Movement: Difference between revisions
TeamSpecBot (talk | contribs) Balance update: item speed changes |
TeamSpecBot (talk | contribs) Out-of-bounds surfaces; step height and slope limit |
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* The [[Bauble of Condensed Air]] gives one extra jump in mid-air. | * The [[Bauble of Condensed Air]] gives one extra jump in mid-air. | ||
* '''Wall kick:''' jump off a wall for a push of 5 m/s away from it. | * '''Wall kick:''' jump off a wall for a push of 5 m/s away from it. | ||
* You walk up steps up to 0. | * You walk up steps up to 0.6 m high and slopes up to 60 degrees. | ||
== Sliding == | == Sliding == | ||
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== Knockback and explosive jumping == | == Knockback and explosive jumping == | ||
Explosions push everyone they hit, including you. The [[Rocket Launcher]], [[Grenade Launcher]] and [[Telekineater]] can launch you to high ground at the cost of some health (see [[Damage#Self-damage|self-damage]]). While an enemy's knockback has you in the air you keep only half your air control until you land, so you cannot simply walk against the push. The [[Basher Tentacle]]'s bash takes your air control away entirely for half a second. | Explosions push everyone they hit, including you. The [[Rocket Launcher]], [[Grenade Launcher]] and [[Telekineater]] can launch you to high ground at the cost of some health (see [[Damage#Self-damage|self-damage]]). While an enemy's knockback has you in the air you keep only half your air control until you land, so you cannot simply walk against the push. The [[Basher Tentacle]]'s bash takes your air control away entirely for half a second. | ||
== Out-of-bounds surfaces == | |||
Maps can mark surfaces as not walkable to keep players out of places they should not stand. Standing on one counts as standing on a slope too steep to walk: you cannot jump from it, you can only drift with air control, and if it slopes you slide off. | |||
== Falling == | == Falling == | ||
Latest revision as of 21:10, 27 October 2026
Movement in TeamSpec is fast and momentum-based. Speed you build up is kept in the air, explosions can throw you across the map, and skilled players chain jumps, slides and wall kicks to get around.
Speed
- Running speed depends on your class: 5 m/s base, plus 0.5 m/s per pick point (see Classes). Some items change it: the Pet Rock (80%), carrying the Sniper Rifle (60%, and 20% of that while scoped), a spinning Minigun (down to 50%) and a charging Zappinator (down to 70%).
- Crouching moves at a third of your speed and shrinks you from 1.83 m to 0.91 m tall.
- Swimming moves at 60% of your speed toward where you look. Hold crouch to dive; let go and you slowly sink.
Jumping and air control
- A jump reaches about 1.14 m. Gravity is 20.3 m/s².
- You can steer in the air: turning your view while holding a strafe key curves your path without losing speed, and done well it gains speed.
- The Bauble of Condensed Air gives one extra jump in mid-air.
- Wall kick: jump off a wall for a push of 5 m/s away from it.
- You walk up steps up to 0.6 m high and slopes up to 60 degrees.
Sliding
Press Ctrl on the ground to slide. Sliding has very little friction and gains speed downhill, so it carries momentum through corners and down slopes.
Knockback and explosive jumping
Explosions push everyone they hit, including you. The Rocket Launcher, Grenade Launcher and Telekineater can launch you to high ground at the cost of some health (see self-damage). While an enemy's knockback has you in the air you keep only half your air control until you land, so you cannot simply walk against the push. The Basher Tentacle's bash takes your air control away entirely for half a second.
Out-of-bounds surfaces
Maps can mark surfaces as not walkable to keep players out of places they should not stand. Standing on one counts as standing on a slope too steep to walk: you cannot jump from it, you can only drift with air control, and if it slopes you slide off.
Falling
Drops up to about 6.7 m are free. Higher than that costs health, rising to half your maximum health at a 50 m drop. See Damage.