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UT2k4 | UT2k4 Movement.


Do you believe that my being stronger or faster has anything to do with my muscles, in this place? - Morpheus (Laurence Fishburne), The Matrix

UT2004 contains a whole set of different moves. Some go back to UT2003, while others origin from the first Unreal. All in all, they don’t make things easy for the new players. Yes, you can get everywhere the same way as in other First Person Shooters, but someone with experience in the different moves will get through the levels a lot faster than someone who simply walks (my estimate is about 30% faster). And these skills apply in combat as well: the different dodges can avoid incoming fire fast, and escape routes can also be reached much faster.
There are even groups of players who focus just on their movement capabilities, and try to perform the hardest trick jumps possible, like in the Tony Hawk Pro Skater games. There is even a MOD in circulation, in which you just have to perform difficult jump techniques to reach the other end of the level.

Basic Movements.

Forward, backward, strafe left, strafe right: Your basic movements. Keep in mind that running sideways and backwards is just as fast going as forward, so try to use this feature to your advantage.

Walk: By holding the ‘walk’ button, you’ll go slower, but you won’t make a sound. Note that you go exactly as ‘fast’ as when you’re crouching.

Crouch: By crouching, you make a smaller target of yourself, you won’t make a sound while moving and you can’t fall off edges. Nevertheless, you’re making a sitting duck out of yourself, so don’t keep doing this for longer periods. Crouching in deep water makes you dive, while crouching in an airborne vehicle makes the plane go lower.

Jump: The regular jump isn’t used that much anymore since the arrival of the double jump; it has no real use anymore…maybe just to climb a very low wall. Holding the jump button makes you swim up in deep water and heightens your position if you’re flying an airborn vehicle.

Double jump: I don’t know how it’s possible, but you’re able to jump in mid-air if you press your jump button again at the peak of a previous jump. Double jumps are mainly used to climb stuff. Avoiding splash damage is also possible, but the dodge is a better choice here.

Dodge: Pressing any direction twice in rapid succession will cause your character to leap sideways rather that higher. This is the preffered way to outrun an incoming projectile.

Walldodge: If you’re somewhere in the air, next to a wall that has a good grip (=not too many meshes, edges and/or holes), then you can dodge away from it, just like on a regular dodge. It doesn’t matter if you do this by dropping down from above, getting pushed against the wall by something hostile or that you’re (double) jumping against the wall.

Dodgejump: This is a variation on the dodge: if you press ‘jump’ while dodging, you’ll dodge further and higher than normal. This can be done both with a wall- and a regular dodge. Note: you can’t dodgejump if you do a walldodge after a double jump.

Flip/cartwheel: Doing a dodgejump or walldodge triggers animations within your character. Some do a flip, others do a cartwheel, yet others don’t turn at all. This is all dependant on the character you’re using. The important fact here is that you won’t notice your actions from first person mode: the animations won’t hinder your aim a small bit, and each character has the same agility. Use ‘behindview’ (F4 by default) to check out your current character’s animations.

Running dodgejump: This is a variation on the dodgejump. If you hold any direction and then dodgejump in a direction that is 90 different (eg. holding forward, then dodgejumping sideways), you will squeeze even more distance out of your dodgejump.

Slopedodge: Dodging toward a steep slope will make you attempt to climb that slope. You can increase your speed (and chances to climb the slope) by doing the running dodge manoeuver against the wall, and jumping at the highest point of your dodge.

Lift jump: You can use the momentum of an escalating lift to boost your jumps: just press jump when the lift is at its fastest speed, and you’ll launch yourself up. You can use the double jump to gain even more height.

Boosting: In UT2003, it was possible to press <direction>, jump, <same direction> in rapid succession against a wall to do an impressive jump, known as boosting. Whilst still possible in UT2004, it is nerfed in such a way that a regular walldodgejump gets you just as far/high.

Shieldgun Jumps.

The shieldgun’s prim fire has a big momentum build in. This allows to throw other players around, but only if they are at close range. However, this same property allows you to boost yourself to high jumps, at the sacrifice of some health. The basic premise is in all the movements the same: charge prim fire, aim somewhat at the ground and release prim fire. The knockback of the weapon is what makes you go up, but is also the the factor that deals the damage. The longer you hold the prim fire button, the higher/farther you’ll go and the more damage you’ll deal to yourself (20→45 damage, depending on the angle and the charge time).

Note: In assault the shieldgun’s knockback is tweaked so you go only slightly higher than on a regular double jump.

Note: The berserk combo makes your shieldgun jumps higher, while the damage remains the same.

Regular shield jump: Hold down prim fire, look down, then jump and let release prim fire at about the same time; jump again at highest point to go even higher.

Hopping (AKA popping): When going up for any reason (usually a shield jump), you can add some extra boost by holding down prim fire, looking down against the wall, and releasing prim fire. Calculating the angle can be tough; you won’t get much grip on the wall if the angle is too low, and if you’re aiming too straightforward then you’ll push yourself away from the wall rather than up. The right angle is somewhere around 30 from the ground. The combination of shield jumping and hopping can be used to climb very high walls. Since it’s very hard to pull off and it requires a great deal of health, you usually won’t see this happen in a regular game.

Shield forward dodge: Hold down prim fire, look down, dodge, release the fire button as soon as you’re airborne from the dodge, and jump again at the highest point to gain more distance.

Shield backward dodge: Position yourself backwards to where you want to go. Then hold down prim fire, aim somewhat down (45–60 from the ground), dodge backwards, release the prim fire when airborne, and finally double jump at the highest point of your dodge to remain airborne longer. It’s slightly harder to pull off, but you’ll boost yourself better than with the forward dodge.

Shield wall dodge: Charge prim fire, jump against a wall, walldodge away from it and release your prim fire at the same time (if you time it right, you’re boosted away from the wall), then finish it off by using the jump move.

Lift shield jump: Do a shield jump when the lift is at its maximum speed (this also requires good timing).

Travelling With The Translocator.

Let’s start out with what we all know about this device: in CTF and BR you’ll start out with this tool that will allow you to transport yourself to wherever you can throw the disc at. Prim fire shoots the disc or gets it back if it was already thrown; alt fire attempts to translocate yourself to that position. You can’t translocate if there isn’t enough room for you or if there’s a team mate at that very spot, but you’ll have yourself an easy frag if you manage to transport into an enemy. You can translocate 6 times in a row. Once the ammo is below 6, it will auto replenish back to 6 at a rate of 0.5 ammo/second. If you hold down alt fire while translocating and then press prim fire, you’ll switch back to your last held weapon. Finally: you keep all momentum when you translocate.

When it comes to travelling, you must determine how far you must go, and adjust your translocator throws according to it.

Short to medium distances: This is usually to cross a corridor, or to quickly gather some weapons. If you start with 6 ammo, you’ll have more than enough, so you can be lavish with it. Throw the disc in a low angle to where you want to go and translocate almost immediately. Quickly correct your aim a bit and translocate again. If you’re not there yet, correct your aim again and translocate once again. Keep doing this until you are where you want to be. This simple technique gets you forward the fastest way possible.

Medium to long distances: Translocating over short distances is easy. It’s the use of the translocator to cover big areas that gets the skills involved. As a rule of thumb, you can say that the farther you’ll need to go, the longer you’ll have to wait between translocation attempts.
If you use the same technique as over short distances, you’ll run out of ammo before you’re even halfway to your destination. First of all, you’ll need to throw your disc higher than before: at about 120 to 125 with the ground. Secondly, there’s the aim. You’ll have to be fast, and in the split seconds between translocates, it’s very well possible that you’ll accidentally throw the disc at a wrong spot (eg. against a wall or too far off your target). That’s okay as long as you don’t translocate to that spot: just bring the disc back (prim fire) and try again. It’s not a complete waste of time, since the ammo is still replenishing itself.
And then there’s the situation of the momentum. On many servers, I’ve seen people throw their discs in front of them, run around for distracting the enemies a bit and then translocate as soon as the disc is at its highest point. While this isn’t such a bad technique, it misses one factor: they are not using their momentum! Not only the vertical momentum (falling speed) is saved, but the horizontal movement as well. Throw the xloc, immediately do a running dodgejump in the direction of the disc and then translocate. This way, you’ll keep the forward momentum of that dodge. It’s even possible to translocate in the middle of a dodgejump, meaning that you dodge, translocate and then jump afterwards.
Keep in mind that your destination is a moving target: if you notice that it is closer by than you expected (the flag carrier passed by you, or the ball got passed between enemies), you must start making faster translocate attempts.

Climbing: The preferred aproach to climbing a wall is to simply throw the disc high enough and wait for it to reach the top of the barricade. In practice, things aren’t always that easy. You’ll have to keep an eye for your disc, so you must use your hearing skills to estimate your situation. As soon as someone shoots some rockets, immediately double jump, translocate and throw the disc again. The double jump is needed because you’ll translocate to mid-air. If you don’t do this, you immediately start falling down, and there’s a good chance you’ll receive some falling damage before your disc is on a safe spot.
Double jumping is also adviced when trying to climb an object that requires at least two translocations (like the air vents in Colossus), or when you see that your disc is going to miss the top of the barricade.

Corners: While travelling with your translocator, you can save some ammo on the sharp corners. Let’s say you’ll have to make a 90 turn to the left. One way is to keep on the right side and adjust your disc-throwing aim gradually. However, this will cease your ammo somewhat. The better solution is to aim your disc to the left side, walk around that corner and aim completely anew. This whole operation takes about 2 seconds, not enough for your enemies to take a good shot at you (you started out behind the corner, remember?), but long enough to get an extra translocator ride.

Wall hugging: This technique is a combination of translocator throwing and walldodging. Basically, it comes down to throwing the translocator against a large wall and translocate directly before the disc hits the wall. Directly after the translocate, dodgejump away from the wall.
This technique has proven very usefull whenever you have to remain alive on enemy territory.

Other Weapons.

Shieldgun and translocator are the advised tools for increasing movement. They aren’t the only ones that help out this way though. Here are some ideas using other weapons.

Goo jump: This is a damage-free alternative for the shield jump. You pull this off by firing up to 5 prim fires of the bio rifle in succession, creating a big pile of goo (if you fire more than 5 times, the bubble will ‘spill’ some goo). After that, quickly pull up your shieldgun and hold down alt fire as you jump into the pile. If you land perfectly on top of the pile, you will be pushed up about the same distance as with a shieldjump. The shield will absorb all the damage (about 50 ammo), and leave you with all your health.

Shock jump: Just as with the shield gun, you can use the shock rifle’s alt fire to jump higher. It’s done in the same way, but the timing has to be much better.

Shock hopping: Also the same as regular hopping, but by using shock rifle alt fire instead of the shield gun.

Various Movement Tips.

Edgewalking: If you want to cross a big gap (eg. the first room of the advanced tomb in AS-TempleOfTrials), you should be careful where you start your running dodgejump. The best way to cover the ground is to run alongside the gap, as close by as possible. Then do the running dodgejump to the side.

Timing your dodgejump: Not all dodgejumps (or all running dodgejumps) reach the same distance and height. If you wait a split second between the dodge and the jump, you’ll go just a fraction higher and longer (you jump closer to the highest point of the dodge than before). You can’t reach this distance in a random level, no matter how hard you practice. Get one of the ‘skills’ assault maps to assist you here. Trust me: even though it can be frustrating, it will pay off in regular games.
TempleOfTrials gets a special mention here, because it illustrates the idea perfect. At first, I thought it was impossible to cross the first room of the last tomb. After dozens of humiliating deaths I finally reached the second pillar. And more frustrating hours later, I could do the dodgejumproutine good enough to cross the room…mostly.

Dodgejumpwalking: If there is one thing that separates beginning and veteran players, then it’s the amount of dodges they make throughout the match. Veteran players don’t dodgejump often…they do it all the time! Constant dodging seems like hard work, but it’s all just the repetitive performance of the same actions over and over again.
The first part of the action is to hold down a direction; on most occasions, this is the forward button. So far, you’re just running straight ahead; nothing hard about it. Then you should swiftly turn about 45 to either left or right, while still holding that button. The next action should follow immediately follow that turn: a dodgejump in the direction of your destination. During that dodgejump, you can adjust your aim to face forward again. You’re immediately able to do a next running dodgejump.
Battles are bad places to learn this technique: you might get confused, or forget to practice it while fighting enemies. I advise to learn it the way I did: open up a map without bots and dodgejumpwalk everywhere. Keep this up until you can do it without thinking twice, and then you can start using this technique in fights. After some time, you’ll develop the twitch to dodge(jump) away in combat as well.

Quicksilver Movement.

Have you ever faced opponents that were so fast they dodged all your rockets and could evade you no matter what you tried? Players that entered your flag room, took your flag and left the place with it, while all the time you were aiming at them and (trying to) lead their moves? Enemies that could throw you off their trail, even though you have a translocator to chase them down? If not, then I suggest you skip this paragraph and go play CTF or BR on a decent server and focus on the defender role. Sooner or later, someone will show you the moves I’m talking about here.
I am - to a certain extend - one of those players, and I’m going to try to explain the secret about this here. Yes, I said “try to”, because I’m not sure I really know how this secret. Let’s get started…

First of all: You should be adept at the different movements. As long as you don’t dodgejumpwalk all the time, you’ll never be a good flag / ball runner. Also dodge down stairs, do walldodges whenever you’re remotely near a wall, do lift jumps at everything that resembles an elevator. Even do shieldjumps if you have to.

Second: Get your body in a decent position behind your computer: straight up, feet on the ground, as many 90 turns on your arms, knees and elbows as possible (don’t know how, but this actually helps). Don’t press your buttons; mere touching works just as well, and it gives the illusion your character is more agile.

Following on that is your mindset. As a fan of action games, you probably know the movie-cliche of the unexperienced hero and a tutor. Somewhere during the training scene, the tutor complains that the apprentice should change his mindset to become a better fighter, but the apprentice fails at this until the end of the movie, where he beats the crap out of the bad guys. I know it sounds corny, but…they have a valid point.
Your mindset determines many aspects of the game, but IMHO it influences movement the most. I usually make the best moves after I notice I’m feeling like a fish in the water. When this happens, I can push ‘dodging rockets’ in a routine (though this is what mostly determines in what direction I’m going), and at the same time being able to return enemy fire, watching wherever I’m going and keeping an eye out for health status.
Avoid the opposite as long as possible. Everyone gets outplayed sooner or later (or ‘pwned’, if you prefer 1337speak), but this isn’t a bad thing. On the contrary: you can learn more from better players than those who are weaker. But remember the number one rule: enjoy the game! If you’re frustrated or just can’t get in the mood to play, then don’t bother playing.

Ok…you’re still here? Good. For the next part, I want you to forget about the flag (or ball) you are carrying right now. As I’ve stated in my CTF guide: most flag runners are too eager to get home. You should focus on surviving, and nothing but surviving. Whenever you come across a junction, there is only one path you can choose: the safest one. And if you’re being chased, there is only one path relatively safe: the ones enemies don’t expect.
The best way to be unpredictable is to not knowing where you want to go yourself. Sometimes, I don’t know wether I’m going to do a regular dodge or a dodgejump when I’m already performing the dodge. Sometimes I step on a lift to activate it, and immediately proceed by taking the low route (chasers will already be busy translocating to the top). And if I do choose to take the elevator up, I don’t know wether I’m gonna do a lift jump or not…or in what direction. I even remember a time where I was being chased, and I just turned around and proceeded in the other direction (the chaser was trying to get ahead of me).

Page last modified on October 30, 2005, at 08:31 AM