If this didn't happen then you would always have to run forward with sufficient room on the ground before jumping in order to gain the horizontal speed required to get onto boxes. What happens is the game slowly nudges you forward in mid air so that you can land on the edge of the box. Air nudging is the reason why you can stand perfectly still next to a box, jump straight up into the air, hold forward whilst in the air and still land on the box. The reason this works is due to the air nudging that is possible in QuakeWorld. You must also not hold forward at all during this procedure, which is fine because as I mentioned earlier this is not necessary anyway with bunny hopping. The most important thing is to keep your mouse movement smooth. You shouldn't move your mouse too quickly as it will cause you to stall finding the perfect speed will come with practice. You can combine this with bunny hopping to maintain any speed gained. This will cause your movement to slowly curve into that direction, and you will gain overall speed too. You then slowly and smoothly turn your view (with your mouse) into the direction of the strafe. In order to use air-control, you first face in the direction that you are moving through the air and hold down a strafe key. The cap is a multiple of the class's walking speed though, which does mean that the scouts still have a higher speed cap than the heavy weapons guys. After reaching this cap you are slowed down to walking speed the next time you touch the floor. In Team Fortress Classic the same is true, but I believe there is an upper cap on the speed that can be gained through this. In QuakeWorld you will see players performing multiple curvy jumps in a zig-zag fashion, like a snake, in order to accumulate their speed. Throughout multiple jumps you can use these combined skills to accumulate speed. A nice side-effect of doing this is that you also slowly gain speed, which can then be maintained through bunny hopping. In QuakeWorld and GoldSrc games there is a technique called air-control, which basically allows you to slowly turn the horizontal component of your movement direction whilst you're in mid-air. As I've already mentioned you could use a simple rocket jump, which is obviously going to work in all 4 games, but there are other techniques. In different Quake games there are different mechanics for gaining speed. That being said, the true benefit of bunny hopping really comes into play when combined with other techniques designed to gain speed. This can be useful in order to aim at others whilst simultaneously moving in another direction, like the turret of a tank. In addition, whilst doing this you should note that you can turn your view to wherever you desire and it wont affect your character's movement at all. You can repeat jumping to maintain walking speed indefinitely. If you do it right you should keep going forward at walking speed even though you have released the forwards key. whilst your character is in a parabolic arc) and then bunny hopping by jumping as soon as you land. You can test this principle in Quake games by simply running forward, jumping, releasing the forwards key in mid-air (i.e. In GoldSrc games I believe you have to time the jump perfectly to the exact frame, which is practically impossible to do, so players tend to use a script to hammer the jump command multiple times in order to make it much more forgiving. In other games it may still be possible, but you may have to time the key-presses more accurately. In Quake this is pretty easy to do, as simply holding down the jump key whilst you're in the air will cause you to immediately jump again once you hit the ground (though you will still have to release the key and re-press it again after each jump). Without bunny hopping, the extra speed gained would be quickly nullified by the ground friction that is applied to your character once you land. For example, you could use a simple horizontal rocket jump from a wall to give you a quick boost in speed, and then by repeatedly jumping you can maintain that extra speed indefinitely (or at least until you bump into something). Given that there is no air friction modelled in the game, this means that any speed gained whilst in the air can therefore be maintained by repeatedly jumping. The real reason for bunny hopping in games such as Quake (all 4 of them) is that no ground friction is applied to your character if you jump again immediately in the same frame that you land. It works differently in different games, but typically bunny hopping on its own doesn't increase speed (the exceptions that I know of being Warsow's new movement style and Painkiller).
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