Quantcast
[ 3 / biz / cgl / ck / diy / fa / g / ic / jp / lit / sci / tg / vr ] [ index / top / reports / report a bug ] [ 4plebs / archived.moe / rbt ]

Maintenance is complete! We got more disk space.
Become a Patron!

/vr/ - Retro Games

Search:


View post   

[ Toggle deleted replies ]
>> No.4662469 [View]
File: 189 KB, 512x458, quake_guy_by_natan77.jpg [View same] [iqdb] [saucenao] [google] [report]
4662469

>>4662453
>Also what is with the jump height and climb height in doom/quake it's fockin mental
EVERY DAY IS LEG DAY

>> No.4545664 [View]
File: 189 KB, 512x458, quake_guy_by_natan77.jpg [View same] [iqdb] [saucenao] [google] [report]
4545664

>>4545309
>Unlike a lot of FPS protagonists, Doomguy actually has a sense of momentum and speed build-up. Yeah it's quick, but if you just let go of the movement keys he also sort of awkwardly slides to a stop instead of stopping on a dime ala something like Quake. Plus he has to get a brief moment to build up momentum in an opposite direction.
What're you talkin' about, dude? Quake absolutely doesn't have 'stopping on a dime,' the slowing down is just less noticeable because you're moving slower than in Doom. There's multiple cvars related to the entire system, like sv_accelerate (how fast the player reaches maxspeed) and sv_friction (how quickly you lose speed when you let go of a movement key). If Quake made you stop moving the instant you stopped holding a key or touched the ground, bunnyhopping wouldn't exist.



Navigation
View posts [+24] [+48] [+96]