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universaltech:cornerboosting [2025/03/22 10:06] – external edit 127.0.0.1universaltech:cornerboosting [2025/04/01 10:34] (current) monster_domosed
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 <WRAP center round todo 60%> <WRAP center round todo 60%>
-Add Diagrams and Pictures of objects you can Corner Boost off of+Add Pictures of objects you can Corner Boost off of
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 ^ Thanks to                                             | noct                                | ^ Thanks to                                             | noct                                |
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-[[universaltech:walljumping|Wall Jumps]] have a buggy interaction with corners. This interaction results in an incredibly high wall jump that can be executed on any edge/corner on the map. The tradeoff is that the execution is very tight and position dependent. 
  
-A technical explanation by **twiikuu** of the technical reasons why corner boosting works follows: +**Corner Boosting** is an advanced movement technique that exploits a buggy interaction between [[universaltech:walljumping|Wall Jumps]] and map geometry, allowing players to gain significantly more height than a standard wall jump. This technique can be performed on any edge or corner but requires precise positioning and timing.
-<WRAP announcement grey round>+
  
-**Corner boosting** can be explained by what we think the implementation looks like:  
-When a **Wall Jump** is initiated, the game first  
  
-  * sets the character's velocity to an absolute value.  +A detailed analysis by **twiikuu** explains the mechanics behind Corner Boosting: 
-  * Then, the normal of the character'collision capsule at the nearest point to the wall is used to determine the angle with which to apply sideways velocity.  +<WRAP announcement grey round> When a **Wall Jump** is executed:  
-Because this point exists on a capsule, the angle can point upwards or downwards, rather than exclusively sideways.  +  - The game sets the character's velocity to a fixed value.  
- +  - The collision capsule's nearest point to the wall determines the launch angle.  
-This leads to the high upwards velocity we see in Corner Boosting.+  - Due to the capsule's curvature, the resulting angle can point **upwards** rather than sideways, generating extreme vertical momentum.  
 +{{::universaltech:corner_boost_diagram_1.png?400|Corner Boost}} {{::universaltech:corner_boost_diagram_2.png?400|Normal Wall Jump}}  
 +^ **Key** | 
 +|<color #3AAEFF>■</color> Light Blue: Collision capsule | 
 +|<color #BE240D>■</color> Red: Absolute velocity | 
 +|<color #3C9C4A>■</color> Green: Sideways velocity | 
 +|<color #E9A400>■</color> Orange: Wall push | 
 +|<color #5322B5>■</color> Purple: Final velocity |
 </WRAP> </WRAP>
  
-**Corner Boosts** can be used for height and for visionOne use of Corner Boosts is to use an ability afterwards and take advantage of the greater height (e.g. Bebop’s Hook. The Corner Boost allows you to see enemies better than on the ground, possibly obstructed by bridges and barrels.)+Corner Boosting has several practical uses: 
 +  * **Height Advantage** – Gain elevation to access high ground or evade enemies. 
 +  * **Vision Control** – Peek over obstacles (e.g., bridges, barrels) for better sightlines. 
 +  * **Ability Synergy** – Chain with abilities that benefit from extra height (e.g.Bebop’s Hook).
  
-Corner Boosting is much easier on curved surfaces, but can still be done on other surfaces.+While Corner Boosting works on most edges, curved surfaces provide the most consistent resultsSome notable objects include:
  
-Examples of objects you can Corner Boost off of: 
   * Golden Idol Statue   * Golden Idol Statue
   * Stone Fencing   * Stone Fencing
universaltech/cornerboosting.1742637988.txt.gz · Last modified: 2025/03/22 10:06 by 127.0.0.1