Quasar Posted September 8, 2014 After playing the game for a really long time I independently developed this technique on my own through slow realization of various motions that made you move slightly faster and putting them all together. I pretty much never play the single player campaigns any more without hopping down the hallways in crazy arc-like patterns. I have on occasion beat certain triggers and even broken the game a couple times by doing this TOO effectively. 0 Share this post Link to post
Coopersville Posted September 10, 2014 I'm not even sure I've seen a speed run that uses this, though rocket jumping is used. 0 Share this post Link to post
Patrol1985 Posted September 11, 2014 Nice! Up until now I didn't know it was possible in Doom 3. I doubt I will use it, because Doom 3's tight corridors don't give as much oppotunity for such movements as Quake's maps do, but it's great that the possibility is there. Also, is "Phrantic" (a map featured in the video) by default in Doom 3? It's a very popular map in CPMA / Quake Live. I didn't know there was a conversion for Doom 3. 0 Share this post Link to post
Patrol1985 Posted September 11, 2014 I'm not sure what you mean. You want to know when the player leaves the ground? 0 Share this post Link to post
Patrol1985 Posted September 12, 2014 In other id games I always simply held space when still in mid-air after the first jump. Those games then "buffered" the next jump, which was executed as soon as you touched the ground. I'm not sure if the same mechanics works in Doom 3 and I don't have it installed right now to check it. XCOPY said:EDIT: Nevermind, I was trying on BFG Edition, bunnyhopping is a bit harder there I think. Damn, they nerf everything these days! :/ 0 Share this post Link to post
snapshot Posted October 20, 2014 I Still find it funny how DOOM 3 Carbon Copied Quake 2 Glitches :3 0 Share this post Link to post