Crouching and the power slide
Crouching#
| Standing | Crouched | |
|---|---|---|
| Box height (top) | 45 above the origin (69 tall) | 24 (48 tall) |
| Eye height | 38 | 20 |
| Ground speed | 220 / 340 | 99 (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.