The History of Bunnyhopping
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- Опубліковано 26 кві 2024
- This is my first real large video essay and it is about the evolution of movment mechanics specifically focusing on bunnyhopping or bhoping in games. It covers a vast swath of the history and most important moments in its lifespan. Where is bunnyhopping going and where has it been Find out in teh history of bunnyhopping
Edited by Salmon Mandela
00:00 Intro
1:30 Quake
5:35 Quake II
6:38 Half-Life
10:17 Counter Strike
11:47 Counter Strike Source
13:33 Half-Life 2
17:35 Portal
18:20 Left 4 Dead
19:42 Left 4 Dead 2
20:06 Portal 2
20:44 Counter Strike Global Offensive
21:49 Titanfall
22:41 DOOM 2016
23:13 Titanfall 2
25:26 Apex Legends
26:28 DOOM ETERNAL
27:34 Black Mesa
28:45 Half-Life Alyx
29:30 Conclusion
Extra Rescources
www.jwchong.com/hl/movement.h...
www.speedrun.com/hl1/guide/oj2d5
Such a huge thanks to everyone that helped me make this video!
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#waifuruns #speedrun #history - Ігри
History of B-hopping:
Player: “hey, check out this cool movement trick i found!”
Devs: >:(
Devs hate him!
Find out how this one trick can accelerate your movement speed!
hmm
@@griqs the only clickbait ad that's true
I hate how only a few devs are like yay bunny hopping :D
Aye I’m the 1k like.... idc tbh
Everybody gangsta till people try bunny hopping on half life alyx.
Legs go: *Major Fracture Detected*
*jumps out window at 100 km/h*
Downstairs neighbors beware
Motion sickness here we go!
Stevie Wonder type shit
Valve: Tries to fix bhop in hl2
Gamers: Prepare for unforeseen consequences.
backwards acceleration or something: Allow me to introduce myself
@@kizma7068 accelerated backhop
GMAN: admin he’s doing it sideways
NICE
@@leorevolo7966Alyx: through IVY and out Middle!
“Developers like id software grew up on quake”
Well they had to- they made quake????
the old guard did, but as times move forward, there's been new blood who probably looked back at those days and said: "man, Past ID were IDIOTS to try removing this cool shit"
Pretty sure he means many of the current devs?
Because the old devs who worked on the game like Romero and Carmack left id like years ago?
the same devs that made Doom Eternal at id software are not at all the same devs that made Quake 20 years ago lol.
@@catwiffhat4274 yes, but it still sounds funny.
ADMIN, HE'S DOING IT SIDEWAYS
Step-admin, what are you doing?
@@alparkryyy6712 You have an anime profile picture. You don't get to decide what's cringe
@@alparkryyy6712 It's actually made in paint. It's likely older than you
@@alparkryyy6712 kid you realise you have videos on your channel. And your second video has your voice. That's of course unless you employed a random 10 year old to voice the first part of the video but with *banger videos* like cringe montages and *omg get rekt hilarious responses to comments* i doubt it.
@@alparkryyy6712 Defeat
"it's not a bug, it's a feature".
- Quake 3.
Also DE with Warframe. They took being able to copter around at the speed of sound and made an entire movement system based off it.
Favorite game babyyyyy
"It's a bug, but won't solve." - Quake
Carmack and Willitz talk about how it was a mistake in Quake 1 and World, but purposely implemented into every Quake after it.
bhopping, surf, kz, hns, longjumping, flashboosting was literally my childhood. thanks for the nostalgia trip
Love the video, but I also feel like Team Fortress 2 is worth a mention! Valve attempted to remove bhopping and crouchspamming from the game (since Team Fortress Classic had very fast bhopping), but left in airstrafing, rampsliding, and lots of opportunities for damage-assisted movment. They even added weapons that specifically encouraged you to learn the movement system (ex: the sticky launcher did no damage but gave you explosive momentum), essentially making skill-based movment almost a requirement for its competitive scene. 4 of the 9 classes could move faster via self-damage, and every class benefitted from learning how to surf, since you could use your enemy's explosives to boost your momentum. As you went into the 6v6 competitive format (the one that's actually endorsed by the big leagues), you were limited to medic (duh), scout (the fastest base movement speed), soldier and demoman (the two classes with consistent, explosive-assisted movement)--ending with a team composition where half the players constantly self-damaged for movement. Fun!
Sorry about the wall of text!
I was kinda surprised that TF2 wasn't mentioned, I think it has one of the most expressive movement mechanics in a competitively played game while having the silliest community of any other.
TFC also had concjumping, good times
TF2 does still have 1 (non movement) use for bunny hopping, you can preserve market gardener crits with it
@@molarambiguity3510 also you can preserve airstrike airtime with it
@@molarambiguity3510 Yeah, of all the mentioned and not mentioned games TF2 is tye only one where classic BHop has direct influence on combat, with Airstrike and Market Gardener preserving their buffs while player is successfully bunny hopping. That's kind od unfair from some points of view, but having BHop amplifying direct combat abilities much more than movement is very interesting, i wish more games utilised jumps and mid-air state in the combat mechanics.
10:29 “this created some of the most insane moments in esports history”..... DOOR STUCK
Starts singing snoop dog
PLEASE, I BEG YA
The phantom
Interior like suicide wrist rags
Cheat on yo man homi- AAHHHHHHH tried to sneak through the door MAN
"The removal of skill based movement systems in favour of systems that are much more manageable but don't reward mastery of the mechanics is a problem that would permeate gaming throughout this era"
Right in the feeeeels
Oh my.
@@arkadyaaa tell that to respawn who removed it calling it a "bug"...
@@Bllksem What? In the loading screen for Titanfall 2 it recommends slide-hopping
@@socallmekarl4014 he probably means the changes in apex, like bunny hop healing
@@socallmekarl4014 not talking about titanfall, titanfall is a really good game and it feels like in apex it's an entirely different development team. Respawn made bhoppong almost useless by nerfing bhop healing in apex.
Me: *tries bhopping*
Game: “no, only pros can do that.”
It's pretty simple
you might also wanna check out Ultrakill, whose devs have done the exact opposite of "fix" glitchy speedtech. if anything, Hakita has done the opposite of fixing and effectively sent the message of "hey look at what my fans found out they could do that i didn't know they could do with my game, isn't this shit neat?". it also helps that the game's main focus is best summed up by the tagline, "Devil May Quake"
im looking to buy ultrakill, this comment really get me more into it.
@@tPlayerioT you NEED to play ultrakill, it completely redefined the limits of boomer shooters and made a ton of super unique and complex mechanics that smoothly integrate with each other.
Me talking to my friends about Ultrakill "okay, so you know how half life 2 has that broken speed mechanic? Think that but it took ALL of the performance enhancing drugs"
hakita is a true game dev
he made a bug a necessary feature
now known as a projectile boost
Ultrakill is my favorite game. I think it's peak "boomer shooter" and one of the finest shooters of all time.
who TF removes skill based movement on a single player game.
Devs really need to listen to complaints less lol
valve
Blizzard, who needs b-hopping or rocket jumping if you can just press shift to fly?
@@mandtcousins7121 Who needs to learn how to aim when you can pick winston
John Carmack wanted to have it removed and other ppl at idsoftware had to fight for it to stay.
"Developers like ID software grew up on games like Quake", bruh they made Quake
Pretty much nobody who worked on Quake still works at id.
And trump grew up during the trump presidency whats your point
@KeoneArt whoooooosh
@@Owlet7 same as obsidian this is why outer worlds is garbage
aaaaand credibility lost
When the quiet kid starts backwards b hopping through the school and flys away on a *B R I C C*
Ok
Quiet kid is overused
@@sebru just like his AR-15
Ok
I'm annoyed he didn't cover the quake 3 Defrag community that was solely for speedrunning and strafe jumping
Yeah its really good video but some aspects of bhop & movement history were unfortunately glossed over I think in the interest of time. He did mention Call of Duty but in the honorable mentions he said only Modern Warfare 2 which is kind of odd to me. If any Cod should get an honorable mention it's Cod 4 with Cod jumper community.
doctor: How did you break your leg again?
me: I tried to do accelerated backwards bunny hop prop boost in Half Life Alyx...
octavio silva/"octane", 2377
Desinc:
“Okay so we’re going to do an accelerated back hop here”
@Dutch van Der Linde XDDDD
Do a midair spin off this zombie
Hey guys desinc here
Desinc be like: "Alright so their pretty much done now."
do a 360 off this zombie
"Developers like ID grew up with quake"
Proceeds to neglect quake champions, crafted by the current devs at ID.
he just meant today’s employees that work at id were kids when quake was coming out and they grew up on that shit
WRONG. Quake Champions was made by Saber Interactive
Quake 2 and beyond actually had very substantial bunny hopping mechanics, with entire mods and maps built around them. The behavior was just different from Quake/Half-Life style bunny hops. Also, LawBreakers really embraced crazy character movement with grapple swinging, slide jumping, laser boots, stab dashing, time dilation, gravity manipulation, firing backward to propel yourself forward, etc. Sadly, it didn't take off. :(
the video was going well until he mentioned the developers were trying to patch out bunny hopping in quake 2 and 3, that's completely wrong movement peaked with quake 3
@@infurness Yeah, I dont think speed was even capped in Q2 or Q3 while bhoping
@@infurness Yeah exactly like wtf. There is so much wrong with this video it hurts.
@@infurness whether or not they tried to remove it, Carmack definitely didn’t like bunny hopping and wanted to patch it out.
@@DiscoMouse would like a source for this because the console commands in q3 like pmove_fixed show otherwise
THROUGH IVY, OUT MIDDLE, THROUGH OUR CONNECTOR. LIKE A SPEED DEMON
Admin HES DOING IT SIDEWAYS!!!
ah phoon
Where r my minecraft tricks?
Bunnyhopping in FPS games: A respected as well as important skill and a difficult ability to master
Bunnyhopping in Minecraft: *H A C K S*
Its only bad in like survival games and skywars and bedwars
cause Bhopping isnt possible on minecrafts engine without a client tampering with it so that player gains a unfair advantage over others, minecraft bhopping is possible in minecraft why do you think you see so many players sprint jump its 30 percent faster then regular sprinting
@@flashrunner2689 the only possible of fast jump is when you sprint and spam jump on a two height block thing
@@fryanne9750 no sprint jumping is faster by 30 percent is what ive heard
@@flashrunner2689 yeah bhop is considered a hack, sprint jumping isnt but in sprint jumping you don't strafe so idk its not considered bunnyhopping but u cant bhop without hacks ^^
Ok, Portal 2 didn't purposefully kill bhopping, the speed cap was mostly for the "Aerial Faith Plates" (Launchers) that launched you at 300 velocity, and they wanted you to not be able to strafe out of it. And you CAN break past this, mostly by crouching and precise movement.
Your writing, delivery and articulation are on point and one of the main things that keeps me coming back. Not to mention genuinely interesting topics and them sick thumbnails. Keep it up dude!
Bunny hopping should be considered a FEATURE in games and not a bug
They need to take up the Bethesda creed
L4D2 RocketDude Mushrooms
Actually there is @I Am Doge. One of the best examples i could give you is Krunker. This game basically makes it so that movement is a necessity to survive.
In fact they embraced it by removing a feature that made the bhopping only accessible for people with high fps.
I believe there is a future for bhopping
Remember when rocket jumping in team fortress was a bug but they madei t a feature
@@personmon3296 so? it was a bug that takes skill to use making it an ability by definition. Games should embrace this not cancel it.
I'm confused about the black mesa section, as a black mesa speedrunner I can definitely say you do gain speed while bhopping
Because optimally, you slide until 500 units per second then start bhopping and you can get to around 600 UPS in real world occurrences.
And you can start bhopping with no sliding and you will get to 600 ups just a bit slower
not really super sure myself most of the info i got on black mesa i got from the discord and waezone im sure i messed up some of the nuance
@@WaifuRuns too much games being analyzed in a short time...
@@WaifuRuns I can assure you, when you are confused about movement, you ask DeSinc, he always lurks in the comment sections of movement videos and also source engine analasys videos to either correct or emphasies or explain more.
he might be even here in this comment section
6:43 legendary music starts
In Doom Eternal, there is also a trick of transferring vertical momentum into horizontal. That’s the main source of acceleration while hopping. For example, people initially double jump to gain height and that gives them a good boost. Also, it works even better when you drop from some height.
oh thanks for explaining i always wondered why bhop was possible in DE from simple slopes that go downwards or something
bind mwheeldown +jump
Only 90kids understand this
No
i usually use mwheelup lmao
or you could just use ahk
mwheelup +jump represent
23:19 man, that Titanfall 2 movement does look beautiful.
Source engine always provide satisfy movement
Credit to respawn they not only never nerf B-hop they embrace it by making slide hop have more timing window than regular b-hop
It is, espacially in MP in combination with grapple or stim
Boiboi,
Grapple slingshots are a thing of buty
In Beacon 2 we skip the entire map by soaring across rooftops - it's called super fastball. I wish he had shown it in the video, it just looks so clean
Yes it feels just amazing zipping through the map in mach 3 with a Kraber, quick scoping everybody you come across.
Quake has the best movement tech in gaming
Melee: IS THIS A PERSONAL ATTACK!?!?!?
Melee is nothing in comparison. It's just like grenade button and reload button.
@@hoppinggnomethe4154 you play melee. learn and pull off every humanly possible technique. you wont be able to in under a decade. give the game some credit
“and this slide hives a speed- slvs” 23:42
Nobody:
Black Mesa and combine watching some dude in a orange suit loading shrapnel into his legs and quite literally flying:
He got a phd in theoretical physics then made physics theoretical
You can't measure the grin on my face when Titanfall showed up.
Yes, it’s one of my favorite games
Yeah and I skipped apex legend becsuse its garbage
@@fryanne9750 Are you mad they didn't make titanfall 3?
@@articdude833 uhh, actchualy we are titannfall2 player against apex legend, so don't put your unbiased and nitpicking opinion on me
@@fryanne9750 Bro I play titanfall 2
In Doom Eternal the bhop is a little different to source bhopping, instead of air strafing your speed boost is based on how high you fell, kinda like jumping down a ramp. So big falls give massive speed boosts and gives a lot of control.
Bunny hopping is like my favorite mechanic in games, they need to start bringing it back into more games.
i support this
Its literally an engine bug, not a feature lol
@@poopy69 it needs to be a feature in more games tho lol
@@poopy69 Well it’s better than most actual mechanics they keep putting in these new games
k boomer
It's a little interesting that you toss off later Quakes, because while moving to strafejumping, they all allow faster movement than Q1 bunnyhopping, and Q4 also introduced crouchsliding, which offered the same acceleration while grounded with far more control, before games like Titanfall popularized it. Strafejumping was a formal mechanic in 3 and has tutorials in Live.
Quake CMPA and games like Reflex are also well-known for their Q3 strafejumping and air control which make them considerably faster than the main Quake titles they're based off of. In general, most id Tech games maintained strafejumping, including games like Prey(2006) and RAGE1.
Speedrunning/parkour maps aside, it is a shame more games don't utilize advanced movement in their games and levels. We of course have seen wall running sections in games like Titanfall, and various gaps and ledges to double jump to in games like Eternal, but there's typically a disconnect even these other mechanics are implemented. Counter Strike isn't built around bunnyhopping and nor is DOOM3, yet they both have those kind of mechanics. CPMA and more so Reflex are really some of the better examples of this, with the latter having many maps that are outright built around ramp and circle jumps.
Even the latest Quake, while not being the best one, does quite a neat thing, by introducing different bunny hopping techniques from Quake's past to different champions. (CPMA-ish movement for Anarki and Sorlag, the standard bunny hop for most champions and the crouch sliding based on falling height for Slash)
ADMIN HES DOING IT SIDEWAYS
i feel quake 1 is the faster duel game doe
Didn't know Prey had bunnyhopping, always played it more like a Cod style game or Doom 3
@@Mart-E12
In Prey, DOOM3 and RAGE1 it's nowhere near as strong as Quake games, and you have to time the jumps tightly to avoid losing all your speed because you can't buffer it.
It's not really useful anywhere(DOOM 3 has a few circle jumps you can use to skip areas in speedruns), but you can use it to slightly speed up the few longer stretches of walking, and for lolz you can get enough speed to break out of the planetoid gravity in Prey.
Man, TF2 still has one of the best movement systems to this day. Also now whenever I play a game without some form of fast movement mechanics, i feel so slow. Must be the curse of titanfall where every game feels slow now.
RIP Uncapped BHops in TF2.
2007-2007
Hitting a bhop market garden is still so satisfying even after 800+ hours in tf2
It physical hurts me to watch people play titanfall 2 while not slide hopping
@@PyreOManiac I cant do a bhop market garden even after 800+ hours in tf2
Try playing lrunker cause the movement is really fast and yeah i feel that it feels so slow after playing krunker (i cant play it anymore cause my laptop and wifi just lags)
This video was informative and really expressive of how movement in games is a clear fundamental no matter what it may be
A look at skiing in the tribes series of games would be a neat little 'spin off' video like this. The way it became integrated mechanically instead of fought against is neat
Yeah, if only it were around still :/
Was looking to see some mention of tribes ascend
@@marcinwitkowski217 tribes ascend? Um. Starsiege Tribes. 1998. The skiing, or "bunny hopping" was much much faster. They slowed it down immensely in later Tribes titles in order to pander to the lower skill level gamers, and it's always fallen flat. it seems nothing will ever reach the heights that Starsiege Tribes reached
Some games like Halo are built around simple movement, and it shows when the devs implement... Well... Halo 5.
I thought halos movement was good
Edit: note i said good
@zanesnep I liked the mythic slayer mode they had in there for a few months. They removed sprint and slide, but kept the thrust and the clamber. I think it’s a happy middle ground.
@zanesnep What is actually so bad about Halo 5's movement? I prefer a more limited movement in Halo myself but Halo 5's movement was actually pretty sick I respect it: ua-cam.com/video/RUjbIaMCOko/v-deo.html
Shyway has a lot of videos covering the mechanics of Halo 5 there is a lot of skill involved in it you can think it's not Halo but to say it's terrible is not really accurate it's good enhanced mobility it gives the player a lot of skillful options for outplaying their opponents or just moving about.
@zanesnep How I saw Halo 5's “enhanced mobility” was it essentially rewarded pro players who learn the movement tech and punished casuals for not learning it. There wasn't much besides competitive at the time and to me that was the downside besides the campaign.
@@Lin_Eileen don't tell him that real life has a sprint mechanic and slide mechanic
we ain't gonna talk about he said doom eternal came out in 2019
Ok, so it isnt just me, he did get that wrong
Yeah
Didnt he also get black mesa worng? it was released in 2015 wasnt it? or is that something different?
@@thejekky_br5022 Black Mesa came out in early access around that time but it wouldn't be fully released until 2020 with the addition of Xen levels.
she
It’s crazy how many parallels there can be drawn between valve n their games, and Nintendo and the smash brothers series. Even the things that enabled half life’s advanced movement tech are fundamentally similar to what allows melee to be such a fast, fluid game.
Its because they are all based on the fundamental physics of the quake 1 engine.
this video was really well-made, deserves more views
I really can't bhop but it sure feels satisfying trying in almost every shooter I play
Quake 2/3/4 have strafejumping, which can get you much higher speed than NetQuake bunnyhopping and is arguably easier to do. Also you don't lose speed when landing on the ground in those titles (afaik)
Skill based movement was actually increased in later titles of Quake, which is why we have things like DeFraG World Cup to this day
I agree, im really upset that he omitted the whole history of strafe jumping, which is, on one side, objectively better than bunny hopping, and on the other the predecessor of bhopping
Very much agrees with this.. I used to play "Action Quake2" a lot and it was a key part of the game to be good at strafe-jumping and you could do some insane jumps between buildings etc..
Yeah I remember Defrag fondly, hours perfecting my speed really paid off when playing Free for All against friends lol.
Quake 2, 3, live and champions very much do have bunnyhopping, it's just a different style. The later games even encourage it massively and include it in the tutorials
Legendary video. Many heard of it but not many remember.
23:53 We actually call it "slide hopping" for the most part. And mastering slide hopping is essential for Titanfall 2 multiplayer - good thing it's actually really easy.
Bro the entire intro was just
"Hmm yes the floor is made out of floor"
Buzz light year!
I’m very glad that this ended up in my recommended. Gonna look more into your content.
I'm sad Waifu didnt even make a passing mention to Tribes: Ascend
Facts: Best classic movement Quake 3 (vanilla). Best modern movement Titanfall 2
faaking stairs
TRIBES (and now Mid-Air) are also very cool
Nah, Quake World/Quake 1 has better movement than Quake 3
CPMA > VQ3
@@shadow50011 It was a tough call between Quake and Quake 3 but it came down to 3 being more polished. Also what tipped the scales was the more vibrant scene that has stood the test of time better. DeFRaG going strong, full servers (Quake Live but I consider it close enough for Q3), pro scene and new players still getting in to it. Don't get me wrong people still play Quake World but fuck me it's the same 1 or 2 guys in the server every time I go check randomly. They just live in the server, eat the textures to stay eternal, have mega long beards that are barely seen when they pass you by going backwards while you are being gibbed in an instant.
One small inaccuracy, Half Life 2 and Episode 1 were released without the ABH glitch, its only when episode 2 came out (orange box) that ABH was introduced and backported to HL2
Not really, he did mention that ABH was brought by the new engine update, which implies the release of Episode 2, as new engine was the engine used for that.
@@xFluing I know new engine is quickly mentioned right at the start of the HL2 section, but doesn't mention Orange Box then implies it was based on CS Source instead (?), the video then goes on to say that bunny hopping in HL2 wasn't really a thing, until ABH was suddenly discovered. (?) Why did Valve try to patch it then? Just a small issue in how the script was written to transition from CSS to HL2 and while not technically incorrect, could be interpreted inaccurately due to a missing element (orange box).
@@sersoft_corp Well, you can't account for all theoretical "what ifs" remember the extra credits fiasco "durr what if playing as nazi in bf5 makes people want to be nazis"? That's a slippery slope you risk going down if you overthink too much.
@@xFluing LOL there is overthinking it, and then there's going completely off the deep end for no reason. I am not calling anyone a nazi, the video author loved my comment didn't he? I remember getting orange box like it was yesterday, in a contest on black mesa forums (hosted by gamer-node back then).
I didn't expected the video to be this good
Love how every single apex clip was aceu, that dude is a god among men.
"Developers at Id Software grew up with Quake, and it shows."
Noooooo, couldn't be.
i swear i was doing wires
Grew up with it not on it
@Alex Harman waifuruns kinda sus
@@wumbogt3310 i saw waifuruns vent
@@juliethsantander728 I saw him do medbay scan
"Quake had something other games in that genre did not have"
Me: Nine Inch Nails
"A complex movement system"
Me: that too, I guess..
Grand work done on the history of movement based skills in video games.
Amazing video I really appreciate this kind of work. Thanks dude
I appreciate seeing a video about the history of bhopping movement in games! However, as someone who has spent hundreds of hours practicing movement in Quake trick maps (QuakeWorld and Quake Live) and even pored over the movement code for several of the games, there were some inaccuracies and ommissions I thought worth addressing.
First of all, let's discuss how airstrafing actually works in Quake. Whether you're on the ground or in the air, when you hold a directional key the game stores a desired direction vector. The accelerate function then attempts to alter your movement in the desired direction by projecting your current velocity onto the desired direction and then subtracting the result from the max speed (ground 320, air 30). If the remainder is positive, it adds velocity in the desired direction by the remainder multiplied by the acceleration constant (ground 10, air 106) and the frametime. If you were to jump in place and hold a direction key, you'd quickly accelerate to 30 units of speed and go no faster until you hit the ground (similarly, you can more or less deadstop in midair by holding backwards). The trick with bhopping is you are constantly changing what direction you're asking the game to accelerate into, so it can never "catch up" to 30 units in a given direction and thus you always gain speed in the new direction.
Your comment that holding W while bhopping causes you to lose speed is incorrect -- it turns out there's nothing special about the left/right strafe keys in this context, they just happen to provide the best speed tradeoff as they are perpendicular your view angle. You can bhop with forward movement and diagonal strafe in Quake, they simply require a faster mouse turn rate and result in tighter curves than strafe bhopping (if you try forward bhopping you will find yourself moving in a tight circle). Furthermore, it is completely false to say that the later Quake games removed airstrafing! Quake 2 and onwards actually have the EXACT same movement algorithm (with slightly different implementation), the difference is in the constants that drive movement. In Quake 1, max groundspeed is 320 and ground acceleration is 10, while max airspeed is 30 and air acceleration is 106. In Quake 2/3/Live/etc., the max airspeed is equal to the max groundspeed at 320, but the air acceleration used is only 1. This means you can actually gain a lot of speed in a given direction, but it is acquired more gradually. This results in "strafejumping", where you try to angle the mouse at a slowly drifting sweet spot relative to your motion rather than turning your mouse at a constant rate. Strafejumping is less flexible than bhopping as you can't perform tight turns with it, but it can allow the player to go much faster overall. You're probably mixing up your story with the fact that John Carmack sought to remove strafejumping in Q3 at one point; in the Q3 movement code, you can find a "proper" implementation of air control that avoids the "strafe jump maxspeed bug", but is commented out because it "feels bad". This lines up with Carmack's blog post where he says he tried to remove the strafejumping exploit, but reverted it because it "changed the normal running movement in an unfortunate way". Lucky break we got there! The other fun fact about Q2 is that it actually retains the Q1 air accelerate function but simply has it off by default in favor of the unified accelerate function used for ground and air alike. You can re-enable bhopping in Q2 multiplayer if you set sv_airaccelerate to 106 (doesn't work in Q2 singleplayer sadly, as pm_airaccelerate is hardcoded to 0). Similarly, you can re-enable bhopping in Q3 by setting sv_maxairspeed from 320 to 30 and sv_airaccelerate from 1 to 106.
Marriowned may have introduced surfing to CounterStrike in 2004, but the concept dates back earlier to QuakeWorld's 1999 "Slide" mod. While it was originally intended to be played with an included hoverboard, a player named KovaaK discovered circa 2002 that you could simply slide down most of the slopes in the maps using the strafe keys. There are many bhop and slide trick maps in QuakeWorld very much like those in CounterStrike (you'll find me practicing them on the KTX servers pretty often). I should also note that the main difference between Quake and Half-Life bhopping is not the presence of friction (both have it in pretty much the same amount), but rather the fact that Quake has input queuing for jump, meaning that you can press and hold the jump key as soon as you enter the air to queue the next jump without having to muck around with scrollwheel or macros. It's for that reason that I'd consider QuakeWorld bhopping the most accessible.
As for the rest of the video, it was nice to see you explore the evolutionary tree of movement from IdTech->GoldSrc->Source and how it shows up in games like Apex Legends, but there are so many other examples where the principles of bunnyhopping, particularly jumping to avoid friction with the ground, apply. The popular CPMA mod for Quake 3 adds QW-style bhopping if you're only holding the strafe keys as well as forward air control alongside the standard Q3 diagonal strafejumping (Anarki and Sorlag have access to CPMA movement in Quake: Champions as well). In Starsiege: Tribes, bunnyhopping was found to allow players to "ski" down slopes, which allowed them to build speed in combination with the jetpack when ascending slopes. This was recognized as an intended feature of Tribes 2, later replaced by smooth sliding in Tribes Vengeance and Tribes: Ascend, and the series is best known for its skiing mechanic today. In the first Thief game, jumping addds a bit of velocity which you can retain by bunnyhopping to gain ridiculous speeds. Painkiller has a form of bhopping that allows you to gain speed during the jump rather than having air control (I've never experienced it myself). Krunker.io is a fairly popular browser shooter that has slidehopping similar to TitanFall 2, though it's even more abusable with framerate-dependent turning and speed gain. DUSK homages the movement of Quake with ridiculous air control and speed gain simply for pressing a strafe key midair. The list of notable examples is quite extensive.
The Q1/2/3 movement codes for you to peruse, look for the PM_Accelerate and PM_AirAccelerate functions:
github.com/id-Software/Quake/blob/master/QW/client/pmove.c
github.com/id-Software/Quake-2/blob/master/qcommon/pmove.c
github.com/id-Software/Quake-III-Arena/blob/master/code/game/bg_pmove.c
Re-enabling Q1 bhopping in Q3 by setting server movement variables:
ua-cam.com/video/MgWqaDqkBD0/v-deo.html
John Carmack's blog post about removing strafejumping in Q3:
www.gamers.org/pub/archives/plans/johnc@idsoftware.com/1999-04-24_1999-06-05
KovaaK talks about "inventing" sliding in QuakeWorld
www.reddit.com/r/GlobalOffensive/comments/5kvqsh/cs_modders_who_invented_surf/dbrdjvv/
Thanks for the Carmack blod post, i actually agree with him there lol. Removing bhop/strafe jumping would have made players to focus more on dodging rather than abusing a high-speed trajectory that is almost impossible to counter, giving them a huge advantage. The fast pace of the Quake games were already enough to make it hard to master, just like it is with the original Team Fortress mod and TF2.
@@damsen978 Haha what? You're gonna come to the guy who writes a detailed comment about the intricacies of Quake movement on a video about the history of bhopping and expect him to agree that strafejumping should have been removed? Buddy, the high skill ceiling movement is the entire reason I engaged with Quake multiplayer at all. It adds a tremendous depth to combat maneuverability and map control and is also quite a lot of fun to practice and master on its own. I don't know what you mean by "impossible to counter" -- yes, you're at an inherent disadvantage if you aren't using it, but it's not like it stops you from being able to hit other players. I didn't dominate the leaderboard every Quake: Live match just because I practiced movement a ton. Strafejumping only lets you gather speed in straight lines, so it can't be used to slalom around opponents and dodge shots. In fact, a player who is jumping a lot will reveal their position through noise and becomes easy fodder for the lightning gun, so there IS a counter during close quarters combat. It only adds to the game's depth overall, admittedly at the cost of the game's approachability which is already quite prohibitive for new players. However, there are other more casual arena FPS games out there like Unreal Tournament if you're not into it; the advanced movement is what has given the Quake series longevity among many players.
No hard feelings, this was just a really unexpected comment only an hour after I left mine haha.
@@rosodudersd260 awesome posts. I came to quake for the stories I heard from people playing QWTF, I stayed for the magical online experience and once I learned to bunny, I fell in love with it.
I think the entire multiplayer party is over for the casual bunnyhop enthusiasts who just want to pick up the flag and go fast while dodging rockets.
Well I did have this fever dream about Fall Guys meets QWTF trickjump maps, which seemed awesome, but I doubt that's going to ever happen.
@@rosodudersd260 You obviously aren't going to agree with this, but here i go anyway.
First off, the arena shooter genre is outdated, it needs to be re-worked because there's a reason the genre is almost dead, and i mean ALMOST dead, because Quake LIVE, Quake 3 CPMA and Diabotical are the only games keeping it alive, and their player count is super-low. Same with Quake Champions which is infamous for having different characters instead of every player being equal: steamcharts.com/app/611500#1m
steamcharts.com/app/282440#3m
These two games are Steam-only.
Games like Unreal Tournament, Quake and Diabotical have you constantly thinking more of looking around for power-ups and pick-ups than the actual fight with your opponent. Because while the game doesn't really force you to look for these things, you still feel forced to do so because of how convenient they are for fighting, you're in a huge disadvantage when you're not as buffed and powered as your opponent. So in that way, the game conveniently forces you to look and control those things so you can keep the advantage.
Look at how much Rapha thinks about pick-up/power-up control on the map: ua-cam.com/video/XdkDjsBiO58/v-deo.html
It's a scavenging control shooter more than an actual shooter, you should be thinking on how to take on your enemy based on what they can do, not if he has red armor or "x" weapon. So because of this, it makes the shooting part less engaging.
And it's quality of life is horrendous, there's an unnecessarily abysmal amount of pick-ups, like individual ammo boxes for each weapon, instead of just having 1 type of ammo box that can be placed in 3 different sizes that depending on that it gives the player ammo for every weapon, which would shorten the time you would need to look for pick-ups and focus more on the fight which is what makes a shooting game engaging in the first place.
You know the game prioritizes who's more buffed and powered than who aims and moves better.
And those games are super-inconsistent, you can never know what weapon pickups and power ups your opponent has, there's a lot of weapons and buffs like mega health and red armor. Making you guess what weapons he has BASED on your prediction of where he is on the map.
(Like, if he's on the other side of the map of where i am, then that must mean he has "x" and "y").
But you can never be too sure, it's still random, a guess, and the only guess you should ever give in a shooting game is how your opponent plays, that's it.
As for your porn named strafe-jumping, you can only hear it coming from the grunting of your opponent, and if you fail to hear that, then you're instantly fucked, the only way to counter it is either by spamming or position yourself near a tight corner to stop the bhopper. And doing that kind of movement doesn't allow much for dodging because you can barely do a turn on the maps we have and usually go into a straight line, there's no dodging on that, it's just a way to earn speed to reach pick-ups and power-ups faster and act all cool like if it requires a lot of skill to use it, which is just hilariously wrong.
And it's not even that hard to aim with because due to the fast pace of the game, weapons like grenade launcher and rocket launcher are mostly used for spamming, while yes, you can rocket boost yourself to continue it into a bhop/strafe jump, the fact that there's no reloading allows the players to spam all they want with no risks of doing it, no penalty. Rockets are fast af, making airshot calculations be more basic because of the point of encounter. Because the slower the projectile is = the further you have to aim from your target, and more you have to calculate where your target is going because of how long the projectile takes to reach it.
Damage is also hard to calculate without the game's help because of armor, armor shouldn't exist, because all Armor types absorbs ⅔ of an attack which is approximately 66% (Taken from the Q3A wiki). And you simply can't predict the damage because you don't know how much armor your target has, like if guessing health isn't hard enough.
Over-healing is more than enough to boost yourself on jumping and gaining a short advantage is all you need over your target, which can be readable if you simply add noticeable particles on the over-healed player.
Oh and rocket jumping, it's basic af, there's barely any wall jumping you can do because of how the physics work in that game. And there's not even a risk for doing it because you don't lose any health. Best you can do is use the plasma gun if you want to keep going upwards after a rocket jump. It's just impractical if you need to switch to another weapon.
These are the reasons why the arena shooter genre is outdated, inconsistent and almost unreadable, making it inaccessible for new players. Every game should be easy to learn, but hard to master. And making a game accessible doesn't mean reducing the skill ceiling at all, don't confuse these terms, they're entirely different.
Want to know a game that fixes these issues completely?
Team Fortress 2, game went through a lot of bullshit right now, especially bots. And the game never died because of them, because of how well designed it is even tho it's not perfect.
And yet, here are the results: steamcharts.com/app/440#1m
What more proof do you need? Do you think using player count as a proof is bad already? How about reading this again and second-guess to see if i nail some of these points or not?
I just hope you prove me wrong, sorry if i insulted you in any kind of way, i'm just pissed at how skillful arena shooter players think they are when there's a lot of flaws on the genre's games. Same with CS:GO, while not an arena shooter, it has a huge RNG factor and that is bullet spread, because of that, bullets never go exactly where your crosshair is, they always land with a bit of inaccuracy, even if you 1-tap shoot once while ducking without moving nor jumping, the shots never are 100% except for the sniper rifles.
about krunker.io, im a no life of that game, and its pretty cool you mentioned it. About the fps dependent movement thing, it still exists, but now movement like slide hopping, and jumping are being normalized across fps ranges. Air strafing is being worked on as well for pub matches; the one you can access right now in custom matches dont help speed in anyway, but it does give some in air control. There was a earlier version of this custom-only setting that massively helped speed and basically removed the speed "cap". Youd be able to use one slidehop that 2-4 normal slidehops would do, and even allowed people to go around maps in 7 seconds, when its usually more like 15 seconds. Theres a bunch more mechanics with krunker but i dont feel like typing a whole essay on youtube to... aha
ID started to be in favor of using Strafe Jumping (what it is actually called in Quake) and even added tutorials for it in Quake Live. Quake Champions has it as well and combined with Nail climbing, Rocket jumping and Tribolt jumping in QC and Grenade jumping in Quake 3 and QL, they are the deepest games in terms of movement right now, especially with CPM movement and crouch sliding in QC.
Strafe jumping is just bunny hopping but id's version
@@R_Bahia Strafe jumping literally came first and they work differently.
@@magmamaster1801 oops
Ngl, would be cool if they released a quake collection
lmao at the guy not including qc
This one of the best titanfall and apex endorsement videos I’ve ever seen
thank you for helping get rid of my ptsd from not finding anything helpful on the internet
25:15 "Unfortunately, titan fall's 2 multiplayer didn't really take off" Remember the controversy over futuristic games and people were getting tired of in 2016? (Well probally not, but tired of cod doing it specifically) They had MWR in a bundle AND Battlefield 1, the year was pretty stacked IMO. Titanfall 2 just had a bad release
I'm still playing the damn game tho bc it's so good
Also not to mention that they dropped the ball with the pc community, where most are already used to and welcome advanced movement unlike their console counterparts, by releasing the game Origin only. When Titanfall 2 dropped on steam this year, the community boomed.
EA cucked it, released it right between their new battlefield and the cod that came out like 3 weeks later.
EA sabotaged the launch
After watching this video I realized my life was in two parts: the dark first-half of walking before I knew bunny hopping, and the enlightened second-half where I jump everywhere I go.
I've only just come across this video and it's great, nice job! As an old Quake player it always seemed a shame that given all the wonderful possibilities for movement in FPS games, they all seemed to want to confine it in the same way we're confined in the real world, and it was only by breaking these confinements that you could uncover a really fun way to move. The Titanfall games were a breathe of fresh air. I'm too old and slow to play Apex but it looks great.
Thanks for the excellent video!
I love mouvement and this video is a masterpice
*hits play* immediately: "OH MAN WHAT IS THAT MUSIC"
You know any of the songs played in the sections? (especially the half life one)
@@JacobOnodera
I'd love to get a list of them. They're dope. I've heard the half-life one before, I think its from the OST?
EDIT- yep. I found it in the half-life install folder. If you don't have that, here you go: utmostpwnage.net/stuff/music/Valve%20-%20Half-Life%20-%2024%20Credits%20-%20Closing%20Theme.mp3
EDIT2- Actually, I'll upload you the full OST. It is gonna take a while, but should become available, here (and let me know if it doesnt work and I'll fix it) utmostpwnage.net/stuff/music/Half-Life+BlueShift+OpFor_OSTs.rar
Why do I hear boss music?
@@TheTopMostDog awesome man, thanks!
26:30 Hang on, Doom Eternal released in 2020 not 2019
Yeah lol it came out less than 6 months ago
be honest
he, like all of us, wanted to forget 2020 existed
@@ZeyLogger announced in 2018, original release date was november 2019, got delayed to march 2020
Loquen no it came out for early testing in 2012
Oh god thanks. I got a minor gaslighting crisis in my head because of that.
I was just waiting for that fade into de_train, and it happened at 11:55. Such a classic.
Great video man!
Everyone forgets Unreal Tournament when talking gaming history but its where most of us began.
Yeah but it is not bunnyhopping. 2k4 had amazing movement system with double dodge/double jump wall dodge etc. It wasn't fast as bunnyhopping but had high skill ceiling and great map design to utilise it.
>the history of Bhopping
>doesn't mention Quake Champions
come on man, its got all the good Quake movement systems in one game.
>greentext on UA-cam comments in 2020
>quake champions
Comment discarded.
@@SuperDuperSeb
> imagine being bothered
> by meme arrows
Definitely should have included the mods CPMA and DeFRaG for Quake 3, they made the movement complicated, useful and extremely versatile, and theres STILL tournaments in DeFRaG! Those tournaments also include the VQ3 movement system which is vanilla Quake 3, making it definitely applicable to this video in case youre going for pure games only
lovely piece of history. i remember when i was playing surf on sloveninan cs 1.6 servers as the mode hadn't appeared yet in my country
"Similar to Doom, but Quake had something that other games in that genre did not have -- a complex movement system."
Um... Doom had straferunning, wallrunning, gliding, void gliding, and even some degree of rocket jumping. Doom speedrunning is surprisingly complicated. The idea of straferunning carried over to the Quake engine and contributed to the speed boost that bunny hopping provides.
Straferunning, everything else you mentionned was unintentional, unlike Quake, which was made to be in the game.
@@SlamJamSam not true, bhopping was not intentional in quake...
SR50 for the win
Rocket jumping was even the official way to get into the secret level exit in E3M6 :)
It's possible to go there via straferunning too, but that's not the official way according to the wiki.
@@SlamJamSam John Carmack is a perfectionists, thats why Quake 2 didn't had it
Titanfall 2 is one of the greatest games of all time. Hands down the best movement mechanics.
its kind of sad that the game didnt see much attention until this year
@@partydue123 it had a bad release time because of games that came out around the same time. But with the game going up on steam that brought the pc player count up. But it's nice playing and C-hopping all over the map and showing the new kids what's up.
@@teffsly ffs its slidehopping
@@teffsly I sick of brynado fanboys calling stuff how their sPeEdRuNnEr GoD calls it
@@ToxicOnAWave In the speedrun we call it slide hopping and its a community term
I would love to see a video like this about blast jumping or damage jumping!
Quake was where I first played games. My first FPS game on PC was Quake 3 Arena. And I fucking loved it. And ive loved this kinda movement ever since. My god. If you track my favorite FPS games over time, theyre literally all derivatives of Quake, Doom, and Half Life.
And when I say this, I mean your list of games you mentioned, literally is my list of favorite shooters lmao
Quick footnote (27:04) the hook swing actually originated from titanfall 2’s multiplayer and grappling hook ability. It could be done on any surface too. (Nice part is that the skill transferred over to doom eternal for me at least)
“The key factor in going fast is the way you move” incredible
glanker
Tomorrow na
Timo bamo p8gs
Excellent video! Well done!
WAWAWEEWA i always knew that bhop worked by centrifugal force, and u confirmed it thank youuu
I’m really surprised you didn’t include Metroid prime, The movements in that game are broken, scan dashing and bunny hop all over the place. This was a good video ❤️
while the movment in metroid prime is really cool its not really the same as bunnyhopping.
@@WaifuRuns you can bunny hop, it's just not easy or useful in the usually small rooms of the game, also because scan dashing is much faster. But for example in pendrhana shorelines and other rooms you can zoom around like crazy
WaifuRuns You should have mentioned TF2 since while not allowing one to move faster, it allows people playing trolldier to maintain a Market Gardener crit by tricking the source engine into thinking that they are still blast jumping
6:33 "Likewise, Developers targetting bunny hopping for elimination..."
The NOISE I just made...
Splendid job bucko
the bunny in the background at the start is basically speedrunning life
Painkiller and CPMA should be mentioned
also quake 1 speedrun is hugely dependent on grenade and rocket jumping so I'm not sure why you say hl pioneered damage boosting
Have to agree, as far as I know it made jumping mechanics a core aspect way earlier than most other games like Titanfall 2
Wait you can bhop in painkiller? All of them? I did not know that, mainly because I never tried.
@@RapGameFresh I dunno I've only played the first one, but I assume so
@@RapGameFresh Only played Black Edition but you seem to cover distance much faster when hopping than running
this is easily the most informative and well structured video on movement tech I've ever seen
granted- it is also the *only* video on movement tech I've ever seen, but I definitely feel informed
legit, there's games in that history I've played a lot of and never realized how broken the movement could get
well done, man, really enjoying the quality of your videos and for sure this transition into another format is serving you well
lookin' forward to seeing what you upload next👍
bhopping is really fun and i highly recommend it!
excelerated backhopping is also really fun!
love the added phoon footage
speedrunners: finishes 5 hour long game in 10 minutes
me: still hasn't completed Skyrim main quest line after 9 years
oh skyrim how much i love you, best open world game
Skyrim is just so good that the community its still alive after 9 years
@@MAlru005 witcher 3 is better
@@HenriqueRJchiki your opinion is wrong
@@kingrowe8831 it's not an opinion, it's an objective fact.
bhopping in l4d1 and 2 is the most satisfying type of bhopping to me, the sheer amount of velocity you can gain and how much skill and timing it requires to both strafe optimally and hit your jumps is extremely satisfactory
yeah whenever i get like 600 velocity in l4d i practically have an orgasm lol
l4d2 hopping takes it to a whole nother level though. I shit you not I've wanted to write a documentary on this shit. For starters, if you can find a server with autohop on, the game's original teambased design takes a Complete backseat in favor of what is essentially a "run with the football" simulator. Anything past 400 speed and your main goal is trying to keep that speed while gaining more... with multiple changing variables to dodge/keep in mind such as common infected coming at you in SWARMS (which stop you from jumping with one hit), walls/props stopping you, proper timing to commonboost, special infected trying their absolute *Hardest* to gank you, and in some cases proper jump placement to do certain gaps or sequence skips in custom maps, among other things. l4d2 essentially takes everything you learn about (source) hopping and makes you pit that against zombies controlled by an almost sentient ai called the "director". What I've talked about is just the iceberg's Tip of what I've discovered. you eventually get addicted to trying to beat the system with your Sheer speed, it's a Truly fascinating byproduct, to say it was never intended. and if anyone hasnt already, try using autohop with a good airaccelerate on "Bloodharvest" and watch how fuckin quick you zoom to the end with all those hills. The first map is Literally done in seconds. hopping in this game is like no other, i'm Telling you.
Thx for putting Portal in.
me and my homies really enjoyed your video😃
That BloodShot guy needs to go faster.
Honestly a cool look into just movement systems in games as a whole. I personally like how Doom Eternal feels like they made some movement mechanics much more streamlined (bunny hops giving speed, rather than just maintaining it like in 2016 as a big example). I wish games would keep advanced movement as a thing more often, even if it's lowering the cieling but also the floor for movement. Obviously, low floor high cieling would be best, but as long as either side is catered too, rather than trying to get movement "specifically as intended" then I'm happy.
yes! this is the whole reason i made this video because i hold the same opinion. Tis a shame how many games are just holding w now adays
Can't get enough of Speedrunning content. Top video my man!
i love that all the apex clips are aceu popping off
7:49 "if u compare this to bunny hoping in real life" me: goes out side and tries to bunny hop, look like a moron