This video is a guide to bunny-hopping for QuakeWorld Team Fortress. Filmed in FortressOne. Get FortressOne: www.fortresson... Join the Discord: discord.fortre... quake mod 2021 #quakemod2021
This is an awesome tutorial. You have a great sense of easing in through a series of steps, rather than dumping all the information at once. It assumes the player is completely new to this advanced movement technique, and that's why it is so good at teaching players about it. Well done!
@@FortressOne lol i can strafe jump in quake 2/3 fine, but i cant do it worth a fuck in quake 1 wtf, btw if i let go of forward/w i slow down lol while im pressing left/right and hitting jump
Why would someone want to use scrollwheel jumping? Those behave as single mouse clicks each scroll, it can't be held down. If you are holding jump while you hit the ground, you instantly jump again.
Thanks, very interesting video. I have tried to apply it to the game Xonotic (fork of the old Nexuiz, which is running a modified version of DarkPlace, the Quake's engine), and while it's supposedly the salme mechanics, they are in fact very different... For example, I have found that just holding forward and jump can led you to speeds up to 900 (base speed is 360), but without needing me to release the jump key. Also, looking/strafing left and right doesn't change anything... I think they decided to make it "easier" (just holding forward and the jump key) because every player have a blaster as default weapon, which have infinite ammo, low damage but can be used to do kind of rocket jumps without giving you too much damage... Anyway, I thought it was interesting.
Xonotic default physics is very different than Quakeworld physics; it's much closer to Painkiller than QW. If you want to try QW physics in Xonotic, look up the CIX Physics config.
I hate when people do things that lower the skill ceilings in games. It's very frustrating for people that make the effort to learn the more difficult skill to have it just handed to those that haven't learned it, or for the ability to just be removed from the game altogether. It also creates less separation in player skill/ability, making players more the same, and games less interesting.
@@Pulseczar1 I don't know, there's a balance to be had. a higher skill ceiling means more frustration for the newer players, who will be faced with opponents who have mastered techniques that they haven't even heard of and aren't taught anywhere. Skill based matchmaking helps with that issue in modern games, tho it doesn't entirely fix it, which is why some games like Apex Legends stills decide sometimes to remove some unintended movement mechanics that require lots of learning and experience, but some other games decide to leave these on, like with b-hopping and surfing. there's no universal answer to pleasing newcomers and veterans alike. balancing game mechanics is a tough job
@@CleridwenFR You make a good argument. However, I think it's a waste of time to try to attract new players to old games. I think few people want to play old games that didn't play those games back when the games were new. I'd focus on pleasing those that were oldtime players. I wouldn't try to modernize old games either. If people wanted a new game, they wouldn't be playing an old game; they'd be playing a new game. I'm all about preservation of old games and keeping them mostly the way they always were. I do see the value in creating a new game as a sequel to an old game, using the general idea of the old game, but I don't see the value in trying to turn an old game into a new game.
@@Pulseczar1 oh yeah, definitely. games like quakes and all kinds of shooters that derived from it, won't attract new players, but rather, veterans who are already familiar with the game and its mechanics. trying to turn old into new will only disappoint the older players, and not attract the newer ones, kinda like quake champions did I think.
i kinda had an idea of how to do that but this video helped me improve better in bhopping in this game without doing some little beefs that screw me speed. thanks for the simple tutorial and btw is there a wiki to check the console commands of this game?
1:42 I wonder how accurate the speed is around curves. It 'looks' faster because the turning makes pixels travel faster across the screen, but that doesn't mean you're actually traveling faster. Ya I don't think this gets you from point A to point B faster (assuming they are far apart).
Going fast around a curved path doesn't necessarily improve travel time from 2 far away points. Speed being decreasing the distance between 2 points, not along a meandering path.
@@GmanMilli I get what you're saying, but it *is* slightly faster than just running forward in a straight line. However the point of the side to side motion isn't to get from point A to B faster, it's so that you can build momentum to convert into bunnyhops
So it's more like CPMA. I've been wondering if I've been doing it wrong, because using forward and left/right at the same time doesn't seem to get me much faster. Video is suddenly relevant now that classic quake has gotten a remaster
is there a way to get a nice bunnyhop practice mod with that bunnyhop bar in it as well? i already can bunnyhop sort off but i just want to have that speed meter as well. not sure how to get it.
1:05 Pressing space (+jump) well before you hit the ground. This doesn't work on some configurations where pressing space (+jump) only works once you hit the ground. Is this a client thing or a server thing?
Reason it works is because you can air accelerate perpendicular to your velocity vector at 30 units per frame, which keeps increasing your resultant velocity vector magnitude. Can see the logic in PM_AirAccelerate .
Holding jump down only works on Fortress One. And you are correct that you don't need to release jump at the apex of the jump. It's much easier than that. You just need to release jump some time after your character jumps and before your character lands again, so that you can press and hold jump again before you land.
in csgo mm servers and faceit (servers like faceit too) there’s a limit to your air momentum so you can only do a certain amount of bhops before losing all momentum
This is an awesome tutorial. You have a great sense of easing in through a series of steps, rather than dumping all the information at once. It assumes the player is completely new to this advanced movement technique, and that's why it is so good at teaching players about it. Well done!
Thanks Jonnylew
@@FortressOne lol i can strafe jump in quake 2/3 fine, but i cant do it worth a fuck in quake 1 wtf, btw if i let go of forward/w i slow down lol while im pressing left/right and hitting jump
This is the best bunny hopping guide I've ever seen. Starting with the basics and progressively getting harder is the way to go.
That Soldier Is A Scout!
THAT SCOUTS A SPY
THAT SPY IS A HEAVY
THAT SPY IS A SPY
THAT SNIPER IS A SPY
this man didn’t even need scroll wheel for bhopping
Why would someone want to use scrollwheel jumping? Those behave as single mouse clicks each scroll, it can't be held down. If you are holding jump while you hit the ground, you instantly jump again.
Scroll wheel is used specifically in Goldsrc, as hitting the jumps is harder in there.
You solved an existential doubt that has been in my head since 2007.
now you should play :>
Old Team Fortress -_-
New Team Fortress 2 :'D
Skill issue
Nice work!
Thanks!
Yeah turns out after I tried bhopping in quake 1 it's easier than I thought.
Also it's easier to bind jump to the scroll wheel.
I could never bhop in this, many years ago I tried and tried haha. But now seeing this I understand it. It's really a bug but a cool bug.
Thanks, very interesting video.
I have tried to apply it to the game Xonotic (fork of the old Nexuiz, which is running a modified version of DarkPlace, the Quake's engine), and while it's supposedly the salme mechanics, they are in fact very different... For example, I have found that just holding forward and jump can led you to speeds up to 900 (base speed is 360), but without needing me to release the jump key. Also, looking/strafing left and right doesn't change anything...
I think they decided to make it "easier" (just holding forward and the jump key) because every player have a blaster as default weapon, which have infinite ammo, low damage but can be used to do kind of rocket jumps without giving you too much damage...
Anyway, I thought it was interesting.
Xonotic default physics is very different than Quakeworld physics; it's much closer to Painkiller than QW. If you want to try QW physics in Xonotic, look up the CIX Physics config.
I hate when people do things that lower the skill ceilings in games. It's very frustrating for people that make the effort to learn the more difficult skill to have it just handed to those that haven't learned it, or for the ability to just be removed from the game altogether. It also creates less separation in player skill/ability, making players more the same, and games less interesting.
@@Pulseczar1 I don't know, there's a balance to be had. a higher skill ceiling means more frustration for the newer players, who will be faced with opponents who have mastered techniques that they haven't even heard of and aren't taught anywhere. Skill based matchmaking helps with that issue in modern games, tho it doesn't entirely fix it, which is why some games like Apex Legends stills decide sometimes to remove some unintended movement mechanics that require lots of learning and experience, but some other games decide to leave these on, like with b-hopping and surfing.
there's no universal answer to pleasing newcomers and veterans alike. balancing game mechanics is a tough job
@@CleridwenFR You make a good argument. However, I think it's a waste of time to try to attract new players to old games. I think few people want to play old games that didn't play those games back when the games were new. I'd focus on pleasing those that were oldtime players. I wouldn't try to modernize old games either. If people wanted a new game, they wouldn't be playing an old game; they'd be playing a new game. I'm all about preservation of old games and keeping them mostly the way they always were. I do see the value in creating a new game as a sequel to an old game, using the general idea of the old game, but I don't see the value in trying to turn an old game into a new game.
@@Pulseczar1 oh yeah, definitely. games like quakes and all kinds of shooters that derived from it, won't attract new players, but rather, veterans who are already familiar with the game and its mechanics. trying to turn old into new will only disappoint the older players, and not attract the newer ones, kinda like quake champions did I think.
fortress one is great but it needs bots badly, otherwise im afraid it wont be playable once everyone is offline
ah yes youtube says this is minecraft
Does anyone know how to show your speed at the bottom of the screen
cl_showspeed 1
@@FortressOne It's aaready been a month but thanks
i kinda had an idea of how to do that but this video helped me improve better in bhopping in this game without doing some little beefs that screw me speed. thanks for the simple tutorial and btw is there a wiki to check the console commands of this game?
join our discord and we can help you
1:42 I wonder how accurate the speed is around curves. It 'looks' faster because the turning makes pixels travel faster across the screen, but that doesn't mean you're actually traveling faster. Ya I don't think this gets you from point A to point B faster (assuming they are far apart).
If you look at the speedometer right below the spacebar you'll see that it increases every time he turns
Going fast around a curved path doesn't necessarily improve travel time from 2 far away points. Speed being decreasing the distance between 2 points, not along a meandering path.
@@GmanMilli I get what you're saying, but it *is* slightly faster than just running forward in a straight line. However the point of the side to side motion isn't to get from point A to B faster, it's so that you can build momentum to convert into bunnyhops
So it's more like CPMA. I've been wondering if I've been doing it wrong, because using forward and left/right at the same time doesn't seem to get me much faster. Video is suddenly relevant now that classic quake has gotten a remaster
is there a way to get a nice bunnyhop practice mod with that bunnyhop bar in it as well? i already can bunnyhop sort off but i just want to have that speed meter as well. not sure how to get it.
Hi, you can practice that in our mod on our servers at anytime.
The command for the speed bar is
show_speed 1
hud_speed_** (other commands to place)
@@FortressOne ah thanks will check it out.
Make sure to jump using the mouse scroll wheel so your jumps are more accurate
Great intro.
Thanks!
Does this apply to other games like Quake 3 Arena?
No they don't allow you to continuously pick up speed.
1:05 Pressing space (+jump) well before you hit the ground. This doesn't work on some configurations where pressing space (+jump) only works once you hit the ground. Is this a client thing or a server thing?
Reason it works is because you can air accelerate perpendicular to your velocity vector at 30 units per frame, which keeps increasing your resultant velocity vector magnitude. Can see the logic in PM_AirAccelerate .
UA-cam algorythm... i dont even know this game wtf lol
Its Quake, as a veteran gamer, I know it quite well.
guys, please tell me how you pull the weapon model forward like that, I just did more fov, but it was not responsible for the weapon, please help
01:16 Why do I have to let go off jump at the apex of the jump? Can't I just hold spacebar?
yeah this video was made before we implemented auto-hop. hold space!
Holding jump down only works on Fortress One. And you are correct that you don't need to release jump at the apex of the jump. It's much easier than that. You just need to release jump some time after your character jumps and before your character lands again, so that you can press and hold jump again before you land.
You Got A New Subscribe This is the Easy'es move to Bunnyhop Thanks!
Now i can speedrun Slayer Testament
This trick is pretty hard to pull in TFC. At least for me.
It's easier to bhop in FO than it is in TFC.
I clicked because I thought it was something special, but I already know how to bhop in counter strike and this is the same
This is where bunny hopping was first invented. 😊
Does this tutorial work in every game like hl2 or cs or csgo?
Csgo no unless ur using auto bhop with console cheats
in csgo mm servers and faceit (servers like faceit too) there’s a limit to your air momentum so you can only do a certain amount of bhops before losing all momentum
why does it says in the description that you are playing minecraft? lol
How do you bind keys?
In the options menu.
spacebar jump,dat pro beast,good video though
Do you have always run off ?
From memory it is always on.
@@FortressOne well I heard you should have always run off and put in a cfg file +speed
what engine/mod is that?
Engine is QuakeWorld, mod is FortressOne.
hi
what game is this?
FortressOne
how did you get a speedometer
the console command is:
show speed
@@FortressOne thanks
what map is this?
well6
how to install fortressone sir?
Download at www.fortressone.org
Make your life easier and put jump on right click
I use left-click to fire 1st weapon, right-click to fire 2nd weapon, and middle-click to fire 3rd weapon.
if youre old school you use space bar. nobody used right click back in the 90's. jump was space bar by default.
In the 90's we used arrow keys to move so.......
@@Bitterman97 LuLz! wasd for life!
why csgo's bhop look like this game
This was the first game to have bhop. All bhop has evolved from Quakeworld.
@@FortressOne well since the source engine is the grandson of quake it's obvious it would have bhopping. But valve is good at controlling it.
@@MaxCE valve just capped it at 300hu/s on contact with the floor lmao
can I still play this game now? Is it multiplayer game?
Yes of course!!
Get FortressOne: www.fortressone.org/
Join the Discord: discord.fortressone.org/
sad this game is dead