Quakeworld Physics Captured in Quake3
Rooked_One writes "For people, that to this day, swear by the quakeworld physics where you could "bunnyhop" through huge maps in a matter of seconds, but were lured away by better graphics, your day has come. Fortress Evolution has been announced with a couple of groovy little movies to drool over until they have a release. Many of you will remember Quake Team Fortress, well, this mod for Quake3 is made by players primarily of Mega Team Fortress, which i'm sure some of you will remember in poor regards. But we won't get into that. What is needed to know is that you will be able to play QW in the quake3 engine."
QuakeWorld is still the best action FP shooter.
I made an operation iraqi freedom mod for quake 3. Jessica Lynch gets stabbed and shot, but then still manages to fight on. Your job is to finish her off!
Mentioning Physics and Quake just gave me a mental image of Postal Workers on Segway's, riding around with Machine Guns shooting at each other.
Err...for a game of course!
I don't have squat for outbound bandwidth, but I have the movies. Anyone want them for a torrent?
Kindness is the language which the deaf can hear and the blind can see. - Mark Twain
a couple of groovy little movies to drool over until they have a release.
this counts as news ? a few renderings does not a game make
if you want mods for Quake see fileplanet for mods you can actually download, not some kids dreams
Aaaaaaaaaand, Slashdotted.
Anyone got a BitTorrent link for the movies?
Mikey-San
Karma: +Eleventy billion (mostly affected by watching Celebrity Jeopardy)
It has better-than-QW physics, complete with bunnyhopping, doublejumping, and MANY, MANY more tweaks and gameplay improvements.
By far the most skilled form of FPS gaming available to date. Quite a nice competitive community.
Promode for Q3.
there already is a simulation of quakeworld physics
it's called CPMA (challenge promode arena)
and i used to play it a lot. it's pretty fun. it's not 100% faithful, but it's super fast with insane air control.
For me, it's not whether either game is 'better'. Lets not squabble about which game has better game play.
/. quota of nerdiness, I imagine 20% of the reason I failed out of university was this game. (The other 80% was just how much I hated elec engineering.)
I am excited cause I started gaming with qw team fortress, and I'll be damned if moments of team fortress wern't downright euphoric. Q3 Rocket Arena is fun enough for me to play daily (I know, its sad), but if this mod delivers as promised, holy mother of god thank the lord, etc. You just can't replace the games you cut your teeth on.
And to meet my
"Old man yells at systemd"
Here's hoping for Bandwidth Evolution so that I can view "Fortress Evolution" ...
quakeworld physics sucked, netquake was where it was at.. too bad nobody plays that game anymore. I never could get into quakeworld or quake2/quake3 because of the feel of those later games.
I'm not sure keeping bunnyhopping would be such a great idea. I remember playing tf before bunnyhopping became the norm and it was really fun. Various classes working together was required to win a match.
When the source was released cheating became prevalent. Lots of people left the game in search of newer, better games without the various cheaters. Bunnyhopping became a big thing and extended the life of the game. It was a new tactice and made the game interesting again.
The problem is bhopping messed up the class balance completely. Any class could run as fast as scouts. A HWGuy running faster than a medic defeats the purpose of having different movement speeds.
Well, although the submitter is bordering on trolling about Mega TF, I greatly enjoyed this 'mod of a mod', and still occassionally take it for a spin. (Yes, people still regularly play TF and MTF) I never saw why people had such an extreme boas against MTF. It took the good parts of TF, and then added even more toys (more fun!) for each class. It made staying alive a much more challenging prospect when you had so many more gizmos and gadgets to watch out for around you. Anyway, I just wanted to put in my small plug for this mod of a mod!
Time for some tasty Shiner Bock!
And bunny-hopping is for pansies, just like AA and all the other cheats people use. Yeah, I called them cheats!
My beliefs do not require that you agree with them.
Check out http://www.q3f.com This was done by the same group that went on to form Splashdamage, and make Enemey Territory (an awesome expansion to Wolfenstein multi-player, available for free) It's a faithful re-creation with a lot of excellent improvements. It even has a limited form of bunny-hopping... not that I think intentionally putting a bug back into a game is a great idea, but at least they did it in a controlled way...
If this modification becomes a finished product, I see no reason why it won't be more successful than Q3F. - Negligence
Ah, the days of changing Quake physics.
One of the major things I focused on in new QuakeWorld releases was getting the physics to match the original NetQuake as close as possible. I pretty much succeeded in the later versions of Quakeworld. As people probably remember, QW's initial physics model was quite messed up compared to the original Quake. The bunny-hopping, ramp acceleration jumping and fast in-air decceleration were all features of the original Quake physics.
The idea of bringing QuakeWorld to match NetQuake physics was because those were what the original maps were built and designed with. It's also what players were acustomed to.
I wonder how many people remember my attempt to bring NetQuake physics to Quake2. Quake2's initial model was very simple. In my 3.15 Quake2 patch, I tired to add air decceleration and other features of Quake's physics to the engine (because players wanted them, hell I wanted them since I played the game all the damn time). I had to pull them out in 3.16 and restore the original Quake2 physics because of fears I may break the original maps that came with the game.
Quake3 was a mix of both physics models from the mind of Carmack. I think it was a good mix and felt pretty good. Probably should have fixed bunny hopping, however. I feel bunny-hopping was the worst thing to happen to Quake. Quake is about running and killing people, not bouncing everywhere.
/// Zoid.
You can bunnyhop just fine in Quake III Arena.
I never liked the physics or gameplay of QW. It always felt like something was missing and the gameplay was never as smooth. In netquake you could watch a play run or see a rocket being fired but in QW everything was jumpy and updated too quickly. A better example is the difference between UT and UT2K3. I love UT but UT2K3 feels like quake3 all over again *sigh*
Only the State obtains its revenue by coercion. - Murray Rothbard
I told people that the Quake III engine wasn't dead yet. Also, I note that it has outlived the old UT engine. Don't you all remember that one? And how it loved 3dfx Glide? Well, this just goes to show, good always triumphs over evil when it comes to graphics engines. Okay, except for Half-Life 1.
Why did these people think adding that into the new code was a good idea? It ruins the game and should be banned. Period.
As I see it, part of the fun of TF is the balance the mod strived to achieve with the classes. The goal of the design was to level the classes by mixing the power and operation of the weapons in relation to the speed of each class. Scouts were weak but had blazing quickness, while heavyweapons guys had the most powerful weapon in the game (yes, I'm ignoring the sniper rifle in snipe mode), but became tanks with their slowness. Bunnyhopping ruins this equilibrium.
It used to be fun trying to get a hwguy across the bridge. Now some asshole hops his way all over the map using the hwguy as a scout. The class given the strongest weapon in TF now can move just as fast as the quickest class.
So maybe, perhaps, it isn't technically "cheating" because hopping is the result of a bug in the code. The letter of the law may not be in violation, but the spirit clearly is.
Don't be a lamer. Stop the hop.
mr.nobody
--Don't you wanna go where nobody knows your name?
Mega TF was awesome!
I've yet to find another game type that I enjoyed just as much. Standard TF (or TFC) just feels like it's missing so much....
Wiwi
"I trust in my abilities,
but I want more then they offer"
I see some people mentioning that bunny hopping was probably the worst thing that happened, and I tend to agree. Yet, ask almost any Half Life - Teamfortress Classic player, and they practically swear by bunnyhoping, since Half Life was based off the Quake (and I think parts of Quake2) engine, and TFC was converted from Quake TF.
It's unfortunate in a way that ID Software had to release the source code. That doomed Quake and Quake TF for massive cheating clients and therby destroyed any community that was left.
You must master your joystick like a fisherman masters bait! - Gimpy
I liked to play medic. In the begining I would run (wall slide) every where. But as time progressed so many new tricks where learned. When I would spawn, I'd run up the stairs and prime a hand grenade or conc and jump from the one base all the across to the sniper deck on the other side and waste the snipers with the nail gun or hack em with the medic axe. It was cool to see the evolution of game.
Then sadly, the number of cheaters started to increase as did the number of Mega servers (gag) and of course as it grew the fun factor of a small tight community started to slip away. Sigh, fun times playing TF
My right MB was prime HG on first click, toss on second
Go >V< !!
- vphl
If you have Q3 and are looking for a good place to start, try the Promode demos from Daler (who is in France right now competing), krg (finland), or old-skool QW legend FienD. Warning though - watch one of these demos and your jaw may hit the floor, and you'll definitely be watching 10 more before you can stop.
And kudos to my Aussie bud Hoony, who has been sheperding this mod for 4 years now...
There is no other game similar to MegaTF/RegTF for quakeworld out there, there has been remakes such as Q3F2 and TFC, but they've failed in the ways of physics. It's fast (bunny hopping), instead of holding forward, moving and aiming, you have to keep your speed up as you go, gaining speed off ramps, jumping at the right times to gain even more speed, while trying to launch someone in the air and nail him repeatedly up aganist the wall with rockets and make him land on your grenade, damaging him with combos repeatedly and fast as possible before he does any real damage to you. There's just no other game like it. Bunny hopping is not cheating if every single person can do it and it's easy to learn.
grapple in this. If I can't be Tarzan, it just won't be the same...
So you call Zoid a moron because he left bunny hopping in and never got around to fixing it? Nice.. "rolls eyes"
You must master your joystick like a fisherman masters bait! - Gimpy
I remember back in the day QW was playable on a 56l ph3ar my mad 100 ping :-D
These games have turned into pure cheat.
Things were already ver bad when skilled guys could beat dudes with brains -- but hey, it was cool just playing for showing masterful tactics or strategies, even if losing.
Today, there isnt even the option of losing: either you get sniped if you _think_ about their flag, you cannot get even near a cyborg-like jumping bunny or, the wrost of all, they team up with cheats to prevent your team from ever leaving respawn.
Many years ago, I decided to adopt some ethical guidelines, for I loved the game and wanted to have real decent fun. One of them was always siding with the losing team. Thus, I could try to motivate them, help them to change the score or then just get a piece of the action.
This is no longer possible. Effectively, were just playing against robots. Its no longer funny. I could team with some friends and play at LAN houses; the idea of playing online with strangers is lost forever, in my view...
I remember the custom TF servers. Catch 22 was the fellow who worked on it I believe. At the time I found it was a pretty good mod, like you said because of the tesla coils, hacking, and beserker abilities.
:D
Later versions even have flyable mini helicopters and for water levels like rock2, you could build a honest to god submarine with torpedo's and go for a dive or two and nail some unsuspecting swimmer.
You must master your joystick like a fisherman masters bait! - Gimpy
Have they removed the copy protection from Quake 3 yet?
No, not the "check the CD in the drive" copy protection. That was removed years ago. I'm talking about the copy protection that sends your "authorization" key to your_papers_please.idsoftware.com (note: may not be actual site name).
I have nothing but the utmost respect for Mr. Carmack and all he has done, but there is no way I'm going to support this kind of unjustifiable waste of engineering and network resources (how much does it cost to run those servers each year?), the invasion of privacy (when I play the game, and with whom, is no one's business but my own), or the outright insult to my character to presume I'd be playing with an unsanctioned copy. (Unsanctioned copies? In this age of viruses and spyware? Are you out of your mind?)
Copy protection in any form should not be tolerated, much less supported. So, until I hear that the client authentication requirement is gone -- not merely disabled, not made optional, gone -- my money shall remain firmly in my pocket. Yours should, too.
Schwab
P.S: Mind you, once it's confirmed client authentication is gone, I'll be off to buy a copy at Fry's so fast, you'll see a red-shift on my butt.
Editor, A1-AAA AmeriCaptions
Yeah I used to post there, dont anymore. The admins were pretty full of themselves. And hated anyone who stole their lime light. Pity, I liked the place. Might go back when the admins all leave.
Quakeworld was terrible. The advantage that a low ping player had compared to a 250+er was insane. It felt aweful and had no feel.. just a bunch of hopping morons. People would alias keys to make them bunny hop, hold down the key/toggle and fire at the same time. woo woo.
I would only have been intersted in QW if you either got to choose playing a killer bunny or a rabid kangaroo!
+5, laughing at you, not with you, bonus
BF1942? Have you not seen the orgasmic joy that is UT2k3? My only problem with 2k3 is map design. They finally made an engine that does both sexy FPS action and huge battlefields, and made the bad assumption that FPS action would go well with huge battlefields everywhere. The level design is quite often the pits. Some of teh air maps are good (which has always been DE's forte) but the corridor maps just don't feel as good as my faves from Q2.
Anyhoo, for fun physics + retro gaming, real men play Doom Legacy. Do you remember how slippery and fast doom run was? Autorun with that is insane. Still, you need weaponmods to make the weaponbalance usable, but its good fun.
As an aside, Vertigo Software just released Quake 2 ported to managed C++. It's a fairly straightforward conversion from C to managed C++ for the .Net platform. It runs fairly well, they're showing it's 15% or so slower, but at the 300 FPS range it doesn't really bother me... You can find it here.
Ok, there is a difference between what a Quakeworld person means by "bunnyhopping" and what a Quake 3 player means.
In Quakeworld, people use the term "bunnyhopping", when in fact they are referring to an acrobatic trick known as accel running. Basically it combines two physics bugs as follows:
Accel running = BunnyHopping + StrafeTurning
Bunnyhopping in Quakeworld doesn't give you any extra speed. It just allows you to move without friction. So if you do a horizontal rocket jump and then repeatidly bunnyhop, you will keep the full speed of the horizontal rocket jump as you run.
Strafe turning is something that is done while you are in the air. For example, you can hold left strafe while at the same time you smoothly turn your view to the left. This causes your movement speed to increase, even past the server max speed of 320 units per second.
So accel running combines both. Bunnyhopping to keep speed and strafe turning to gain speed. An accel runner often starts a run off by using a horizontal rocket jump to knock their speed up to around 700 (remember, 320 is the normal max running speed). Then they bunnyhop and between hops, when in the air, they alternate strafe turns with jumps inbetween, left, jump, right, jump, etc...
It takes lots of skill to do correctly, unlike Quake2 and Quake3 bunnyhopping. However, the benefit is that there is no theoretical limit to your speed. If you are good enough, you can move faster than the fastest projectiles in the game. You can out run rockets and bullets. Kind of like the agents in The Matrix.
The drawback is that you make allot of noise when doing it. In the other Quakes, you make noise no matter what, when you run, but in Quakeworld you can run at full speed without making a noise. Accel running, however, makes a hell of a lot of noise, so you lose the stealth advantage. So players don't always use it. Its just another skill used in deathmatch.
I wonder if there are still game servers out there? Does anyone know if people still play the original TF? That was THE game that got me into online FPS. It's an icon in it's own right.
----
The phone, the bane of my existance, rings. "Hello, Computer Room" I say, being helpful - BOFH
they all have a grudge against cpma, it really sucks
the thing is, many of us players LIKE those quirks of the game physics. They are available to everyone, and are universal, and you know, many great games were greater than their creators intended due to things they didn't plan. Not necessarily outright bugs.. but some quirk of the physics.
It was cool, in quake, to be able to play for a long time, then start to discover that once you had your movement skills down really solid, you could actually do some fantastic things.
So.. if the original designer didn't intend it, fine.. but if you want to call it cheating... that all depends on what your view of a game is.
I, for one, don't view a game as JUST what the creator intended.. I view it on it's own, in it's entirety, and how it interacts with me. Just because the creator of some computer design didn't mean for it to be used in guided missiles, does that mean it's use as such is a bug? no.
Motion bugs are one of those things that tend to enhance games, and lend to the illusion that there is always more to learn. They don't destroy the game.
I say go with it.
Sure, some bugs destroy the game.. letting one player crash a multiplayer game, for instance... but if you are the kind of game player who insists on researching what the "intent" was, and following that alone.. you don't push the boundaries, and you probably didn't like The Matrix.
I'm not saying all bugs are good.. certainly, someone who ruins the game for everyone is not a good citizen... but, as far as quake engine motion quirks... I don't think you are a real quake player if you don't LOVE those.
http://tf.sta-league.org/ http://www.r3m.org/chaos/ TF is still played, albeit very little. It's mostly pickup games that keep it alive. STA and Chaos are still weekly, and there's 3-4 clans still active.
I see many posts by people that haven't played Quakeworld recently. They don't truely understand what players can do, physics wise, in Quakeworld deathmatch. They confuse bunnyhopping in Quakeworld with bunnying in Quake 3. They are two different beasts. Check out this post for more info
Let me make a few other recommendations for those who haven't played in a while, or to those that have never played this wonderful FPS game.
For Quake's first couple years of life, players enjoyed the game and basically learned a few physics tricks: rocket jumping, wall running, etc... but after roughly 3 years since its release, some new acrobatic tricks were discovered that completely changed how Quake is now played.
Quake has now become something that not only requires great aim and strategy, but also great acrobatic skill.
If you want a taste of what I am talking about, download the Frags Done Extreme and Def Dag Extreme videos. They suffer from an overuse of slow motion, but thats because most of these acrobatic tricks require such great speed, that they are hard to see in full speed. Also note, when watching these videos, that low gravity or other such things are not used. The people in the video are simply moving incredibly fast, and the video is played in incredibly slow motion.
So when the players look like they are flying, it is because they really know how to move, not because of low gravity.
Trust me, if you have ever played Quake, but not played in a long time, those videos will blow your mind! THATS REAL DEATHMATCH BABY!
For those that are interested in playing Quakeworld, note that it is opensource and runs on all of the major PC platforms, such as Windows and Linux. I recommend the FuhQuake client. Though the game engine is opensource, the art content such as levels, models, sounds, and textures are still copyrighted by Id Software.
So if you want to play, you will need to pay around $10 for a bargin bin copy of the game. Install it, and then install FuhQuake over it.
Finally, the question that I have is, if all you want is Quakeworld, then why not play Quakeworld? It is cheaper than Quake 3, opensource, and Quakeworld has lower system requirements.
People still play Chess after hundreds of years. The game gets better with time, as players learn new ways of playing. Should we give up Chess for newer shinier versions with better graphics and sound? Nah, just play the game if its fun. Stop wasting your money on more of the same.
In quake3, you can also do this. Look up "strafejumping" and "circlejumping" , you'll find plenty of references to it.
You don't notice it in q3a as much because, well, the maps are smaller, and already fast paced, and there aren't as many places in the stock maps where it's really useful. In some mods, like Urban Terror, it's a godsend.
You "bunnyhop" as you call it, and strafe.. and also turn a bit during each hop.. once you get the feel of it, you can fly after 2 or 3 hops. Fire up urban terror, then go find some of the Urban Terror "Jump" videos that were done.. you'll see people making manoevers that, although difficult to perform, and require lots of practice, will drop your jaw.
The effect is not enough that you can outrun weapons... but it is pronounced enough that, if we had a race, and you don't have the hang of it, I can blow you away with ease. Two hops and I'm just plain gone.
Combined with other weapons and mods and falling and whatnot, like if you hit it off of an already accelerated motions, the effect is that much more pronounced.
The effect is not gone at all, it still exists in the q3 engine.
If you listen for another 10 seconds or so you'll hear "the mighty steven hawking is a fucking quake master."
10 PRINT CHR$(205.5+RND(1)); : GOTO 10
Q3F implemented QWTF physics a LONG time ago..
www.quakeforge.org is the best you are going to
:)
get. You get all the quakeworld and netquake
binaries. I link to qw-client-glx in XQF to play.
You'll be more interested in the nq-blah binaries.
I use nq-glx in XQF. I'm amazed that there are still
servers to play on, and quite happy about it. You'll
still need to find an original quake cd to grab
the pak files from. I got mine at:
http://www.dirtcheapsoftware.com/
For 5 bucks.
For every annoying gentoo user, are three even more annoying anti-gentoo crybabies. Take Yosh from #Gimp for example.
www.fuhquake.net FuhQuake is the best QW engine.
nt
Not anymore, he is now a troll, as it should be.
"For years, I struggled with reality... but I'm happy to say I finally won out over it." -- Elwood P. Dowd
action.telefragged.com (just copy into browser as for some reason /. wants to direct to a page on /.) :)
Much better 'bunny hopping', called 'strafe jumping'
--
What you are describing is exactly Q3F 2.2:
l e&cid=97&fid=587
". It's fast (bunny hopping), instead of holding forward, moving and aiming, you have to keep your speed up as you go, gaining speed off ramps, jumping at the right times to gain even more speed, while trying to launch someone in the air and nail him repeatedly up aganist the wall with rockets and make him land on your grenade, damaging him with combos repeatedly and fast as possible before he does any real damage to you."
Most if not all important QWTF-Players switched to Q3F a long time ago. And most if not all Q3F-Players agree that there is only one thing making Q3F different from QWTF: The Concussion-Jumps were made less powerfull, they are now somewhere between TF2.7 and TF2.9-behaviour.
Watch those movies and be stunned: http://www.ingame.de/filebase/index.php?action=fi
Ask google about q3f+movie.
"Life is short and in most cases it ends with death." Sir Sinclair
Here (from Space Bunnies I believe)
Here (a kangaroo)
Cya in there then, eh?
Vox (a.k.a.- Corporate Greed)
Punkbuster is part of Quake3 and Enemy Territory and I never felt cheated since then.
"Life is short and in most cases it ends with death." Sir Sinclair
www.promode.org
Its been around for ages and by far the best mod for q3. It has all the qw physics + double jumps , instant weapon switching.
So what? Managed C++ Apps are still native programs, right? That means they can't "run anywhere" where a .NET runtime is available (which was the theory behind .NET).
What does this gain us? The answer is: Little, as there are already half a dozen Win32 ports of Quake. Now there's another one which is slower. Big deal.
Bunnyhop Killed Quake1 TF It changes completely the logic of the game: soldiers(as all other classes),hell hwguy can go light speed because of a BUG Do you really want to reacreate a BUG? if carmack would know this before the quakeword 2.30, he would correct this and put a end to these nerd/kiddie supoused "skill".
it they intend it to be totally stand alone then the physics will be fine, but I've played q3 with perfect qw physics before and it causes a lot of problems, you become a sitting duck on jump-pads for example because of the different way the air-accel works. (some guy just knocked together a .pk3 with changed physics, he did redo it in the end to make it more playable on q3a maps).
:)
Of course I'd love to be able to play proper qwtf, I played q3f for a while with old clanmates but I didn't like the game enough to play when they quit. I'd probably just play qwtf tho if there were more players, not too fussed about gfx really
If you want to see what qwtf players are on about when they try and tell you how good the game is noways, and how different it is from the old day - check out this movie "Team Fortress Done Extreme" http://qwtf.ausfortress.com/index.php?p=92 it features many Australian players pulling off awesome tricks.
I have a cousin in law that is a Tribes fanatic. He was explaining the skiing to me. Sounds like it takes some skill to pull of correctly in a fight, but also sounds like fun.
People call these things bugs, but I like to think of them as emergent gameplay. Like combos in early fighting games. It wasn't designed into the game at first. It was an accident, but gamers liked them so much, later fighting games design in combos.
First person shooter games should check out the various physics "bugs" of the popular games, such as Quake, Tribes, etc... and incorporate all of them into a modern FPS.
Sadly, they seem to be more concerned with incorporating all of the latest graphics achievements... NOT gameplay stuff.
Quake 3 Fortress has already been out for years. It is not based on TFC, but instead stays true to the original Team Fortress. Right down to the physics, for which they attempted to mimmick QuakeWorld.
I just have to say for the record that I find MegaTF is be appalling, and that standard TF is the only way to play.
# wrote sig.txt, 23 lines, 31337 chars
MOD parent up! Informative!
It's not about bugs, but behavior..
Spawncamping on the wrong map, though completely permitted and possible, simply ruins the game, there is no fun, for either side... especially if the spawns are placed in the wrong places. Does that make someone a sour player for doing it? In a way. Is it always bad? Certainly not.
There was a place in Urban Terror where you could die while flying, and the flag would go somewhere unreachable, then vanish from the game. Doing this ruins the game for everyone..
Sometimes perfectly normal behavior as far as game design goes ruin the game, and sometimes exploiting bugs makes the game more fun.. you just can't say.
If it really disturbs the balance in TF, and the players don't like it, then fine... I'm not really a TF player, and I don't want to dispute it.. I have no doubt it does ruin the game.
I was speaking more about whether or not the developers vision is what counts.
Reaction Quake 3 re-implimented strafe jumping, double-jumping and other Quake2 physics long ago.
-- My Sig is a P228.
Anyone remember a TF map made buy a guy named Sgt.....something or other. It had all 4 teams, spawn in a hall of their own. Imagine a map that from above would be shaped like a plus sign. Each team starts from one end out of the four, and the line is their 'hall' leading to the middle. The object is to get the ball in the middle and take it to a goalpoint (the middle was actually on a lower level, the halls end in a drop-off with up/down air currents for moving in and out of the hall, and a 'door' that opens and closes at the start of a game or round, or when the team is elimated.) The catch is that each enemy hall has a goalpoint at the very end, so to get their takes a lot of teamwork (you run through a gauntlet of enemies that can immediately respawn when you kill them). The actual goalpoint is a hole in the center of a circular indentation in the wall, and I have so many gaming memories of the last fight, struggling to get the ball up that incline to the goal, or stop another team from accomplishing that same goal. Part of the real fun was that your team could pick an enemy team to target for elimination, and after 3 scores on their goal they would be transported to a long hall that encircles the central area, with all of their weapons taken away (except the trusty axe) and made to either watch the game unfold, or axe their fellow prisoners to death (assuming a second team had been eliminated). Games on maps like that, and TF in general (including Mega TF, with all the whacky, copyright infringing sound effects) were, for me anyway, really above and beyond any gaming experience I can remember.
If anyone has more info on the name of the map, or just more junk to share, please do.
I don't know if this has been mentioned but bunny hopping (usually referred to as 1-word bunnyhopping) inspired what was probably the most heated debate in the history of the TFC community. For those of you who don't know, TFC is a Half-Life mod that, up until a few patches ago (1107), featured all the air control and bunnyhopping you could care for.
Most who could do it argued that it extended the life of a game whose top players had long since squeezed the game dry. Most who couldn't argued that it destroyed the class balance, as you mentioned in your HWGuy vs Scout example. I was in the second camp.
Valve heeded the community's pleas and implimented a speed cap at 170% normal running speed. However, since this has been put into effect the game changed from a game of who could bunnyhop and who couldn't to who could throw the most grenades, which is at the same time the most skilless and the most effective tactic in the game right now.
A lot of people would like to see bunnyhopping brought back, as it would lessen the grenade whoring that goes on now, and because anybody who is anyone now has it mastered and it wouldn't put many at a disadvantage.
In my opinion, Valve was looking in the right direction with a speed cap, but it wasn't done right. Whenever you land (hit the ground) after a jump or whatever, the game checks your speed, and if it's at or above 170% your class's running speed it throttles you back to 110% immediatly, giving you a sort of brick wall effect. What I would personally like to see is that same checking, but being throttled to 170% rather than something so substantially below the max. This would speed the game up and turn it into something more than the tossing-grenades-around-corners contest that it has become.
Bunnyhopping in and of itself though, is so joyously fun. Any arcade type shooter should feature it as part of its physics.
Quake3 doesn't have any CD-Check left since Version 1.17.
Quake3 makes the Key-Identification optional since 1.32. Many Servers still insist on Key-Identification as that way you can Key-Bann weird players which I prefere very much - every played BF42 or CS with some Teamkillers online? Well, in Quake3 you just get banned for life after a while.
Quake3 brings Punkbuster which is also completly optional and locks out most if not all widespread cheats.
So there are basically two types of servers: Those running Keycheck and Punkbuster for the semi-pros and those running nothing at all running for all those pirated copies of Quake3.
"Life is short and in most cases it ends with death." Sir Sinclair
To bunny hop in a straight line I usually start off with a strafe jump, before hitting the ground, let go of forward, press and hold the strafe key in the opposite direction to the strafe jump and turn the mouse the same way, press jump the instant you land, wait until you are about to land again, switch strafes, turn the mouse, land and press jump, continue doing this, alternating strafes and sweeping your mouse in little arcs. If you come to a corner simply hold strafe in the direction of the turn and move the mouse around the corner, hopefully you will gain some speed from the manoeuvre and shoot off down the next corridor. It's very hard to explain, and you learn what speeds you up from feel, so it's a case of practice, practice, practice. You will need a jump button you can keep pressing while staying in full control of everything else. The timing of the jump is critical, jump to late and you slow down, jump to early and you don't jump at all, again it's a case of lots of practice.
my karma will be here long after I'm gone
So basically it's all about using an exploit, to bypass the game's normal rules. Well, gee. I suppose soon we'll see games or mods with integrated aimbot and wallhack, for those who are nostalgic about using _those_ exploits/cheats/whatever-you-want-to-call-them.
A polar bear is a cartesian bear after a coordinate transform.