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curious to which fps this is? painkiller? ut? quake? reflex? diabotical?


I'll add Tribes to the guess list - professional games of Tribes were insanely fast.


Shazbot!


> curious to which fps this is? painkiller? ut? quake? reflex? diabotical?

Hah, that description kind of reminds me of Gunz, where some bugs in the game lead to players being able to climb walls, basically fly around and attack rapidly while moving.

Here's a timestamp in a video that talks about it: https://youtu.be/zvC67kmYxPA?t=82

Though it was a third person game. Imagine creating an entire way of playing a game because of bugs in your code, though.


Quake is easy to learn, but difficult to master. People really explored the possibility space for that one.


Not that painkiller but eSport as pain killer worked for me. Can't sleep because of a teeth and no pain killer drug at home? Lap for an hour at some circuit on my PS and fall asleep at least a little bit. Then pay a visit to the dentist :-)

Maybe this is somewhat related to the subject of the post: detach consciousness from what I am doing and the pain gets a little detached too. However I doubt it would work with serious levels of pain.


It does, there is some very promessing studies on patient that suffer massive body burn ( most of their skin is gone )

The traditional approch is pain killers and some meditation.

VR helps a lot.

On two front : it distract your brain and it can teach you how to reach that distracted from the pain state by yourself.

My understanding is that a large pourcentage of the neurons are specialized in image processing. And that keeping those busy with exploring a VR world avoid to have those neurons re-assign to ponder about pain.


UT and Quake don't sound like they would require complex button presses. They are mechanically fairly simple.


strafe jumping in quake is far from trivial also various weapon aided jumps are required to play at the highest level, ut also has its own dodge jump mechanics and shield jumps. https://www.youtube.com/watch?v=A1MJPMl8B5Y

the engine physics explanation is explained here https://www.youtube.com/watch?v=rTsXO6Zicls

being unable to execute this during a match like a duel means being at a massive disadvantage.

example of good strafe jumping coupled with a plasma jump to secure map/item control and pressure the opponent on the back-foot. https://youtu.be/GFTmYD95-cQ?t=1592


Heh, some people's strafing in Quake is anything but simple to track. Good players don't just move left and right in consistent patterns.

UT2003/4 fights can be very taxing mechanically


ah, you beat me to it. I linked some videos that highlight strafing in quake. Here's my favorite ut2k4 vid that would highlight what you're saying

https://www.youtube.com/watch?v=uSoE44v1CTQ


holy crap, that was exciting. so much to say, but would only spoil it for others.


You should watch some quake 3 compilations, I'm sure no game today matches them. Even if they're more "complex".


>They are mechanically fairly simple.

Compared to an RTS, yes. Compared to tactical shooters like CS, no. Once you reach a certain level of aim, movement and the associated mechanics become the main distinguishing factor along with using the sounds in the game to track your opponents position and conceal yours.


sounds like counter strike to me.


I remember "surf" maps in CS that (ab)used the physics for crazy obstacle courses. IIRC there were similar ones in UT.

I see it's still a thing in CS:GO: https://www.youtube.com/watch?v=hMsPf8eSW3k

And I'm 95% confident that surf maps were one of the inspirations behind Titanfall. Here's a completely broken tool-assisted speedrun of the obstacle course: https://www.youtube.com/watch?v=yXtggqe6oo0


If you liked surfs then take a look at bunny hop! Or speed runs with auto bunny hop

https://youtube.com/watch?v=5BnP99WNtEc


Sounds like humblebrag


I'm assuming no FPS. A fighting game, rather.


The OP said, "I played a very fast paced and unique first person shooter", so it's definitely an FPS of some kind.




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