Originally posted by Trajanus
I do wonder how he manages to jump down huge chasms and not crashing to death (I know it's because the angle of the platform is so that he won't take damage but how does he know where exactly?).
I do wonder how he manages to jump down huge chasms and not crashing to death (I know it's because the angle of the platform is so that he won't take damage but how does he know where exactly?).
Maquiladora is also probably right about falling into new maps making the loading restarting you fall. iirc quake 2 did that also(half life guys had access to q2 code btw).
now that i've seen more of the video(about 2/3s) i've also noticed how he uses wall strafing. if you strafe against walls you can move faster. in tight spaces where you can't build up speed via bunnying or the area is just too small wall strafing is faster. wall strafing was possible all the way back in doom. it's funny how being the best fps player usually comes down to engine exploits and how many people don't even realize they exist. even more funny is the fact practically every id engine has the same bugs going back to doom(most were first seen in quake 1 with the introduction of true 3d).
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