Difference between revisions of "Wallrunning"

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Wallrunning is triggered when:
 
Wallrunning is triggered when:
* The player is running north along a one-sided north-south wall, south along a two-sided north-south wall, or east along a one-sided east-west wall and;
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* The player is running north along a one-sided north-south wall, south along a two-sided north-south wall, or east along a one-sided east-west wall; and
 
* The player is aligned either precisely parallel to, 38.7 degrees away from, or 45 degrees away from the wall.
 
* The player is aligned either precisely parallel to, 38.7 degrees away from, or 45 degrees away from the wall.
  
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An agile player can exploit this bug as a [[speedrun]]ning or [[deathmatch]] tactic, taking advantage of north-south and east-west walls to dodge projectile attacks or move quickly between distant areas of a map.  Its use in deathmatch play is somewhat limited, however, because it requires that:
 
An agile player can exploit this bug as a [[speedrun]]ning or [[deathmatch]] tactic, taking advantage of north-south and east-west walls to dodge projectile attacks or move quickly between distant areas of a map.  Its use in deathmatch play is somewhat limited, however, because it requires that:
  
* The level contains a straight north-south or east-west wall in the appropriate place(s);
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* The level contain a straight north-south or east-west wall in the appropriate place(s);
* The player determines which way is north, possibly during a fast-moving firefight;
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* The player determine which way is north, possibly during a fast-moving firefight;
* The player <i>rapidly</i> orients himself at the desired angle to the wall and;
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* The player <i>rapidly</i> orient himself at the desired angle to the wall and;
* The player waits for the acceleration to begin.
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* The player wait for the acceleration to begin.
  
[http://www.doom2.net/doom2/facility/agility.html The deathmatch tutorials at doom2.net] propose that wallrunning also works occasionally on sidedefs of other orientations. In addition, because [[sprite]] “footprints” on a map are square rather than round, this same acceleration can occur along one edge of a long row of aligned inanimate objects, where it is referred to as “thingrunning”.
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[http://www.doom2.net/doom2/facility/agility.html The deathmatch tutorials at doom2.net] propose that wallrunning also works occasionally on sidedefs of other orientations. In addition, because [[sprite]] “footprints” on a map are square rather than round, this same acceleration can occur along one edge of a long row of aligned obstacles, where it is referred to as “thingrunning”.
  
 
== Demo files ==
 
== Demo files ==

Revision as of 16:11, 11 October 2005

Wallrunning can occur when a player runs along a straight wall (either normally or by straferunning) while in contact with it. The player will be accelerated to a speed that is greater than normally attainable.

Wallrunning is triggered when:

  • The player is running north along a one-sided north-south wall, south along a two-sided north-south wall, or east along a one-sided east-west wall; and
  • The player is aligned either precisely parallel to, 38.7 degrees away from, or 45 degrees away from the wall.

After a brief moment, the player will begin moving at a very high speed, ceasing only when the player stops running, encounters a corner, or changes direction (e.g. by being hit by a monster).

An agile player can exploit this bug as a speedrunning or deathmatch tactic, taking advantage of north-south and east-west walls to dodge projectile attacks or move quickly between distant areas of a map. Its use in deathmatch play is somewhat limited, however, because it requires that:

  • The level contain a straight north-south or east-west wall in the appropriate place(s);
  • The player determine which way is north, possibly during a fast-moving firefight;
  • The player rapidly orient himself at the desired angle to the wall and;
  • The player wait for the acceleration to begin.

The deathmatch tutorials at doom2.net propose that wallrunning also works occasionally on sidedefs of other orientations. In addition, because sprite “footprints” on a map are square rather than round, this same acceleration can occur along one edge of a long row of aligned obstacles, where it is referred to as “thingrunning”.

Demo files

External links