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Crouching and the power slide

Crouching#

StandingCrouched
Box height (top)45 above the origin (69 tall)24 (48 tall)
Eye height3820
Ground speed220 / 34099 (always exactly 0.45 × 220, even when sprinting)
  • Cost: crouching on the ground costs 3000 stamina (once per crouch).
  • 200 ms lock: after crouching or standing up, the next change waits 200 ms.
  • No standing up in the air: release crouch in the air and you stay crouched until you land.
  • Standing up needs room. Under a low ceiling you stay crouched.

Crouching in the air#

  • Crouching lowers the top of your box by 21 units. Your feet stay where they are (Quake 3 rules, unlike Source games where an air crouch pulls the feet up). So an air crouch helps you fit under things, and doesn't help you reach a higher ledge.
  • Since you stay crouched until you land, a crouch in the air also decides how you land: a crouched landing above 300 ups starts a power slide.

The power slide#

UrT's slide (not in Quake 3):

  • Start: land crouched with more than 300 ups horizontal speed.
  • While sliding: the normal friction is replaced by a constant 150 ups/s braking, on any floor including ice. On ground you'd lose at 4× your speed per second, so a slide keeps far more speed than running.
  • End: when your speed drops below 300, or you release crouch.
  • Jumping out of a slide keeps your speed.

Where it helps and where it hurts#

  • On normal floors, a slide carries speed through a landing that would otherwise lose it to friction.
  • On ice, a slide costs speed (ice has no friction, but the slide brakes anyway). Crouch landings on icy maps are a mistake unless you need to fit under something.