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Walljumps

How to do one#

Be in the air, touching a wall, falling, and press jump (a fresh press).

The rules#

Value
Whenfalling: vertical speed between −450 and 0 ups (not while rising, not when falling fast)
Which wallsnear-vertical: wall normal |z| < 0.3; not slick, not sky, not a player
Touchingthe 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
Upa full jump: 270 ups (tired: 202.5, then −100)
Away from the wall+200 ups along the wall's normal (tired: +100)
How manyg_walljumps per jump (default 3), reset when you land or grab a ladder
Costthe 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.