Lyric Jump + Demonstration of building a jump.
Will be hosting a
@R5Reloaded
server tonight to do some further testing. You'll be able to set your own jumps to add to the server for other's to try.
@MobileMinigun
found out you can wall bounce off a Rampart wall by doing it accidentally. Here's how to do it on purpose.
Step 1. Combine jump fatigue with a crouch/slide jump for a really tiny jump. Do this just before reaching the wall and don't forget to stop crouching...
G0F found this epic jump, come try it on my
@R5Reloaded
parkour practice server tonight! Server will be up around 9pm EST.
Join the discord for more information:
Me and my friend G0F found a new Apex tech, I think Wall Crawl is an appropriate name?
It uses an existing, but obscure climbing tech & a melee to dismount from the climb without lowering climb height. Also has applications for Revenant.
Here we see the movement player in their natural habitat...
But yeah, the test went great. The R5R server is down. I'll be making updates and aiming for another test tomorrow night ( start 9 or 10pm EST prob).
Join the discord for more information.
@MobileMinigun
@PlayApex
Yep, I recreated it twice now. Jump fatigue + Slide/Crouch jump, and then you need to do a special climb up without mantling to get to the right height to wall bounce.
It feels like the correct play and the fun play are getting further apart in
#ApexLegends
. Feels like I'm just losing when I try to have fun and then I don't have fun, or I could play to win but then I just don't have fun.
Your experience may vary.
Managed to do a quick playtest of my map, still lots of jank, but that doesn't stop it from being fun. Thanks to all the viewers that participated.
Next playtest will be a little bit more structured and I'll make sure to announce it more broadly before hand.
Can confirm this game is very good, movement is amazing too. Would recommend trying it if you can get into the playtests. Check out
@theorycraft_inc
for how to sign up.
(Might be the reason I haven't been playing Apex as much recently...)
Super excited to finally show some WICKED gameplay from Project Loki!🥳
I've had a ton of fun with the boys and gotten some sick clips from our playtesting😎
Here's one of them⬇️
If you would like to try the upcoming playtest click the link below🔗
Some of the spots I found on my thingy earlier!!! I want to host more of these so we can find a ton of movement spots as a community!!!
I want to help break the norm that all clips are the same and show people that there are so many places and that console also can have movement
My 1AM brain thinks making "movement chess" in R5Reloaded is a good idea. We'll have to wait and see what my brain says when I have time to maybe actually make it.
Do you know who G0F is? Absolutely legendary when it comes to super technical movement & knocking this challenge run of the hardest movement map out of the park. He's also just super nice.
If any Apex players want to try it out let me know. Devs are awesome, Movement feels amazing and combat is fast. No getting third partied from someone sniping on the other side of the map :)
I'll be streaming the playtests today starting at 2pm
@JayTheYggdrasil
on twitch.
Ex Devs from Valorant, League of Legends, Overwatch and Apex are making their own Battle Royale styled game that will be free to play
It's called SUPERVIVE, and playtests begin tomorrow
@ttvmkos
Yeah... I may have found another game to play. So hard to compete with that, especially with aiming never being my favorite thing anyway. I'm just here for the movement.
I'll be streaming a public playtest of my new CTF mode & map on R5Reloaded tomorrow at about 11AM EST at
There are no guns, only movement.
Join the discord if you have questions:
Ok so I went back and tested at high FPSs, and I can confirm that the inputs can be greater than a frame different in that case. I think I was testing at lower FPSs when I initially came to that conclusion, where it does still seem to be one frame only.
@mokeysniper
Well, it uses Snuggle Tech, so I feel like "Snuggle" should be involved. Not sure if there's an elegant way to incorporate that into a name (while still differentiating it from other snuggle based tricks).
I'm bad at twitter, check out this thread for a bunch of info I found on superglides and a tool I helped make to help you practice & find out what exactly you're doing wrong.
Superglide tips. 🧵
The jump has to register in the last 0.1-0.2sec of the mantle. The crouch then has to register 1 Frame after the jump.
The Jump timing is NOT Frame Dependent. The crouch after the Jump is.
If the crouch registers first it won't work.
#Apexlegends
@mokeysniper
@Croptigon
For most of them it's just cause the physics hitbox is capsule shaped, so each edge behaves like a small slope. You can see this by walking very slowly off a ledge.
There is also edge bugs that are a more extreme version of this, when you hit a ledge for less than 1 physics tick
@mokeysniper
I think it does, just in a bit of a different form.
Step 1: You blocked a closing door, like other doors, it still thinks it's moving, so when you touch it your velocity is converted to be relative to the door. So now from the Doors POV you now have 1x door velocity going up...
@eraisedd
That's looking really good, I've wanted to do something like this for a while, just haven't had the time (or production skills)
Might have to see about making indicators like that in modded Apex, should be pretty doable.
Step 4. Jump off the wall after you've climbed up a bit, and you've done it.
Getting the climb to start is quite precise, but it seems possible to get reasonably consistent with enough practice.
Step 2. Now you need to avoid mantling the wall so you can climb it instead. So hold W + A and look a bit to the left of the wall (Mirrored if your coming from the other way)...
Stream over, construction complete, still need to add a lot of boring stuff like checkpoints and a way to install it and such for everyone, so it may be another week or two before I get all that worked out.
Step 3. Now that your climbing the wall, you need to climb up, since we had to go so low to start the climb, we're too low to get a proper wall bounce. To do this, just keep holding the W & A and facing to the left of the wall. This lets you avoid mantling, and still climb up.
Here's what the "pinned comment" says💀
The map is not out yet, it will be included in the next flowstate update. In the mean time you can play some other movement maps, join the discord () and look for the "movement-maps" channel to get started.
@itsflicked
I would probably just go with a blanket term to address all the combinations you can do, as something like "Wall Dancing". It'd be silly trying to give every combination of things it's own name imo.
@mokeysniper
Step 2: You open the door, now the door changes direction, but your still going at the same relative velocity. So now, you're moving up at 1x Door speed, relative to a door that is moving up at 1x Door speed. So in the global reference frame, you get 2x Door velocity up.
@fps_ani
@R5Reloaded
Yep, I'll try to include a way to name the jump/tech at some point I think, but while technically possible, prompting inputs isn't really practical.
For now, you can ask for help in our discord () or once the R5R server is up, ask someone there.
@MobileMinigun
@PlayApex
I suppose jump fatigue + crouch jump gets you low enough to climb it, but you also need to avoid the mantle, so you can't use W to set it up.
You need to be as low as possible to start climbing it, or have something else you can easily climb on and then transfer it to the wall.
@ilyJanto
@AngelElite__
@MobileMinigun
Yeah, I'd love to be able to use it but it's super hard to implement with how situational it is combined with how hard it is.
I have gotten back into Apex a bit, so I'll see if I can give it another try :)
Maybe I can include it in a R5R movement map...
@MobileMinigun
In R5R you can, melee is a bit different, but in the live version of apex you lose height instead of maintaining it.
Revenant can do it indefinitely though, since he can slow down faster and climb higher to get through the melee animation without falling too far.
@Karratsu__
@ttvmkos
I kinda disagree tbh. The super short TTK doesn't let the movement shine as much in actual combat, so you kind of experience movement separately from combat to some extent. The speedruns of the campaign are sick tho & the Mach March event is always fun to watch.
@mokeysniper
This is actually closer to the original Snuggle Slide from TF|2 than the Snuggle Bounces we do in Apex. The snuggle bounces take advantage of a 180 tap strafe to redirect the local velocity you get. But this and the original snuggle slide, use an accelerating platform instead.
@SunnyOnTV
@LOOMVS_
@mokeysniper
You can get matched against console players without having any console teammates on PC (Or abusing bugs).
I'm not 100% sure going the opposite way, but I think console players have to play with a PC player in order to match against other PC players.
@conrad_towkio
I don't punch any walls, punching walls does almost nothing for fall stun after all the changes to it. I made a video on all the ways that still work, including the one shown in the video where I use climbing:
@BoriicuaPapi
Yep unfortunately you can't seem to completely maintain height the live version, but you do lose it significantly slower. However, in older versions, like R5R (season 3 apex) you were able to do so.
Revenant can still maintain height in live, due to his higher climbs.
@merphed
Looking roughly horizontal, or a bit above horizontal seems to work best. Then you need to melee before you get thrown off the wall, so that it's the melee that knocks you off the wall. Then in the clip I just hold W + A to strafe back to the wall as soon as I can.
@MobileMinigun
@PlayApex
Ok, and then you need to climb up, again without mantling, because when you do get the climb, which is already very precise, you will be too low to actually get a good bounce.
Kinda crazy you did this on accident lol.
@Fzzy2j
@mokeysniper
No I don't think it's related to coyote time. It has to be done while you are still locked in the mantle animation. It may be related to tickrate though, when I tried measuring it, it wasn't really giving me super consistent results.