The History of Bunnyhopping

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  • čas přidán 11. 06. 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!
    / redmanssbm
    / bryonato
    / leparklez
    / burhac
    / thewrnrzn
    / greedisgood210
    / waezone
    / ripper_phoenix
    / crisperspeedruns
    / utsuwu
    / devo
    / seekertv
    / bloodshot9001
    / @atablecompany a table
    / dillydogz19
    / msushi100
    Twitch : / waifu
    Twitter : / waifuruns
    Instagram : / waifuruns
    Speedrun.com : www.speedrun.com/user/Waifu
    Discord: / discord
    #waifuruns #speedrun #history
  • Hry

Komentáře • 3,3K

  • @Bebopadonk
    @Bebopadonk Před 3 lety +5493

    who TF removes skill based movement on a single player game.

    • @Professor_Utonium_
      @Professor_Utonium_ Před 3 lety +471

      Devs really need to listen to complaints less lol

    • @earthclad6833
      @earthclad6833 Před 3 lety +109

      valve

    • @mandtcousins7121
      @mandtcousins7121 Před 3 lety +219

      Blizzard, who needs b-hopping or rocket jumping if you can just press shift to fly?

    • @Ghanemq8
      @Ghanemq8 Před 3 lety +161

      @@mandtcousins7121 Who needs to learn how to aim when you can pick winston

    • @attractivegd9531
      @attractivegd9531 Před 3 lety +47

      John Carmack wanted to have it removed and other ppl at idsoftware had to fight for it to stay.

  • @brilliantarrow4125
    @brilliantarrow4125 Před 3 lety +6044

    History of B-hopping:
    Player: “hey, check out this cool movement trick i found!”
    Devs: >:(

    • @griqs
      @griqs Před 3 lety +448

      Devs hate him!
      Find out how this one trick can accelerate your movement speed!

    • @iLiokardo
      @iLiokardo Před 3 lety +11

      hmm

    • @sleepybraincells
      @sleepybraincells Před 3 lety +78

      @@griqs the only clickbait ad that's true

    • @alternateaccount4857
      @alternateaccount4857 Před 3 lety +29

      I hate how only a few devs are like yay bunny hopping :D

    • @TakenRaven
      @TakenRaven Před 3 lety +6

      Aye I’m the 1k like.... idc tbh

  • @painzrt7928
    @painzrt7928 Před 3 lety +1685

    Valve: Tries to fix bhop in hl2
    Gamers: Prepare for unforeseen consequences.

    • @kizma7068
      @kizma7068 Před rokem +65

      backwards acceleration or something: Allow me to introduce myself

    • @tango2495
      @tango2495 Před rokem +17

      @@kizma7068 accelerated backhop

    • @leorevolo7966
      @leorevolo7966 Před rokem +6

      GMAN: admin he’s doing it sideways

    • @hodayfa000h
      @hodayfa000h Před rokem

      NICE

    • @WashingMachine.
      @WashingMachine. Před 11 měsíci

      ​​@@leorevolo7966Alyx: through IVY and out Middle!

  • @coolgirlhours0001
    @coolgirlhours0001 Před 3 lety +350

    “Developers like id software grew up on quake”
    Well they had to- they made quake????

    • @MrRukrio1
      @MrRukrio1 Před 3 lety +81

      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"

    • @mohammednegm4007
      @mohammednegm4007 Před 3 lety +16

      Pretty sure he means many of the current devs?

    • @serene-illusion
      @serene-illusion Před 3 lety +26

      Because the old devs who worked on the game like Romero and Carmack left id like years ago?

    • @catwiffhat4274
      @catwiffhat4274 Před 3 lety +24

      the same devs that made Doom Eternal at id software are not at all the same devs that made Quake 20 years ago lol.

    • @user-gs5lv4pw6t
      @user-gs5lv4pw6t Před 3 lety +1

      @@catwiffhat4274 yes, but it still sounds funny.

  • @dryeraseboredom3645
    @dryeraseboredom3645 Před 3 lety +3608

    Everybody gangsta till people try bunny hopping on half life alyx.

  • @HazelSolitaire
    @HazelSolitaire Před 3 lety +2322

    ADMIN, HE'S DOING IT SIDEWAYS

    • @huwfollantyearl6726
      @huwfollantyearl6726 Před 3 lety +61

      Step-admin, what are you doing?

    • @zrader1
      @zrader1 Před 3 lety +52

      @@alparkryyy6712 You have an anime profile picture. You don't get to decide what's cringe

    • @zrader1
      @zrader1 Před 3 lety +25

      @@alparkryyy6712 It's actually made in paint. It's likely older than you

    • @zrader1
      @zrader1 Před 3 lety +24

      @@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.

    • @RT5ai
      @RT5ai Před 3 lety +22

      @@alparkryyy6712 Defeat

  • @henrijs1733
    @henrijs1733 Před rokem +44

    bhopping, surf, kz, hns, longjumping, flashboosting was literally my childhood. thanks for the nostalgia trip

  • @drift_rider7465
    @drift_rider7465 Před 3 lety +74

    Me: *tries bhopping*
    Game: “no, only pros can do that.”

  • @0bzen22
    @0bzen22 Před 3 lety +1613

    "it's not a bug, it's a feature".
    - Quake 3.

    • @OkamiAmaterasu.
      @OkamiAmaterasu. Před 3 lety +19

      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.

    • @SleepyAdam
      @SleepyAdam Před 3 lety +5

      Favorite game babyyyyy

    • @DiAL033
      @DiAL033 Před 3 lety +6

      "It's a bug, but won't solve." - Quake

    • @LunatiqHigh
      @LunatiqHigh Před 3 lety +9

      Carmack and Willitz talk about how it was a mistake in Quake 1 and World, but purposely implemented into every Quake after it.

  • @ChryslerPtCruiserWoodie
    @ChryslerPtCruiserWoodie Před 3 lety +2009

    10:29 “this created some of the most insane moments in esports history”..... DOOR STUCK

  • @MrRukrio1
    @MrRukrio1 Před 3 lety +230

    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"

    • @tPlayerioT
      @tPlayerioT Před rokem +13

      im looking to buy ultrakill, this comment really get me more into it.

    • @cinnamoncat8950
      @cinnamoncat8950 Před rokem +29

      @@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.

    • @JamesTDG
      @JamesTDG Před rokem +18

      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"

    • @exorias625
      @exorias625 Před rokem +15

      hakita is a true game dev
      he made a bug a necessary feature
      now known as a projectile boost

    • @kirabey8946
      @kirabey8946 Před rokem +8

      Ultrakill is my favorite game. I think it's peak "boomer shooter" and one of the finest shooters of all time.

  • @SoloQueuer69
    @SoloQueuer69 Před 3 lety +229

    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!

    • @gravityshark580
      @gravityshark580 Před rokem +28

      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.

    • @tehjamerz
      @tehjamerz Před rokem +7

      TFC also had concjumping, good times

    • @molarambiguity3510
      @molarambiguity3510 Před rokem +9

      TF2 does still have 1 (non movement) use for bunny hopping, you can preserve market gardener crits with it

    • @nathangrayshon6690
      @nathangrayshon6690 Před rokem +1

      ​@@molarambiguity3510 also you can preserve airstrike airtime with it

    • @jumpinghunter9152
      @jumpinghunter9152 Před rokem

      ​@@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.

  • @manusgraham1159
    @manusgraham1159 Před 3 lety +3743

    "Developers like ID software grew up on games like Quake", bruh they made Quake

    • @Owlet7
      @Owlet7 Před 3 lety +802

      Pretty much nobody who worked on Quake still works at id.

    • @patrlim
      @patrlim Před 3 lety +300

      And trump grew up during the trump presidency whats your point

    • @patrlim
      @patrlim Před 3 lety +13

      @KeoneArt whoooooosh

    • @hallucy2215
      @hallucy2215 Před 3 lety +15

      @@Owlet7 same as obsidian this is why outer worlds is garbage

    • @MMillion
      @MMillion Před 3 lety +11

      aaaaand credibility lost

  • @ttvdevo
    @ttvdevo Před 3 lety +2752

    "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

    • @iLiokardo
      @iLiokardo Před 3 lety +7

      Oh my.

    • @Bllksem
      @Bllksem Před 3 lety +50

      @@arkadyaaa tell that to respawn who removed it calling it a "bug"...

    • @socallmekarl4014
      @socallmekarl4014 Před 3 lety +7

      @@Bllksem What? In the loading screen for Titanfall 2 it recommends slide-hopping

    • @calimsk
      @calimsk Před 3 lety +30

      @@socallmekarl4014 he probably means the changes in apex, like bunny hop healing

    • @Bllksem
      @Bllksem Před 3 lety +9

      @@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.

  • @daybot8440
    @daybot8440 Před 3 lety +118

    When the quiet kid starts backwards b hopping through the school and flys away on a *B R I C C*

  • @rudidekok
    @rudidekok Před 3 lety +29

    I'm annoyed he didn't cover the quake 3 Defrag community that was solely for speedrunning and strafe jumping

    • @Lin_Eileen
      @Lin_Eileen Před 2 lety +6

      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.

  • @MarkoHR
    @MarkoHR Před 3 lety +635

    doctor: How did you break your leg again?
    me: I tried to do accelerated backwards bunny hop prop boost in Half Life Alyx...

  • @HadiOwns
    @HadiOwns Před 3 lety +1723

    Desinc:
    “Okay so we’re going to do an accelerated back hop here”

    • @LAWTJIE
      @LAWTJIE Před 3 lety +3

      @Dutch van Der Linde XDDDD

    • @prettynoice8852
      @prettynoice8852 Před 3 lety +28

      Do a midair spin off this zombie

    • @Lunarr_Eclipse
      @Lunarr_Eclipse Před 3 lety +15

      Hey guys desinc here

    • @systemical1
      @systemical1 Před 3 lety +12

      Desinc be like: "Alright so their pretty much done now."

    • @tinklewad
      @tinklewad Před 3 lety +4

      do a 360 off this zombie

  • @KyleGarzon-gx3hd
    @KyleGarzon-gx3hd Před rokem +9

    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.

  • @PDJazzHands
    @PDJazzHands Před 3 lety +34

    "Developers like ID grew up with quake"
    Proceeds to neglect quake champions, crafted by the current devs at ID.

    • @omgurSOromantic
      @omgurSOromantic Před 3 lety +2

      he just meant today’s employees that work at id were kids when quake was coming out and they grew up on that shit

    • @miguelpereira9859
      @miguelpereira9859 Před 3 lety +4

      WRONG. Quake Champions was made by Saber Interactive

  • @IncDoge
    @IncDoge Před 3 lety +949

    Bunny hopping should be considered a FEATURE in games and not a bug

    • @Blue-mh2oj
      @Blue-mh2oj Před 3 lety +34

      They need to take up the Bethesda creed

    • @Iaon1
      @Iaon1 Před 3 lety +4

      L4D2 RocketDude Mushrooms

    • @nams0ldier584
      @nams0ldier584 Před 3 lety +20

      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

    • @majordiananno4911
      @majordiananno4911 Před 3 lety +8

      Remember when rocket jumping in team fortress was a bug but they madei t a feature

    • @nams0ldier584
      @nams0ldier584 Před 3 lety +8

      @@personmon3296 so? it was a bug that takes skill to use making it an ability by definition. Games should embrace this not cancel it.

  • @xvinn4219
    @xvinn4219 Před 3 lety +437

    THROUGH IVY, OUT MIDDLE, THROUGH OUR CONNECTOR. LIKE A SPEED DEMON

  • @muammertopbas5806
    @muammertopbas5806 Před 3 lety +7

    6:43 legendary music starts

  • @jitspoe
    @jitspoe Před 3 lety +35

    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. :(

    • @infurness
      @infurness Před rokem +17

      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

    • @Ak1M1223
      @Ak1M1223 Před rokem +7

      @@infurness Yeah, I dont think speed was even capped in Q2 or Q3 while bhoping

    • @whoami133
      @whoami133 Před rokem +12

      @@infurness Yeah exactly like wtf. There is so much wrong with this video it hurts.

    • @DiscoMouse
      @DiscoMouse Před 6 měsíci +1

      @@infurness whether or not they tried to remove it, Carmack definitely didn’t like bunny hopping and wanted to patch it out.

    • @infurness
      @infurness Před 6 měsíci

      @@DiscoMouse would like a source for this because the console commands in q3 like pmove_fixed show otherwise

  • @ayb144
    @ayb144 Před 3 lety +877

    bind mwheeldown +jump

  • @victory8992
    @victory8992 Před 3 lety +2222

    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*

    • @lieyunus8123
      @lieyunus8123 Před 3 lety +51

      Its only bad in like survival games and skywars and bedwars

    • @flashrunner2689
      @flashrunner2689 Před 3 lety +213

      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

    • @fryanne9750
      @fryanne9750 Před 3 lety +31

      @@flashrunner2689 the only possible of fast jump is when you sprint and spam jump on a two height block thing

    • @flashrunner2689
      @flashrunner2689 Před 3 lety +11

      @@fryanne9750 no sprint jumping is faster by 30 percent is what ive heard

    • @allmyhomiesloveparsley
      @allmyhomiesloveparsley Před 3 lety +35

      @@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 ^^

  • @spitball_zz
    @spitball_zz Před 3 lety +7

    “and this slide hives a speed- slvs” 23:42

  • @JBBrickman
    @JBBrickman Před 3 lety +44

    Bunny hopping is like my favorite mechanic in games, they need to start bringing it back into more games.

    • @Jammy3270
      @Jammy3270 Před rokem

      i support this

    • @poopy69
      @poopy69 Před rokem +3

      Its literally an engine bug, not a feature lol

    • @Jammy3270
      @Jammy3270 Před rokem +8

      @@poopy69 it needs to be a feature in more games tho lol

    • @JBBrickman
      @JBBrickman Před rokem +7

      @@poopy69 Well it’s better than most actual mechanics they keep putting in these new games

    • @hulkkkhogan
      @hulkkkhogan Před rokem +1

      k boomer

  • @Tmob
    @Tmob Před 3 lety +436

    I'm confused about the black mesa section, as a black mesa speedrunner I can definitely say you do gain speed while bhopping

    • @Tmob
      @Tmob Před 3 lety +63

      Because optimally, you slide until 500 units per second then start bhopping and you can get to around 600 UPS in real world occurrences.

    • @Tmob
      @Tmob Před 3 lety +33

      And you can start bhopping with no sliding and you will get to 600 ups just a bit slower

    • @WaifuRuns
      @WaifuRuns  Před 3 lety +103

      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

    • @matiasfpm
      @matiasfpm Před 3 lety +19

      @@WaifuRuns too much games being analyzed in a short time...

    • @ThatGenericPyro
      @ThatGenericPyro Před 3 lety +5

      "...He could be you! He could be me! He could *even* be-"

  • @iLiokardo
    @iLiokardo Před 3 lety +156

    23:19 man, that Titanfall 2 movement does look beautiful.

    • @Cracker_Smacker
      @Cracker_Smacker Před 3 lety +15

      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

    • @champofash3975
      @champofash3975 Před 3 lety +4

      It is, espacially in MP in combination with grapple or stim

    • @derSCHABENAT
      @derSCHABENAT Před 3 lety +4

      Boiboi,
      Grapple slingshots are a thing of buty

    • @joejoemyo
      @joejoemyo Před 3 lety +6

      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

    • @milos9194
      @milos9194 Před 3 lety +3

      Yes it feels just amazing zipping through the map in mach 3 with a Kraber, quick scoping everybody you come across.

  • @Kmart3535
    @Kmart3535 Před 3 lety +17

    Quake has the best movement tech in gaming
    Melee: IS THIS A PERSONAL ATTACK!?!?!?

    • @hoppinggnomethe4154
      @hoppinggnomethe4154 Před 3 lety

      Melee is nothing in comparison. It's just like grenade button and reload button.

    • @eX1st4132
      @eX1st4132 Před 3 lety

      @@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

  • @prajawalgurung6121
    @prajawalgurung6121 Před rokem +12

    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.

  • @hexaltheninjawow9531
    @hexaltheninjawow9531 Před 3 lety +297

    You can't measure the grin on my face when Titanfall showed up.

    • @kestrel.89
      @kestrel.89 Před 3 lety +9

      Yes, it’s one of my favorite games

    • @fryanne9750
      @fryanne9750 Před 3 lety +4

      Yeah and I skipped apex legend becsuse its garbage

    • @articdude833
      @articdude833 Před 3 lety +30

      @@fryanne9750 Are you mad they didn't make titanfall 3?

    • @fryanne9750
      @fryanne9750 Před 3 lety

      @@articdude833 uhh, actchualy we are titannfall2 player against apex legend, so don't put your unbiased and nitpicking opinion on me

    • @articdude833
      @articdude833 Před 3 lety +20

      @@fryanne9750 Bro I play titanfall 2

  • @tuckerhenrikson7709
    @tuckerhenrikson7709 Před 3 lety +584

    Some games like Halo are built around simple movement, and it shows when the devs implement... Well... Halo 5.

    • @jjuan4382
      @jjuan4382 Před 3 lety +5

      I thought halos movement was good
      Edit: note i said good

    • @XxJERICHOHOLICxX13
      @XxJERICHOHOLICxX13 Před 3 lety +8

      @@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.

    • @Lin_Eileen
      @Lin_Eileen Před 2 lety +11

      @@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: czcams.com/video/RUjbIaMCOko/video.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.

    • @SorcererAC0
      @SorcererAC0 Před 2 lety +6

      @@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.

    • @indestructible247
      @indestructible247 Před rokem +1

      @@Lin_Eileen don't tell him that real life has a sprint mechanic and slide mechanic

  • @oSlig
    @oSlig Před 3 lety +15

    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.

    • @riseoftheepicscout454
      @riseoftheepicscout454 Před rokem

      oh thanks for explaining i always wondered why bhop was possible in DE from simple slopes that go downwards or something

  • @Jakeball400
    @Jakeball400 Před 2 lety +3

    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!

  • @trike2744
    @trike2744 Před 3 lety +47

    Nobody:
    Black Mesa and combine watching some dude in a orange suit loading shrapnel into his legs and quite literally flying:

    • @theonlybass8947
      @theonlybass8947 Před 3 lety +8

      He got a phd in theoretical physics then made physics theoretical

  • @maxypoopoo
    @maxypoopoo Před 3 lety +517

    we ain't gonna talk about he said doom eternal came out in 2019

    • @creeperkill3891
      @creeperkill3891 Před 3 lety +44

      Ok, so it isnt just me, he did get that wrong

    • @dylman79
      @dylman79 Před 3 lety +10

      Yeah

    • @thejekky_br5022
      @thejekky_br5022 Před 3 lety +15

      Didnt he also get black mesa worng? it was released in 2015 wasnt it? or is that something different?

    • @LaRavachole
      @LaRavachole Před 3 lety +47

      @@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.

    • @techdeckdudes_
      @techdeckdudes_ Před 3 lety

      she

  • @timquestionmark
    @timquestionmark Před 9 měsíci +2

    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

  • @kennylee1155
    @kennylee1155 Před 3 lety +16

    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.

    • @gullf1sk
      @gullf1sk Před rokem +2

      Its because they are all based on the fundamental physics of the quake 1 engine.

  • @ryanhite8415
    @ryanhite8415 Před 3 lety +520

    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.

    • @sugaryhull9688
      @sugaryhull9688 Před 3 lety +59

      RIP Uncapped BHops in TF2.
      2007-2007

    • @PyreOManiac
      @PyreOManiac Před 3 lety +31

      Hitting a bhop market garden is still so satisfying even after 800+ hours in tf2

    • @i_fish6657
      @i_fish6657 Před 3 lety +14

      It physical hurts me to watch people play titanfall 2 while not slide hopping

    • @faisal_tamano_jr
      @faisal_tamano_jr Před 3 lety +20

      @@PyreOManiac I cant do a bhop market garden even after 800+ hours in tf2

    • @chenhao4491
      @chenhao4491 Před 3 lety +4

      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)

  • @spaz113z
    @spaz113z Před 3 lety +119

    Facts: Best classic movement Quake 3 (vanilla). Best modern movement Titanfall 2

    • @iLiokardo
      @iLiokardo Před 3 lety

      faaking stairs

    • @mihailazar2487
      @mihailazar2487 Před 3 lety +1

      TRIBES (and now Mid-Air) are also very cool

    • @shadow50011
      @shadow50011 Před 3 lety +6

      Nah, Quake World/Quake 1 has better movement than Quake 3

    • @proosee
      @proosee Před 3 lety +8

      CPMA > VQ3

    • @spaz113z
      @spaz113z Před 3 lety +4

      @@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.

  • @TweEkc
    @TweEkc Před 2 lety +15

    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

    • @pennynukenarc
      @pennynukenarc Před rokem

      Yeah, if only it were around still :/

    • @marcinwitkowski217
      @marcinwitkowski217 Před rokem

      Was looking to see some mention of tribes ascend

    • @choosetolivefree
      @choosetolivefree Před 6 měsíci +1

      @@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

  • @smugyasuomain7590
    @smugyasuomain7590 Před 3 lety +4

    This video was informative and really expressive of how movement in games is a clear fundamental no matter what it may be

  • @Reki2k
    @Reki2k Před 3 lety +54

    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

    • @renderscott
      @renderscott Před rokem +18

      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

    • @vir042
      @vir042 Před rokem +3

      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..

    • @Christophe_L
      @Christophe_L Před 7 měsíci

      Yeah I remember Defrag fondly, hours perfecting my speed really paid off when playing Free for All against friends lol.

  • @legacyofvrak
    @legacyofvrak Před 3 lety +49

    I really can't bhop but it sure feels satisfying trying in almost every shooter I play

  • @levferno483
    @levferno483 Před rokem

    I’m very glad that this ended up in my recommended. Gonna look more into your content.

  • @toxiclikorish7467
    @toxiclikorish7467 Před 3 lety

    this video was really well-made, deserves more views

  • @EternalDahaka
    @EternalDahaka Před 3 lety +283

    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.

    • @randomdudeontheinternet4389
      @randomdudeontheinternet4389 Před 3 lety +20

      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)

    • @dkskcjfjswwwwwws413
      @dkskcjfjswwwwwws413 Před 3 lety +1

      ADMIN HES DOING IT SIDEWAYS

    • @haxyie
      @haxyie Před 3 lety +1

      i feel quake 1 is the faster duel game doe

    • @Mart-E12
      @Mart-E12 Před 3 lety +2

      Didn't know Prey had bunnyhopping, always played it more like a Cod style game or Doom 3

    • @EternalDahaka
      @EternalDahaka Před 3 lety +6

      ​@@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.

  • @Krankify
    @Krankify Před 3 lety +34

    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.

  • @cjfuller43
    @cjfuller43 Před 3 lety +11

    I'm sad Waifu didnt even make a passing mention to Tribes: Ascend

  • @eelias.
    @eelias. Před 3 lety +3

    Love how every single apex clip was aceu, that dude is a god among men.

  • @TheMalkavianPrince
    @TheMalkavianPrince Před 3 lety +143

    "Quake had something other games in that genre did not have"
    Me: Nine Inch Nails
    "A complex movement system"
    Me: that too, I guess..

  • @sersoft_corp
    @sersoft_corp Před 3 lety +61

    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

    • @xFluing
      @xFluing Před 3 lety

      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.

    • @sersoft_corp
      @sersoft_corp Před 3 lety +1

      @@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).

    • @xFluing
      @xFluing Před 3 lety +1

      @@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.

    • @sersoft_corp
      @sersoft_corp Před 3 lety +3

      ​@@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).

  • @user-cd4bx6uq1y
    @user-cd4bx6uq1y Před 2 lety +2

    Legendary video. Many heard of it but not many remember.

  • @q4980
    @q4980 Před 3 lety +1

    This one of the best titanfall and apex endorsement videos I’ve ever seen

  • @CarlosATrueG
    @CarlosATrueG Před 3 lety +52

    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

    • @thatoneguywhomainszofia.2846
      @thatoneguywhomainszofia.2846 Před 3 lety +5

      I'm still playing the damn game tho bc it's so good

    • @smashbros379ful
      @smashbros379ful Před 3 lety +12

      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.

    • @traister101
      @traister101 Před 3 lety +2

      EA cucked it, released it right between their new battlefield and the cod that came out like 3 weeks later.

    • @miguelpereira9859
      @miguelpereira9859 Před 3 lety +1

      EA sabotaged the launch

  • @Alpha-kt4yl
    @Alpha-kt4yl Před 3 lety +336

    26:30 Hang on, Doom Eternal released in 2020 not 2019

    • @reasonable78
      @reasonable78 Před 3 lety +15

      Yeah lol it came out less than 6 months ago

    • @Irate_Beau
      @Irate_Beau Před 3 lety +69

      be honest
      he, like all of us, wanted to forget 2020 existed

    • @theenderstar
      @theenderstar Před 3 lety +36

      @@ZeyLogger announced in 2018, original release date was november 2019, got delayed to march 2020

    • @legrang.archives
      @legrang.archives Před 3 lety +1

      Loquen no it came out for early testing in 2012

    • @adrazzuc188
      @adrazzuc188 Před 3 lety +1

      Oh god thanks. I got a minor gaslighting crisis in my head because of that.

  • @grandmaester9463
    @grandmaester9463 Před 3 lety +1

    I didn't expected the video to be this good

  • @zeallust8542
    @zeallust8542 Před rokem +1

    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

  • @lad4497
    @lad4497 Před 3 lety +133

    "Developers at Id Software grew up with Quake, and it shows."
    Noooooo, couldn't be.

  • @itsgudstuf6485
    @itsgudstuf6485 Před 3 lety +49

    Bro the entire intro was just
    "Hmm yes the floor is made out of floor"

  • @KaraokeNig
    @KaraokeNig Před 3 měsíci

    Grand work done on the history of movement based skills in video games.

  • @atmohr257
    @atmohr257 Před rokem

    Amazing video I really appreciate this kind of work. Thanks dude

  • @rosodudersd260
    @rosodudersd260 Před 3 lety +114

    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:
    czcams.com/video/MgWqaDqkBD0/video.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/

    • @damsen978
      @damsen978 Před 3 lety +4

      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.

    • @rosodudersd260
      @rosodudersd260 Před 3 lety +14

      @@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.

    • @heysteve2970
      @heysteve2970 Před 3 lety +2

      @@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.

    • @damsen978
      @damsen978 Před 3 lety +4

      ​@@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: czcams.com/video/XdkDjsBiO58/video.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.

    • @geek_yy
      @geek_yy Před 3 lety +1

      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

  • @magmamaster1801
    @magmamaster1801 Před 3 lety +84

    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.

    • @R_Bahia
      @R_Bahia Před rokem

      Strafe jumping is just bunny hopping but id's version

    • @magmamaster1801
      @magmamaster1801 Před rokem +14

      @@R_Bahia Strafe jumping literally came first and they work differently.

    • @R_Bahia
      @R_Bahia Před rokem +1

      @@magmamaster1801 oops

    • @JamesTDG
      @JamesTDG Před rokem

      Ngl, would be cool if they released a quake collection

    • @4d0lf
      @4d0lf Před rokem +3

      lmao at the guy not including qc

  • @Triplicata
    @Triplicata Před 3 lety +1

    I was just waiting for that fade into de_train, and it happened at 11:55. Such a classic.

  • @Hax187
    @Hax187 Před 3 lety

    Great video man!

  • @andrewyoon2288
    @andrewyoon2288 Před 3 lety +15

    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.

  • @r3dr0cket58
    @r3dr0cket58 Před 3 lety +32

    >the history of Bhopping
    >doesn't mention Quake Champions
    come on man, its got all the good Quake movement systems in one game.

    • @SuperDuperSeb
      @SuperDuperSeb Před 3 lety +2

      >greentext on CZcams comments in 2020
      >quake champions
      Comment discarded.

    • @breakerboy365
      @breakerboy365 Před 3 lety

      @@SuperDuperSeb
      > imagine being bothered
      > by meme arrows

  • @liveen
    @liveen Před 3 lety +3

    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

  • @jacobbetancourt5602
    @jacobbetancourt5602 Před 3 lety

    thank you for helping get rid of my ptsd from not finding anything helpful on the internet

  • @TheTopMostDog
    @TheTopMostDog Před 3 lety +58

    *hits play* immediately: "OH MAN WHAT IS THAT MUSIC"

    • @JacobOnodera
      @JacobOnodera Před 3 lety

      You know any of the songs played in the sections? (especially the half life one)

    • @TheTopMostDog
      @TheTopMostDog Před 3 lety +3

      @@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

    • @protama-kun
      @protama-kun Před 3 lety

      Why do I hear boss music?

    • @BurnedwOw
      @BurnedwOw Před 3 lety

      @@TheTopMostDog awesome man, thanks!

  • @teffsly
    @teffsly Před 3 lety +28

    Titanfall 2 is one of the greatest games of all time. Hands down the best movement mechanics.

    • @partydue123
      @partydue123 Před 3 lety +4

      its kind of sad that the game didnt see much attention until this year

    • @teffsly
      @teffsly Před 3 lety +4

      @@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.

    • @ToxicOnAWave
      @ToxicOnAWave Před 3 lety +1

      @@teffsly ffs its slidehopping

    • @ToxicOnAWave
      @ToxicOnAWave Před 3 lety

      @@teffsly I sick of brynado fanboys calling stuff how their sPeEdRuNnEr GoD calls it

    • @Taskinoz
      @Taskinoz Před 3 lety +3

      @@ToxicOnAWave In the speedrun we call it slide hopping and its a community term

  • @yerpedy
    @yerpedy Před 3 lety +4

    I just don’t understand why people wouldn’t want skill based movement tech in games. It makes the game more fun and raises the skill ceiling, and it looks cool as hell. Doesn’t make sense why devs would want it removed

  • @spacedandyland1989
    @spacedandyland1989 Před 23 dny

    I've watched a lot of this guy's videos and I'm going to have to say he does quite well

  • @gabrielstrick1923
    @gabrielstrick1923 Před 3 lety +34

    “The key factor in going fast is the way you move” incredible

  • @MrCat-fy7bz
    @MrCat-fy7bz Před 3 lety +12

    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)

  • @jimmaury9161
    @jimmaury9161 Před 2 lety

    Splendid job bucko

  • @DeusMorii
    @DeusMorii Před 3 lety

    Excellent video! Well done!

  • @42percenthealth
    @42percenthealth Před 3 lety +74

    "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.

    • @RetroChug
      @RetroChug Před 3 lety

      Straferunning, everything else you mentionned was unintentional, unlike Quake, which was made to be in the game.

    • @noahbuzelli4245
      @noahbuzelli4245 Před 3 lety +17

      @@RetroChug not true, bhopping was not intentional in quake...

    • @isaachartford1535
      @isaachartford1535 Před 3 lety +4

      SR50 for the win

    • @Calinou
      @Calinou Před 3 lety +2

      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.

    • @metalvideos1961
      @metalvideos1961 Před 3 lety +1

      Most of them where glitches. Void glides are only possible in 2 maps. Glides are possible because of the 32 unite gab. It was all baked in. The id tech 1 engine or doom engine is pretty broken. Trust me I love doom literally my favorite game. But be honest it's a pretty broken engine. Infinite hights for barrels and monsters is broken as well

  • @Novasky2007
    @Novasky2007 Před 3 lety +21

    Everyone forgets Unreal Tournament when talking gaming history but its where most of us began.

    • @MarkoLomovic
      @MarkoLomovic Před 3 lety +2

      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.

  • @KalaMiDeviL
    @KalaMiDeviL Před 3 lety +1

    quake champions has literally multiple independent movement mechanics, namely all of the greatest hits.

  • @thearchivalist8179
    @thearchivalist8179 Před 3 lety +2

    >Hey guys check this massive Valve ad, btw I've never heard of Warframe.
    -OP

  • @HenryFordOfficial
    @HenryFordOfficial Před 3 lety +67

    Painkiller and CPMA should be mentioned

    • @HenryFordOfficial
      @HenryFordOfficial Před 3 lety +7

      also quake 1 speedrun is hugely dependent on grenade and rocket jumping so I'm not sure why you say hl pioneered damage boosting

    • @faceless2302
      @faceless2302 Před 3 lety

      Have to agree, as far as I know it made jumping mechanics a core aspect way earlier than most other games like Titanfall 2

    • @RapGameFresh
      @RapGameFresh Před 3 lety +2

      Wait you can bhop in painkiller? All of them? I did not know that, mainly because I never tried.

    • @HenryFordOfficial
      @HenryFordOfficial Před 3 lety +1

      @@RapGameFresh I dunno I've only played the first one, but I assume so

    • @faceless2302
      @faceless2302 Před 3 lety +1

      @@RapGameFresh Only played Black Edition but you seem to cover distance much faster when hopping than running

  • @karunyagopan
    @karunyagopan Před 3 lety +5

    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

    • @firstaid5
      @firstaid5 Před 3 lety +1

      yeah whenever i get like 600 velocity in l4d i practically have an orgasm lol

    • @KreepKarnage
      @KreepKarnage Před 3 lety +2

      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.

  • @chory1453
    @chory1453 Před rokem

    I love mouvement and this video is a masterpice

  • @Simo9iw
    @Simo9iw Před 3 lety +1

    My game "Krunker" has a sort of bhop mechanic but there, It's based on TitanFalls 2 movement but it's called there "slidehopping". It's quite similar but a lot more difficult, in such, getting high speed there is very rewarding.

    • @charlietpa
      @charlietpa Před 3 lety

      Yep, was gonna make a comment on Krunker but I guess you beat me to it. Haven't played in a while.

  • @LordAndFailure
    @LordAndFailure Před 3 lety +99

    speedrunners: finishes 5 hour long game in 10 minutes
    me: still hasn't completed Skyrim main quest line after 9 years

    • @MAlru005
      @MAlru005 Před 3 lety

      oh skyrim how much i love you, best open world game

    • @evangelizadordetoxicos3054
      @evangelizadordetoxicos3054 Před 3 lety +2

      Skyrim is just so good that the community its still alive after 9 years

    • @HenriqueRJchiki
      @HenriqueRJchiki Před 3 lety

      @@MAlru005 witcher 3 is better

    • @kingrowe8831
      @kingrowe8831 Před 3 lety

      @@HenriqueRJchiki your opinion is wrong

    • @HenriqueRJchiki
      @HenriqueRJchiki Před 3 lety

      @@kingrowe8831 it's not an opinion, it's an objective fact.

  • @Boomrainbownuke9608
    @Boomrainbownuke9608 Před 3 lety +83

    i dont understand why devs tried to kill off bunny hopping when people end up finding a way
    around the attempts to kill it.
    id rather let it free since its not gonna hurt casual play.
    why try to ruin the fun of speed runners?
    seeing people speed run games makes me excited to
    see how they will speed run the games that i release.
    why try to kill it?
    it makes no sense to me.

    • @NeoRogueZ
      @NeoRogueZ Před 3 lety +15

      I think bunny hopping it's ok in singleplayer games, because in multiplayer it can be frustrating to other players that are new and don't know even how basic mechanics work, maybe they can learn, but it means that the game will force you to practice hours and hours to finally enjoy, not everyone have the time and patience to do this, more if it's a casual game and you only want to have a short good time

    • @TannenzapfenX3000
      @TannenzapfenX3000 Před 3 lety +6

      if you had to create your own game/physics engine as close to reality as possible without any coding mistakes you'd end up with NO bunnyhopping, it's just minor errors and oversights by the developers that lead to these bugs/techniques. Nowadays where nothing is done from scratch anymore people just choose a working game engine and modify (aka changing some parameters) that one to fit their needs.
      That means you'd have to intentionally fuck up or implement new movement techs, just for some people to fuck around with it?? Absolutely worth it though lol, imo every dev should do it, but at the same time I'm not hating on those that don't

    • @juanvazquez5836
      @juanvazquez5836 Před 3 lety +4

      I understand nerfing it in a competitive pro league game like CSGO, but half life 2? lol

    • @TannenzapfenX3000
      @TannenzapfenX3000 Před 3 lety +1

      @@juanvazquez5836 Maybe the wonky jump mechanics were in a bad way noticable even to regular players, so in that sense it was just a further step to polish the game. You should remember that the vast amount of players don't give a shit about glitches or even see them as a bad thing, so I can see why they would patch it, although at the time the bug was fixed the game was already old af so why even bother lol

    • @esaevium654
      @esaevium654 Před 3 lety

      not all dev just look krunker but it's call slide hopping and it's broken as FUCK

  • @Progamezia
    @Progamezia Před 10 měsíci

    Great video! I def agree, I hope games in the future embrace bunnyhopping. It just looks so epic!

  • @knuttella
    @knuttella Před rokem

    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

  • @joondes4531
    @joondes4531 Před 3 lety +113

    "doom eternal released in 2019" yeah i dont know about that one

  • @ndonnarussell5656
    @ndonnarussell5656 Před 3 lety +26

    6:33 "Likewise, Developers targetting bunny hopping for elimination..."
    The NOISE I just made...

  • @micer769
    @micer769 Před 3 lety +5

    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

  • @saquial
    @saquial Před 2 lety +1

    In Apex Legends BHopping is intentionally kept in the game, but it was removed only while healing because you’re supposed to be vulnerable while doing it.
    Although there’s a movement based character who can cancel this slow with his tactical.

  • @Uncheerfful
    @Uncheerfful Před 3 lety +55

    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 ❤️

    • @WaifuRuns
      @WaifuRuns  Před 3 lety +20

      while the movment in metroid prime is really cool its not really the same as bunnyhopping.

    • @WaveOfDestiny
      @WaveOfDestiny Před 3 lety +3

      @@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

    • @StrawberryShmello
      @StrawberryShmello Před 3 lety +2

      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

  • @alexarango6677
    @alexarango6677 Před 3 lety +21

    I don't do speedruns but everytime I try a new game I try to find out if I can bunnyhop or there's any exploit to go faster. I think it's just the need for speed lol quite literally

    • @exursix
      @exursix Před 3 lety

      sameeee
      even by then its still fun to move by jumping around instead of normally moving in a straight line

  • @chara8383
    @chara8383 Před 3 lety

    I would love to see a video like this about blast jumping or damage jumping!

  • @Ataraxia0
    @Ataraxia0 Před 3 lety +2

    bhopping is so influential there's even dedicated bhop and surf games on roblox.