Step aside

Quite why moving from side to side perpendicular to the direction in which you are actually headed should speed up your net forward velocity is a mystery to us. Maybe it is something to do with the friction calculations that Quake uses. It seems to be that if you are going full pelt and then suddenly strafe to one side, the engine takes a little time to reorient you and reduce your total velocity back down to be under SV_MAXSPEED again. A change in direction confuses Quake, so we just keep changing our direction as quickly as possible. Basically, it seems to be a bug in the Quake engine. Whoops! I mean a feature! It's a feature! smiley

How fast can you go? Well, as far as the total velocity at which you travel at any one moment goes, I've measured speeds of up to 450 pixels per second. (Which, interestingly, is about SV_MAXSPEED times the square root of two. That is probably very significant. But exactly what goes on is still beyond me!) However, because you are zigzagging from side to side rather than heading straight forwards, the component of your velocity that is headed in the main direction that you want to travel doesn't get quite that high. Some of your speed is off to the side of you - first one side, then the other. So, the component of your velocity in the direction in which you actually travel is less than the full amount, but it can still approach 410 pixels per second. This effective forward velocity is the speed that I consider for the purposes of calculating speed-up, and I have written a Quake-C mod to evaluate it whilst the game plays.

A second thing to understand is that in fact it isn't the case that the faster you zigzag, the quicker you go. You can test this out if you play with a slow motion cheat by using the HOST_FRAMERATE console variable, effectively increasing the rate at which you can hit those keys. You'll find that eventually increasing that rate will begin to have a negative effect. There is an optimal fast regular rhythm that gives the best results. However, that rhythm is pretty quick, and for regular speed play you will probably find that the faster you change direction and zigzag, the faster you will go.

Running faster, you can make longer jumps. For example, you can get straight to the gold key on E1M6 (The Door To Chthon) using these techniques without even having to rocket-jump: a normal jump is fine, as long as you build up enough speed before you jump. I don't think id planned for that!

Finally, although I have been describing the technique for going forwards, it works in all four main directions. If you run backwards, exactly the same rapid strafing can be used. And if the main direction you want to travel in is sideways, then strafe in the direction you wish to travel and alternate forwards and backwards movements rather than left and right ones. The resulting zigzag has exactly the same effects.