Talk:Wallrunning

ZDoom Wiki says this only works with north-south walls. Can this be confirmed in the source code? (i.e. IMHO trial and error may not be convincing, since it's so hard to do in the first place) Ryan W 04:05, 24 Jun 2005 (UTC)
 * It only does work with north-south walls. Not sure if it is that "rarely" used in demos, btw; from the top of my head, it's used in demos for Doom E1M8, E2M3 and E2M5, and Doom II MAP01, MAP20, and MAP31. - Fredrik 10:18, 24 Jun 2005 (UTC)
 * Ach, I knew I wasn't really cool enough to give people advice! :>


 * I do remember seeing this used e.g. on TNT 31, now that you mention it. I guess there's a fairly strong case to be made for it in a linear, squarish map like MAP01 or MAP31, where every tenth of a second can be important. To be perfectly honest, however, I have yet to figure out what really separates a 12:09 run from an 11:36 run in a big map --- is it mostly the RNG, an improvement in footwork, a new trick, or things like spinning macros and wallrunning which decrease the duration a few tenths of a second here and there?


 * I stand by the deathmatch part of the statement, though. It seems like [a] 90% of the time the map is some PWAD which is highly symmetrical, so nobody ever knows which way is north anyway, and [b] that slight hitch before the acceleration starts, especially when straferunning, can be enough of a delay to get one's head taken off. Ryan W 01:58, 25 Jun 2005 (UTC)