Difference between revisions of "Movement (Classic)"

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A variety of advanced '''movement''' techniques are utilized in the ''Team Fortress'' Classic series of games. They are listed below.
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== Bunnyhopping ==
 
== Bunnyhopping ==
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The game engine has a feature called "air acceleration" that increases and changes the direction of momentum when a strafe key is held while in the air and the mouse is moved evenly in that direction. At the same time, movement speed is based upon a friction-based system, therefore being midair does not subject players to the same rules as regular movement. The exploitation of these rules allows players to quickly move across open ground using a technique called '''bunnyhopping'''.
  
Bunnyhopping uses a feature of the game engine to increase movement speed.  The TFC game engine uses air acceleration so that when you hold your strafe key while in the air and move your mouse in that direction of the strafe, your movement speed will increase.  To accomplish bunnyhopping, first hit jump and left strafe + move mouse left about 45 degrees while in the air, the moment you hit the ground jump again and right strafe + move mouse to the right an equal amount, keep repeating process.  This will allow your character in TFC to move at roughly ~170% of their normal running speed. Note that you must also jump the moment you hit the ground.  If you walk on the ground for even a second you will lose all your movement speed gained.
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To bunnyhop, first jump and then strafe to the side, moving the mouse in that direction about 45 degrees while in the air; the moment the character touches the ground, immediately jump again and repeat the process in the opposite direction. Jumping must be performed as early as possible to preserve as much speed as possible.
  
Note that you must not use the forward key while bunnyhopping or you could lose all your momentum and speed you gained.
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A patch has limited the speeds that can be obtained while bunnyhopping to about 525 [[Hammer units]] per second or about 170% medium movement speed. Once the ground is touched at those speeds, momentum will instantly be reduced to about 50% or about 150 Hammer units a second before picking up again. Players must keep just below this cap to bunnyhop successfully on most maps.
  
You can use a concussion jump or propel yourself forward with an explosion and keep your momentum off them by going straight into bunnyhopping as soon as you touch the ground.
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Note that the forward key must not be used while bunnyhopping at the risk of losing all of the momentum and speed that has been gained.
  
===History of Bunnyhopping===
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A fairly common technique is to grenade or concussion jump into the max movement speed, and then begin BunnyHopping to keep momentum.
  
Bunnyhopping was first introduced in Quake Team Fortress, then was made popular in Team Fortress Classic once it started catching on. Very few people knew about Bunnyhopping in Team Fortress Classic when the game was first released, then slowly starting catching on until it became very popular. At first, in Team fortress classic there was no movement speed increase cap, meaning you could speed your character up to as fast as you could react!  Later, Valve added a patch in which movement speed increase was capped to ~170% of character running speed.  If you go over this cap while in mid air, once you touch the ground, your speed increase will drop significantly.  The trick is to keep at ~170% speed while not going over.
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Bunnyhopping was patched so you can gain only a small amount of speed but it still can be done. ''Team Fortress 2'', still has a way to bunny hop normally but you must use obscure server settings, although [[air strafing]] can still be performed by explosion jumping classes like the [[Soldier]] and [[Demoman]].
  
== Wall Strafing and Strafe jump ==
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=== History of BunnyHopping ===
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Bunnyhopping was first introduced in ''[[Team Fortress]]'', then was made popular in ''[[Team Fortress Classic]]'' once it started catching on. Very few people knew about BunnyHopping in ''Team Fortress Classic'' when the game was first released, but it slowly started catching on until it became very popular. At first, in ''Team Fortress Classic'', there was no movement speed increase cap, meaning you could speed your character up to as fast as you could react. Later, Valve added a patch in which movement speed increase was capped to ~170% of the character's running speed.
  
To wall strafe, run along a wall, hold forward and strafe into the wall. This is useful in tight corridors where there is not enough room to do a full strafe jump.
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== Wall strafing and Strafe jumping ==
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To perform '''wall strafing''', you must run along a wall, hold forward, and then strafe into the wall. This is useful in tight corridors where there is not enough room to do a full strafe jump.
  
With strafe jumping, you can increase your speed a little bit while in a jump. Unlike Bunnyhopping which does not use the forward key, if you hold the forward key + strafe key + move mouse in same direction as the strafe, you will increase your jump distance and speed for that one jump. Strafe jumping is the most common movement technique. It increases the player's speed while also allowing them to fight any enemies they encounter.
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With '''strafe jumping''', you can increase your speed a little bit while in a jump. Unlike bunnyhopping, which does not use the forward key, if you hold the forward key + strafe key + move the mouse in the same direction as the strafing, you will increase your jump distance and speed for that one jump. Strafe jumping is probably the most common movement technique among players, however, bunnyhopping is the most commonly used technique among veteran players. It increases the player's speed, while also allowing them to fight any enemies they encounter.
  
 
== Chopping ==
 
== Chopping ==
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'''Chopping''' is when a character crouches after running, sliding forward a small distance. By repeatedly crouching with good timing, a player can move faster than the normal running speed. This technique is not commonly used as it is slower than strafe jumping. It can be used to conserve a lot of momentum after a rocket and/or grenade jump.
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== Ramp sliding ==
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By propelling yourself forward by any means into a ramp, your character will start '''ramp sliding''' provided that you have enough speed. However, at the top of the ramp, your character will appear to hit a "lip" and either stop or fly straight up. In order to get past the "lip", you must crouch just as you reach the top of the ramp in order to keep your momentum.
  
When a character crouches after running, they slide forward a small distance.  By repeatedly crouching with good timing, a player can move faster than the normal running speed. This technique is not commonly used as it is slower than strafe jumping.
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== Sharking ==
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'''Sharking''' is the term used for the technique of skimming the surface of water to preserve movement speed. Holding the jump key while in water and moving forward causes characters to stay on the surface of the water without slowing down as they would while swimming. This is analogous to the use of bunnyhopping to preserve momentum on land, and can be combined with it to skim over water in a similar manner.
  
== Ramp Sliding ==
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This is an especially common technique due to the ease at which it can be used and the extreme speed slowdown while swimming.
  
By propelling yourself forward, by any means, into a ramp, your character will slide up that ramp provided you have enough speed in Team Fortress Classic. However, at the top of the ramp your character will appear to hit a "lip" and either stop or fly straight up.  In order to get past the "lip" you must crouch just as you reach to top of the ramp in order to keep your momentum.
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== Pipebomb jumping ==
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'''Pipebomb jumping''' can be performed by using the [[Pipebomb Launcher (Classic)|Pipebomb Launcher]] to lay out a pipebomb and then detonate it while jumping over it (similar in manner to a grenade jump). There is a greater degree of control when attempting a pipebomb jump as the Demoman can choose when to detonate the pipebomb.
  
== Sharking ==
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== Grenade jumping ==
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'''Grenade jumping''' is performed with a [[Concussion Grenade (Classic)|Concussion]] or [[Frag Grenade (Classic)|Frag]] Grenade. First, throw a grenade on the ground. Second, when it is about to detonate, run over it and jump. The [[knock back]] will send you flying through the air at a decent speed. Grenade jumps can be combined with a Soldier's rocket or a Demoman's pipebomb to increase the speed and distance. Once airborne, use air strafing to increase your distance. With good timing, a player can chain multiple grenade jumps in the air by releasing the grenade just as it is about to explode. On some maps, Scouts and Medics can cross the whole map without touching the ground.
  
Sharking is a term used when someone is skimming water in Team Fortress Classic. If you hold the jump key down while in water, you will stay at the top level of the water in TFC.  By propelling yourself forward either into water or while in water, you can hold the jump key down while in the water to keep your momentum. Sharking is considered to be most effective when combined with [[Concussion Jumping|Concussion jumps]] in order to travel and skim across large bodies of water rather quickly and effectively, when compared to the slow speeds of swimming normally.
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You can also do HH (hand-held) grenade jumping. You will always be boosted vertically if you aren't moving forward. If you are moving forward as you jump, you can propel yourself great distances at great speeds.
  
== Grenade Jumping ==
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Grenade jumping can also refer to the use of the [[Grenade Launcher (Classic)|Grenade Launcher]] to conduct a similar jump to the above pipebomb jump. While a jump can be preformed, it is less than optimal and requires precise timing. The jump should be used as a means of escape rather than a means of movement as using the Grenade Launcher will give you a shorter distance and lower height jump compared to pipebomb jumping.
  
A grenade jump is preformed with a Conc or Frag Grenade.  Thrown a grenade on the ground.  Right as it is about to detonate, run over it and jump.  The knockback will send you flying through the air at a decent speed.  Grenade jumps can be combined with a Soldier's rocket or a Demoman's pipe to increase the speed and distance.  Once airborne, use airstrafing to increase your distance.  With good timing, a player can chain multiple grenade jumps in the air by releasing the grenade just as it is about to explode.  On some maps, Scouts and medics can cross the whole map without touching the ground.
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'''Concussion jumping''' is the preferable mode of movement considering that it deals no damage to the user and its equal or greater knock back.
  
== Hand Held Grenade Juming ==
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== Handheld grenade jumping ==
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'''Handheld grenade jumping''' ('''hh jumping''') is closely related to the regular grenade jump. Instead of throwing the grenade, keep it held the entire time. Right as it is about to explode, jump. The exact timing will change the outcome of your jump. This allows for a much more flexible jump that can be fine tuned to the player's liking. Many times, however, the grenade ends up boosting one more vertically than it should. This can, however, be used to one's advantage on some occasions.
  
Hand Held Grenade Jumps (hh jump) are closely related to the regular grenade jump. Instead of throwing the grenade, keep it held the entire time. Right as it is about to explode, jump.  The exact timing will change the outcome of your jump. This allows for a much more flexible and jump that can be fine tuned to the player's liking.
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== Dispenser jumping ==
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The [[Engineer (Classic)|Engineer]] does not have enough health to make full use of grenade jumping or concussion grenades. '''Dispenser jumping''' allows the Engineer to reach a larger range of heights. When a [[Dispenser (Classic)|Dispenser]] is destroyed, it will create an explosion proportional to the amount of ammo in it. Stand on the Dispenser, jump, and then detonate the Dispenser to effectively create a weaker grenade jump. This takes some practice as a Dispenser can easily hold enough ammo to kill the Engineer.
  
== Dispenser Jumping ==
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== Sniper jumping ==
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'''Sniper jumping''' is the use of a [[Sniper Rifle (Classic)|Sniper Rifle]] to propel a teammate through the air. This technique takes advantage of the fact that the Sniper Rifle can hit teammates and the powerful knock back that the Sniper Rifle possesses. Unlike other special movement abilities, the [[Sniper (Classic)|Sniper]] is unable to benefit from this action himself.
  
An Engineer does not have enough health to make full use of grenade jumping. Dispenser jumping allows the Engineer to reach a larger range of heights. When a Dispenser is destroyed, it will create an explosion proportional to the amount of ammo in it. Stand on the Dispenser, jump, and detonate the Dispenser to effectively create a weaker grenade jump. This takes some practice as a Dispenser can easily hold enough ammo to kill the Engineer.
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== Napalm Jumping ==
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'''Napalm jumping''' (or IC/Napalm Jumping, IC/Nap Jump, etc.) involves using a [[Pyro (Classic)|Pyro's]] [[Napalm Grenade (Classic)|Napalm Grenades]] and [[Incendiary Cannon (Classic)|Incendiary Cannon]] to propel a Pyro to great distances or heights. It involves laying out napalm grenades, letting them explode, and rocket jumping with the Incendiary Cannon in the flames at the perfect time to propel the player upward and a little forward. The Napalm Grenade deals a set of damage about every 1 second for 9 seconds. You have to IC jump in between these sets of damage the grenade deals to do the jump properly. You can also IC jump at the moment the Napalm Grenade goes explodes, as it hasn't dealt out a set of damage after the explosion. It is generally a tricky maneuver, and not as practical as using a frag grenade to jump but it gets easier with practice and can be of some use. You can also do the easier HH (hand-held) napalm jump, which is a lot more practical.
  
 
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[[Category:Movement (Classic)| ]]
 
[[Category:Gameplay (Classic)]]
 
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Latest revision as of 15:39, 4 May 2024

A variety of advanced movement techniques are utilized in the Team Fortress Classic series of games. They are listed below.

Bunnyhopping

The game engine has a feature called "air acceleration" that increases and changes the direction of momentum when a strafe key is held while in the air and the mouse is moved evenly in that direction. At the same time, movement speed is based upon a friction-based system, therefore being midair does not subject players to the same rules as regular movement. The exploitation of these rules allows players to quickly move across open ground using a technique called bunnyhopping.

To bunnyhop, first jump and then strafe to the side, moving the mouse in that direction about 45 degrees while in the air; the moment the character touches the ground, immediately jump again and repeat the process in the opposite direction. Jumping must be performed as early as possible to preserve as much speed as possible.

A patch has limited the speeds that can be obtained while bunnyhopping to about 525 Hammer units per second or about 170% medium movement speed. Once the ground is touched at those speeds, momentum will instantly be reduced to about 50% or about 150 Hammer units a second before picking up again. Players must keep just below this cap to bunnyhop successfully on most maps.

Note that the forward key must not be used while bunnyhopping at the risk of losing all of the momentum and speed that has been gained.

A fairly common technique is to grenade or concussion jump into the max movement speed, and then begin BunnyHopping to keep momentum.

Bunnyhopping was patched so you can gain only a small amount of speed but it still can be done. Team Fortress 2, still has a way to bunny hop normally but you must use obscure server settings, although air strafing can still be performed by explosion jumping classes like the Soldier and Demoman.

History of BunnyHopping

Bunnyhopping was first introduced in Team Fortress, then was made popular in Team Fortress Classic once it started catching on. Very few people knew about BunnyHopping in Team Fortress Classic when the game was first released, but it slowly started catching on until it became very popular. At first, in Team Fortress Classic, there was no movement speed increase cap, meaning you could speed your character up to as fast as you could react. Later, Valve added a patch in which movement speed increase was capped to ~170% of the character's running speed.

Wall strafing and Strafe jumping

To perform wall strafing, you must run along a wall, hold forward, and then strafe into the wall. This is useful in tight corridors where there is not enough room to do a full strafe jump.

With strafe jumping, you can increase your speed a little bit while in a jump. Unlike bunnyhopping, which does not use the forward key, if you hold the forward key + strafe key + move the mouse in the same direction as the strafing, you will increase your jump distance and speed for that one jump. Strafe jumping is probably the most common movement technique among players, however, bunnyhopping is the most commonly used technique among veteran players. It increases the player's speed, while also allowing them to fight any enemies they encounter.

Chopping

Chopping is when a character crouches after running, sliding forward a small distance. By repeatedly crouching with good timing, a player can move faster than the normal running speed. This technique is not commonly used as it is slower than strafe jumping. It can be used to conserve a lot of momentum after a rocket and/or grenade jump.

Ramp sliding

By propelling yourself forward by any means into a ramp, your character will start ramp sliding provided that you have enough speed. However, at the top of the ramp, your character will appear to hit a "lip" and either stop or fly straight up. In order to get past the "lip", you must crouch just as you reach the top of the ramp in order to keep your momentum.

Sharking

Sharking is the term used for the technique of skimming the surface of water to preserve movement speed. Holding the jump key while in water and moving forward causes characters to stay on the surface of the water without slowing down as they would while swimming. This is analogous to the use of bunnyhopping to preserve momentum on land, and can be combined with it to skim over water in a similar manner.

This is an especially common technique due to the ease at which it can be used and the extreme speed slowdown while swimming.

Pipebomb jumping

Pipebomb jumping can be performed by using the Pipebomb Launcher to lay out a pipebomb and then detonate it while jumping over it (similar in manner to a grenade jump). There is a greater degree of control when attempting a pipebomb jump as the Demoman can choose when to detonate the pipebomb.

Grenade jumping

Grenade jumping is performed with a Concussion or Frag Grenade. First, throw a grenade on the ground. Second, when it is about to detonate, run over it and jump. The knock back will send you flying through the air at a decent speed. Grenade jumps can be combined with a Soldier's rocket or a Demoman's pipebomb to increase the speed and distance. Once airborne, use air strafing to increase your distance. With good timing, a player can chain multiple grenade jumps in the air by releasing the grenade just as it is about to explode. On some maps, Scouts and Medics can cross the whole map without touching the ground.

You can also do HH (hand-held) grenade jumping. You will always be boosted vertically if you aren't moving forward. If you are moving forward as you jump, you can propel yourself great distances at great speeds.

Grenade jumping can also refer to the use of the Grenade Launcher to conduct a similar jump to the above pipebomb jump. While a jump can be preformed, it is less than optimal and requires precise timing. The jump should be used as a means of escape rather than a means of movement as using the Grenade Launcher will give you a shorter distance and lower height jump compared to pipebomb jumping.

Concussion jumping is the preferable mode of movement considering that it deals no damage to the user and its equal or greater knock back.

Handheld grenade jumping

Handheld grenade jumping (hh jumping) is closely related to the regular grenade jump. Instead of throwing the grenade, keep it held the entire time. Right as it is about to explode, jump. The exact timing will change the outcome of your jump. This allows for a much more flexible jump that can be fine tuned to the player's liking. Many times, however, the grenade ends up boosting one more vertically than it should. This can, however, be used to one's advantage on some occasions.

Dispenser jumping

The Engineer does not have enough health to make full use of grenade jumping or concussion grenades. Dispenser jumping allows the Engineer to reach a larger range of heights. When a Dispenser is destroyed, it will create an explosion proportional to the amount of ammo in it. Stand on the Dispenser, jump, and then detonate the Dispenser to effectively create a weaker grenade jump. This takes some practice as a Dispenser can easily hold enough ammo to kill the Engineer.

Sniper jumping

Sniper jumping is the use of a Sniper Rifle to propel a teammate through the air. This technique takes advantage of the fact that the Sniper Rifle can hit teammates and the powerful knock back that the Sniper Rifle possesses. Unlike other special movement abilities, the Sniper is unable to benefit from this action himself.

Napalm Jumping

Napalm jumping (or IC/Napalm Jumping, IC/Nap Jump, etc.) involves using a Pyro's Napalm Grenades and Incendiary Cannon to propel a Pyro to great distances or heights. It involves laying out napalm grenades, letting them explode, and rocket jumping with the Incendiary Cannon in the flames at the perfect time to propel the player upward and a little forward. The Napalm Grenade deals a set of damage about every 1 second for 9 seconds. You have to IC jump in between these sets of damage the grenade deals to do the jump properly. You can also IC jump at the moment the Napalm Grenade goes explodes, as it hasn't dealt out a set of damage after the explosion. It is generally a tricky maneuver, and not as practical as using a frag grenade to jump but it gets easier with practice and can be of some use. You can also do the easier HH (hand-held) napalm jump, which is a lot more practical.