Walljumps
How to do one#
Be in the air, touching a wall, falling, and press jump (a fresh press).
The rules#
| Value | |
|---|---|
| When | falling: vertical speed between −450 and 0 ups (not while rising, not when falling fast) |
| Which walls | near-vertical: wall normal |z| < 0.3; not slick, not sky, not a player |
| Touching | the wall must have been hit during the last move, and a probe 5 units into the wall must hit it; the probe ignores the lowest 34 units of your box |
| Up | a full jump: 270 ups (tired: 202.5, then −100) |
| Away from the wall | +200 ups along the wall's normal (tired: +100) |
| How many | g_walljumps per jump (default 3), reset when you land or grab a ladder |
| Cost | the same stamina as a jump |
Details that matter#
- Touching only with your feet doesn't count: if the wall is only within the lowest 34 units of your box (like a step edge), the walljump fails, and **no more walljumps are allowed until you land** (the counter is set to 10).
- The push adds to your speed; it doesn't replace it. A walljump at speed keeps the speed and turns you away from the wall.
- The wall is registered during the move, so you need to actually bump into it, not just be near it.
- Walljumps happen at the start of the air move, then air strafing continues in the same command.
What maps do with it#
- Walljump climbs: two walls facing each other, or a corner, to climb up step by step (three per jump by default).
- Rescue jumps: a wall next to a gap to save a short jump.
- No-walljump walls: slick (icy) walls, to force a route.
- The training tools include a walljump helper.