Grazza
omg lolcano

Posts: 9603
Registered: 07-02 |
The fact that the player can get through a 32-unit gap has been known for a long time. I have a feeling someone must have stumbled upon it at some point earlier, but Jonathan Rimmer might have been the first to use this possibility in a demo:
http://www.doom2.net/~compet-n/inde...lg&page=map16-2
http://competn.doom2.net/pub/compet...ed/lv16-023.zip (see the txt for his account of how he discovered the trick)
The well-known ones in Doom2 are in maps 16, 21 (though that's a bit different) and 22. Several others have been used in compet-n demos.
Last year, several of us (Kristian, Gusta, myself and others) did a number of glides through short 32-unit "corridors" (as opposed to a single constriction point), often using a forward-movement-only method. This seemed to give a greater chance of success than straferunning, but I don't think this was a breakthrough in itself - probably it just made it easier for us to line the glides up. But maybe the slower movement speed was also a help, and thus provides a link with these newer glide tricks. The ones we were doing were mostly where you could move along a wall along which at some point there was a 32-unit gap to get through. These generally seemed easier the longer the section of wall leading to the gap was.
What is new this year is that cack_handed has found a way to make these glides less a matter of random luck, and especially shown that some that were thought virtually impossible can in fact be done. These are ones where the geometry is symmetrical - you aren't sliding along a wall towards the gap, but walking straight towards the "jaws" on either side. The technique involves very slow movement. In a demo I built involving such a glide, I found that I had to move at absolute minimum speed (GB1 or GF1 tics) or the glide failed.
In general, the mechanics involved are not fully understood - the investigation has been of a mostly experimental nature. In principle, that it is possible shouldn't be a great surprise - a 32x32 square non-rotatable block fits through a suitably oriented 32-unit-wide gap. Perhaps we should be more surprised that it is difficult, and the question should be what in the Doom engine normally stops the player getting through.
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