Talk:Wallrunning

ZDoom Wiki says this only works with north-south walls. Can this be confirmed in the source code? (i.e. IMHO trial and error may not be convincing, since it's so hard to do in the first place) Ryan W 04:05, 24 Jun 2005 (UTC)
 * It only does work with north-south walls. Not sure if it is that "rarely" used in demos, btw; from the top of my head, it's used in demos for Doom E1M8, E2M3 and E2M5, and Doom II MAP01, MAP20, and MAP31. - Fredrik 10:18, 24 Jun 2005 (UTC)
 * Ach, I knew I wasn't really cool enough to give people advice! :>


 * I do remember seeing this used e.g. on TNT 31, now that you mention it. I guess there's a fairly strong case to be made for it in a linear, squarish map like MAP01 or MAP31, where every tenth of a second can be important. To be perfectly honest, however, I have yet to figure out what really separates a 12:09 run from an 11:36 run in a big map --- is it mostly the RNG, an improvement in footwork, a new trick, or things like spinning macros and wallrunning which decrease the duration a few tenths of a second here and there?


 * I stand by the deathmatch part of the statement, though. It seems like [a] 90% of the time the map is some PWAD which is highly symmetrical, so nobody ever knows which way is north anyway, and [b] that slight hitch before the acceleration starts, especially when straferunning, can be enough of a delay to get one's head taken off. Ryan W 01:58, 25 Jun 2005 (UTC)


 * Addendum: I just did it with an east-west wall &mdash; want to see a demo? Ryan W 07:20, 25 Sep 2005 (UTC)


 * I'd definitely want to see a demo of this. Janizdreg 14:38, 25 Sep 2005 (UTC)


 * Wallrunning can also be achieved on double sided & impassable west-east linedefs (see this wad). And BTW, isn't the correct regular wallrunning direction south-north, not north-south? Janizdreg 14:38, 25 Sep 2005 (UTC)


 * You seem to be suggesting that I've been imprecise. Stunning!   :>
 * I'll try again. The demo I added to this article was south-north.  [[Media:e3m6wrb.lmp|This demo]] (file info) is west-east.  I'm not sure about other directions (but will fire up E2M3 of DARKHELL.WAD to try some at my earliest opportunity).
 * Obviously, if someone did extract a straight answer from the source code, that would be the ideal case. I myself don't know enough C to do so, alas.    Ryan W 05:34, 26 Sep 2005 (UTC)


 * Interesting - I didn't know you could wallrun on regular west-east walls too. It seems to be harder to pull off than on south-north or double sided west-east linedefs though. Janizdreg 17:38, 28 Sep 2005 (UTC)


 * Here's a quote from Adam Hegyi: "On one-sided linedefs it is south->north. On two-sided linedefs it is south->north and west->east. It's also possible to do west->east wallruns on one-sided linedefs. Seems to work rarely." I think we should rewrite the article according to this. Janizdreg 19:10, 28 Sep 2005 (UTC)


 * Yeah, probably. :>    I may have been able to make it work with sidedef 63 of MAP09: The Pit, but I didn't find the evidence conclusive.   Ryan W 20:32, 30 Sep 2005 (UTC)


 * Hmmmm-mm-m, and one also hears about things like this. I have no idea what could be going on there.   Ryan W 22:20, 3 Oct 2005 (UTC)
 * Wallrunning can also be executed on "walls" made of things. The usual wallrunning directions seem to apply to thingrunning too. I have no idea about the flying stuff mentioned on that page though. Janizdreg 19:12, 5 Oct 2005 (UTC)


 * Update: wallrunning also works &mdash; sort of &mdash; on sidedef 110 of MAP18: The Courtyard. I forget where I read about that, but [[Media:d218wrb.lmp|here is a demo of it]] (file info).
 * I'm a bit confused now. I'll have to think some more before I'm sure how to update the article (or perhaps someone less confused will do it instead).   :>     Ryan W 01:10, 5 Oct 2005 (UTC)
 * Further update: I changed the article to include the information in this discussion. I hedged a little bit on the MAP18 reference, for reasons that I hope are obvious in the demo &mdash; if that wall were 10 times as long, it would contain 10 times as many snags, and I'm not sure that would do a lot for my confidence in a deathmatch game.    Ryan W 11:27, 10 Oct 2005 (UTC)

Faster or slower than straferunning?
Does anyone know if wallrunning is faster or slower than straferunning (SR40 and/or SR50)? radius 06:10, 5 Jul 2005 (UTC)
 * Faster. Fraggle 08:41, 5 Jul 2005 (UTC)

"Parallel to the wall" is incorrect!
[[Media:rcktmiss.lmp|This demo]] (file info), though recorded as part of a different discussion, shows that wallrunning actually occurs at a slight angle to north-south walls. The rocket is fired in the same direction as the wallrunning, but is clearly closer to the wall at the north end than at the south end. Ryan W 23:43, 26 January 2006 (UTC)

Technical Explanation?
Is there some sort of explanation on why this bug happens? Why does it make you go faster? Why only North-South? Where's the code involved, and what could be changed to fix it? It seems odd that such an interesting bug is left unexplained in this article.