Nihilanth told me that compilations had most likely existed and circulated before this, but he distinctly remembers b3nt’s compilations informing many early adopters. The method of rocket jump tricks had dated back to earlier first-person shooters developed by iD, but according to player Nihilanth, but it wasn’t until Mario “b3nt” Cifaldi started releasing compilations on the “Space (Quake 3CTF4)” map around 2001. Although DeFRaG initiated a kind of outreach modification to give trickers a toolkit for perfecting their air strafes and bunny-hopping. The history of tricking in Quake 3 is closely tied with its initial release, and exploiting the physics engine was quickly adopted by many freestylers in the built-in maps. DeFRaG not only showed players how to complete these essential tricks, it also provided a heads-up-display (HUD) that showed players graphical feedback of their movements and speed.Įxploiting the physics engine was quickly adopted by many freestylers. A popular technique within all Quakebuilt games is called strafe-jumping, a way of moving in air that breaks the built-in limitations of the game engine. The mod was centered around showing players how they could use the existing Quake engine to create chains of movements and actions that could break or undermine the limitations of the software. Like many other curious hackers and hobbyist electronic engineers that paved the way for maker culture to emerge, these early modders created a tool that would influence an entire generation of creative play. In 2000, a group of programmers and designers released a trick map modification package called DeFRaG that pushed forward the genre of trickjumping, solidifying it as a central play-style within the overall Quake 3 community. Using these techniques, players could traverse a map in a fraction of the time it would normally take.Īs this style of play spread, and compilation videos spread through the chat client IRC and various forums, the Quake 3 modding community built custom maps with tricking in mind. In Quake 3, chaining together rockets, grenades, and plasma pulses can radically increase a player’s speed. In other words, a trick might require using a rocket launcher to push yourself forward, or give yourself an extra lift, since the impact of the rocket would change your trajectory and speed. Trickjumping combined a strategy of strafe-jumping and self-inflicted propulsion. The video, like many trickjump compilations, showed a group of players flying across maps and careening around corners. Although many first-person shooters have their own devoted communities of trickjumping, the compilation I first saw was for Quake 3-a game that I had played many times with roommates and friends at LAN parties we used to host in Chicago. I came across my first trickjump compilation around 2007.
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