entik 64 Report post Posted November 6, 2014 If you're new, here's some things you should know about the movement. Movement Maps Lightstrafe Map: https://www.dropbox....rafe-2.map?dl=0 Forum Post: Zen1 Map: http://reflexfiles.com/file/64 Forum Post: Reflexjump Map: http://reflexfiles.com/file/69 Forum Post: brrun1 Map: http://reflexfiles.com/file/106 Forum Post: brcj1 Map: http://reflexfiles.com/file/46 Forum Post: brpadsMap: http://reflexfiles.com/file/105 Forum Post: smilecj Map: http://reflexfiles.com/file/48 Forum Post: Perflexia Map: http://www.dropbox.c...ag(re).zip?dl=0 Forum Post: Parkour Station Map: https://www.sendspace.com/file/3r0qd1 Forum Post: b0 Map: http://reflexfiles.com/file/149 Forum Post: ckdf1 Map: http://reflexfiles.com/file/151 Defrag/Tricking Server: "[FR] Vil1 Defrag Server Exclusively" 37.187.158.76:25787 14 remm, MnstH, tehace and 11 others reacted to this Share this post Link to post Share on other sites
pobdoq 1 Report post Posted November 6, 2014 Thnx, I didn't rly understand the stair jumps and didn't know about the wall hugging thingy Share this post Link to post Share on other sites
shooter 1,422 Report post Posted November 6, 2014 This is fantastic. Also chaining triple jumps is just showing off Top work entik! Share this post Link to post Share on other sites
Zita 24 Report post Posted November 6, 2014 Great Movement guide thanks entik. @ shooter maybe you could set up a sticky thread for all the great movement guides that will come out maybe start with this one . Share this post Link to post Share on other sites
RAW 51 Report post Posted November 6, 2014 good stuff Share this post Link to post Share on other sites
Blindlight 57 Report post Posted November 6, 2014 I'm happy to jump around with anyone who wants to learn too, just practicing with someone can be a really fast way to learn Share this post Link to post Share on other sites
lightsthehuman 5 Report post Posted November 6, 2014 Thanks for this, I was pretty much trying to inconsistently figure out how to properly strafe jump again. And I was doing it wrong the whole time. '-' Share this post Link to post Share on other sites
h0peless 14 Report post Posted November 6, 2014 This is an excellent overview. One idea that springs to mind that would help teach movement is a way to to ghost a good player on a movement map - kind of like in racing sims. You take a player with excellent movement and have them record different things, and let me play on that replay with their model not clipping me to see how closely I can match the movement. Like, am I getting the full distance I should be on my circle jumps, my rocket jumps, etc? I hate saying things like "that shouldn't be hard to do" but in this case it doesn't sound that crazy. Share this post Link to post Share on other sites
SUCKMYROCKET 15 Report post Posted November 6, 2014 really good video, should be posted on steam page aswell. Share this post Link to post Share on other sites
pengr 5 Report post Posted November 6, 2014 Is there any form of jump map or such to practice jumps/movement yet that someone has made? Share this post Link to post Share on other sites
yesman 5 Report post Posted November 6, 2014 Great job showing these off. I'm not even familiar of some of these. This will be useful. Share this post Link to post Share on other sites
Karma 3 Report post Posted November 6, 2014 Is there any form of jump map or such to practice jumps/movement yet that someone has made? Check the mapping forum! Share this post Link to post Share on other sites
iridescentFUZZ 17 Report post Posted November 7, 2014 Thanks a lot for this video! Man, strafe and circle jumping is like child's play compared to the tele+circle and full power stair jump. Share this post Link to post Share on other sites
havok 14 Report post Posted November 7, 2014 Thanks. Going to spend a lot of time brushing up on my movement. Share this post Link to post Share on other sites
newborn 1,997 Report post Posted November 7, 2014 This is an excellent overview. One idea that springs to mind that would help teach movement is a way to to ghost a good player on a movement map - kind of like in racing sims. You take a player with excellent movement and have them record different things, and let me play on that replay with their model not clipping me to see how closely I can match the movement. Like, am I getting the full distance I should be on my circle jumps, my rocket jumps, etc? I hate saying things like "that shouldn't be hard to do" but in this case it doesn't sound that crazy. Something like the ghost is planned (along with a multiview window that shows you the first person view + key presses of the ghost). Quite a bit of work in that though so it won't be for a while. Thanks a lot for this video! Man, strafe and circle jumping is like child's play compared to the tele+circle and full power stair jump. Tele+circle jumps are currently slightly more difficult than they should be. 1 lolograde reacted to this Share this post Link to post Share on other sites
WrathofCat 0 Report post Posted November 7, 2014 I really like the movemant in this game. It feels similar to quake 3's but has airstrafing similar to tf2. Share this post Link to post Share on other sites
pobdoq 1 Report post Posted November 7, 2014 Tele+circle jumps are currently slightly more difficult than they should be. So glad to hear that. Having a tough time doing them right consistently. I wouldn't mind it being a little easier Share this post Link to post Share on other sites
Tac 106 Report post Posted November 7, 2014 I feel quite disapointed with the jump on ramps. Am I the only one ? In cpma, when you fall on a ramp while jumping, you gain speed but it doesn't work in Reflex. It is not ready yet or it just doesn't work ? Or maybe I'm just too noob to do it ^^ Same thing to jump from a ramp. In quake, it was easy to jump really high or far (depending on the angle) when jumping from a ramp. A single jump was enough. In reflex, we have to double jump (triple maybe ?) to do it and it doesn't feel the same. Do you know if there is a way to remove the selfdamage right now ? Share this post Link to post Share on other sites
iridescentFUZZ 17 Report post Posted November 7, 2014 Tele+circle jumps are currently slightly more difficult than they should be. Definitely good to hear. I was wondering why the converted aerowalk tele jump was acting funny. Share this post Link to post Share on other sites
newborn 1,997 Report post Posted November 7, 2014 I feel quite disapointed with the jump on ramps. Am I the only one ? In cpma, when you fall on a ramp while jumping, you gain speed but it doesn't work in Reflex. It is not ready yet or it just doesn't work ? Or maybe I'm just too noob to do it ^^ Same thing to jump from a ramp. In quake, it was easy to jump really high or far (depending on the angle) when jumping from a ramp. A single jump was enough. In reflex, we have to double jump (triple maybe ?) to do it and it doesn't feel the same. Do you know if there is a way to remove the selfdamage right now ? Ramps are borked. Share this post Link to post Share on other sites
Blindlight 57 Report post Posted November 7, 2014 ramps work ok going up I was able to go quite far without a double but yeah converting to horizontal speed seems to not work so well Share this post Link to post Share on other sites
Zeta 2 Report post Posted November 8, 2014 There's some Flagruns on YT that are also a good example of speed/movement. Share this post Link to post Share on other sites
Runningman 13 Report post Posted November 8, 2014 nice work and ty for your efforts entik! Share this post Link to post Share on other sites
meowgli 131 Report post Posted November 9, 2014 Ramps are borked. Ahh, thats the reason theyseem off. Share this post Link to post Share on other sites
Nereid 0 Report post Posted November 11, 2014 Right, seems like ramp jumps work fine if you're just jumping off of them, but you don't get any extra height if it's a bunnyhop. Likewise you get some horizontal velocity if you just land on a ramp, but not if you bunnyhop on it. I'm assuming this will get fixed. One other thing I noticed that was present in Q3/CPM but missing from Reflex atm: In Q3 if you ran into a wall shortly after landing (well, only landing hard enough so that it makes a landing sound), the wall would not affect your velocity for a short time, allowing you to "clip" around corners, and making it much easier to maintain speed while double jumping up a ledge or something. It's a small effect, but the fact that it's missing from Reflex makes movement feel somewhat less fluid than it was in CPM. Is there any plan to implement this? Share this post Link to post Share on other sites