month dead S&T thread. Now, if you had added something useful to the topic, that would have been better, but...

No, really, man, we're just messing with ya....

btw, space bar broken?

no, srsly, j/k