Difference between revisions of "Wallrunning"

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The '''wallrunning bug''' can occur when the player runs along a north-south wall (either normally or by [[straferun]]ning) while touching it. Occasionally, in this situation, the player suddenly finds himself accelerated to a rather greater speed than he can normally attain; this lasts until he stops running, encounters a corner, or changes direction (e.g. by being hit by a monster).
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The '''wallrunning bug''' can occur when the player runs along a north-south wall (either normally or by [[straferunning]]) while touching it. Occasionally, in this situation, the player suddenly finds himself accelerated to a rather greater speed than he can normally attain; this lasts until he 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 [[speedrun]]ning or [[deathmatch]] tactic, taking advantage of north-south 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 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:

Revision as of 19:56, 25 June 2005

The wallrunning bug can occur when the player runs along a north-south wall (either normally or by straferunning) while touching it. Occasionally, in this situation, the player suddenly finds himself accelerated to a rather greater speed than he can normally attain; this lasts until he 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 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 wall in the appropriate place(s);
  • The player figure out which way is north, possibly during a fast-moving firefight;
  • The player rapidly orient himself at the desired angle to the wall (either precisely along it, 38.7 degrees away, or 45 degrees away); and
  • The player then wait a moment for the acceleration to begin.

Demo files