Quake was the first 3D Game that used complex physics to be as close to reality as possible, which is only possible because of the real 3D Environment. But some of the physic code is even that complex that there are some "bugs" in the engine. One of these became a famous feature every Quaker uses a lot. I guess I don´t have to explain what a Rocket Jump is, you probably could do it with closed eyes (especially if you  have an alias (-: ). But there are also other unwanted "features":

Rocket Jump:

Well, if you never heard of Rocketjumping, you have to be new to Quake. It´s a simple, yet effective technique, which is done by jumping and firing a rocket to your feets, so that the explosion lets you jump about 3 times as high as normal. This offers many new possibilities. You may use it as a shortcut in many maps, or during a dogfight to be a harder to hit target and to get a height advantage. If you want to know more about Rocket Jumping visit the Rocket Jumper´s Guide to Quake.

Grenade Jump:

This works like the Rocket Jump just with Grenades. This means you have to time your jump so that you are over the grenade when it explodes. The easiest technique to accomplish this is to throw the grenade vertically up in the air, then wait till it dropped twice to the ground, and then jump. here is a small demo to show this. The Grenade Jump is most effective in Levels without a Rocket Launcher, like dm1 or if combined with a Rocketjump, for example in dm3 to get from the Pentagramm to the Quad really fast (shown here).

High Jump:

This is an engine bug, which lets you jump higher than normal. You have to find a slope to test it. Then run the slope up and jump shortly before you reach the top. You will jump a bit higher than normal. This bug seemed to be known by id, because its the key to a secret in e4m1, as shown here. Combined with strafing shortly before jumping you may jump even longer.

Wall Hugging:

If you run forward next to a wall, while strafing into that wall at the same time, you will get a speed of about 430 up to 470 pixel per second instead of the normal 320. This sounds easy, but its very difficult to get used to this technique. This is because it´s not always good to use it, because you are easier to hit by splash damage if you are close to a wall. So there are only some areas which aren´t open to enemy fire where you can always use it, or if you know that there is no enemy near.

Strafe Running:

By strafing left and right while running forward you can achieve forward speeds of 370 up to 410 pixel per second. The speed depends mostly on how often you change the strafing direction, so press the keys like wild (-:
In Teamfortress this even works better, because the sv_maxspeed is much higher than your cl_forwardspeed (except if you are a scout). You may just strafe in a direction and run forward, then you will get 1,41 times your normal speed, like in DooM. But if you do this too often or too long you will be kicked (the tf code checks your speed)

You can see your speed in Quake by using QdQ velocity display, which will show you average, maximum, total and forward speed.
Bunny Hopping:

This is the most useful physics bug in Quakeworld but only few people use it often enough. I´m sure that you already did it a few 100 times accidently, because it´s the jump you need if you want to cross the lava at dm2-backroom or if you want to jump to the red armor in dm3. It is hard  to explain how to perform this jump, because the timing is important. First you have to turn in the direction you want to jump while running forward. While turning you start strafing into that direction and when you are finished with turning you jump, while still strafing and running forward. When you land on the ground, you jump again, to keep the speed. Ilkka Kurkela, who recorded most of the levels of Quake done Quick lite - The Rabbit Run made a small demo which shows very detailed how to do this. Using this technique speeds of 400 up to 450 pixel/second are possible, which is sometimes even better than wallhugging (especially, because you don´t need a wall (-: ). If you change the strafe direction while in the air and then jump again, you can even increase your speed. The only disadvantage Bunny Hopping has is that you give away your position, so think before you use it.

These 6 bugs are also covered in 2 Planetquake articles, which are mirrored at Quake done Quick, so if you want to get more infos and backgrounds go here.

Teleporter trick in dm4:

I found this bug on the Quake Info Pool, an excellent page which covers almost every bug in Quake and Quakeworld.
You have to set your cl_forwardspeed to a value below 20 for the bug to work. Then you place yourself besides one of the teleporters and walk towards the center of the teleporter. If you are close enough you (and anyone else) hear the teleporter sound and your viewing angle is changed, but you stay at this side of the teleporter. Here is a demo that shows how to do this exactly, because it´s hard to explain. This is especially useful if you are trapped at the red armor. Another map where this bug works is spine (one of my favourite duel maps), it probably also works on other maps.

Platform trick in dm6:

This is a Quakeworld only bug, which is very nice for duels. To perform it place yourself on the platform to the Lightning Gun. You must have a Rocket Launcher and the Lightning Gun. Shoot the platform with the Lightning Gun and it will fly up (don´t ask me why), then immediately make a rocket jump and you are up at the Grenade Launcher. Here is a small demo that shows this trick.
Like this you can avoid the very difficult Rocketjump to the Grenade Launcher as shown here.

Quadladder in dm2:

This also works in Quakeworld only, although I wouldn´t call it a bug. It is a shortcut to the Quad in Teamgames. One Player has to place himself on the stairs below the Quad, so that another player may jump on his head and then up to the Quad.

Discharging:

Discharging isn´t as easy as it sounds. In real life everything in the water would be fried, but in Quake the discharge works like a rocket hit. It does damage to everyone who is in a certain range, so even a player outside the water will be hit if he is close enough. This is very useful in dm3 to kill an oponnent on the bridge, or in dm4, where u can kill a better eqipped player (e.g. one with quad) by jumping into the lava and discharging. But like with splash damage from rockets this effect is limited to things which are in line of sight.
The damage of a discharge depends on the ammpunt of cells you have. It´s even possible to survive a discharge by using up most of your cells before doing it.
A discharge does about 34,9 damage per cell to all enemies and half the amount to you. So if you have 100 health and 3 cells you may kill someone who has less than 104 health, but you only suffer a damage of 52 health. But unfortunately the discharge damage gets lower the further the enemy is away, but you are always in the center and get full (half) damage, so this tactic only works if you are very close to the enemy (practically it only works with 4 cells, so you will get 69 damage).
If you want to know more about splash damage look at this interestimg article.
 

Silent Pickup and Silent Swimming:

Because Quake only uses 4 sound channels it sometimes happens that different sounds overlap each other, so that you only hear the 2nd sound. Useful sound pairs like this are the quadpickup and and pain sound, the ammopickup and healthpickup sound and the swimup and enterwater sound. So if you manage to get the painsound played shortly after the quadsound, the quadsound won´t be heard. This can be achieved in dm2 and dm4, by jumping to the quad (in dm2 only by rocketjumping), so that you get the quad in the air, but as soon as you land the pain sound will overlap the quadsound, so that your enemy won´t know you are quadded before seing it or hearing you shooting. This effect may also be used if you are in the megahealth room in dm4, just pick up the megahealth and shortly after that the rocket pack, or press the jump key while entering the water, so that only the swimup sound will be heard. By the way, this sound won´t be heard when swimming up if you use +moveup instead of +jump or just look up and hit forward. This is also faster then using the jump key.
To see which sounds use the same sound channel you have to record a demo and look at it in keygrip (imho the best demo editor), where you can see all sounds that were played in the right channel. But I didn´t find more sounds which are useful when overlaping. if you do, please contact me.

Slow Falling:

Most of the time if you fall of a ledge, it causes one of the pain sounds when landing, so your enemy usually knows where you are and what you did. But at some locations you can avoid this, if there is a corner where you fall down. You just have to walk forward into the corner while falling, which makes you fall very slow (don´t know why). Like this you can avoid the pain sound as shown here in dm4.


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