Difference between revisions of "Wallrunning"
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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 | + | * The level contain a straight north-south or east-west wall in the appropriate place(s); |
− | * The player | + | * The player determine which way is north, possibly during a fast-moving firefight; |
− | * The player <i>rapidly</i> | + | * The player <i>rapidly</i> orient himself at the desired angle to the wall and; |
− | * The player | + | * The player wait for the acceleration to begin. |
On rare occasions, wallrunning can also be done westward along a one-sided wall, or along walls of other orientations (for instance, west-north-westward along linedefs 106, 119, and 39 of DMPRTL2.WAD from [[Maximum Doom]]). 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”. | On rare occasions, wallrunning can also be done westward along a one-sided wall, or along walls of other orientations (for instance, west-north-westward along linedefs 106, 119, and 39 of DMPRTL2.WAD from [[Maximum Doom]]). 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”. |
Revision as of 16:40, 8 January 2008
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 facing either 45 degrees away from, 38.7 degrees away from, or nearly parallel (1-4 degrees inward) to 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.
On rare occasions, wallrunning can also be done westward along a one-sided wall, or along walls of other orientations (for instance, west-north-westward along linedefs 106, 119, and 39 of DMPRTL2.WAD from Maximum Doom). 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
- The wallrunning bug (file info) on MAP13: Downtown
- The wallrunning bug (file info) on E3M6: Mt. Erebus
External links
- Wallrunning as a deathmatch tactic, at doom2.net
- A discussion of thingrunning (with demos) on the Compet-N web site