Wallrunning

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Revision as of 06:37, 8 January 2008 by 212.202.50.31 (talk) (typo)


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 contains 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;
  • The player rapidly orientates himself at the desired angle to the wall and;
  • The player waits 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

External links