User:Sylphoid/Sandbox/Movement/zh-hant
In Deadlock, there are a variety of methods for traversing the map.
Overview[edit | edit source]
Movement is a concept that encompasses traversing the map. In a broad sense, it is important for positioning, map rotations, ganking, and pushing, while from a mechanical point of view, it is the specific actions to escape, chase, initiate fights, or otherwise catch enemies out of position.
Several heroes and items have specific movement tech that cannot be executed otherwise.
Distances and speeds are displayed in-game by meters (m) and meters per second (m/s). As the game built on the Source 2 Engine, internal measurements are calculated by hammer units (hu), where 1 hammer unit can be approximated to 1 inch. Therefore, 1 hu is roughly equal to and represents .0254 m.
There is no fall damage in Deadlock.
Basic Movement[edit | edit source]
Controls[edit | edit source]
Note: Keys listed below assume QWERTY layout on an ANSI keyboard.
W
A
S
D
is used to move the character. Space
will cause the hero to jump, and if near a ledge, will let them mantle. Ctrl
will cause the hero to crouch. Shift
will cause the hero to dash.
- Main articles: Move Speed, Movement Slow
Heroes have differing base moving and sprinting speeds. Sprinting will activate on its own, which occurs after a hero is out of combat for five seconds and persists until entering combat or zooming in. Zooming in while sprinting resets the player's speed back to base move speed. Most heroes can obtain sprint through items, but several start with it initially.
Sliding[edit | edit source]
While traveling fast enough, pressing crouch will cause the hero to slide. Moving down stairs or ramps will also initiate a slide. Sliding will preserve momentum, and gives the player infinite ammo during the duration of the slide.
Air Jump[edit | edit source]
Jumping while midair functions like a double jump, allowing the player to reach rooftops or get over tall walls. This consumes one stamina. Against some walls, air jumping against the surface that is just too tall for a single jump will refund the stamina for the air jump.
Air Dash[edit | edit source]
Dashing midair can be done similarly to a grounded dash. This consumes one stamina.
Dash Jump[edit | edit source]
After dashing, there is a short window where the player can execute a jump to perform a dash jump. This consumes two stamina bars but allows more directional movement and temporarily increases speed.
Down Dash[edit | edit source]
Pressing crouch midair performs a down dash, allowing the player to return to the ground quickly. This consumes one stamina.
Mantle[edit | edit source]
(is this important enough to get its own section)
Stamina[edit | edit source]
- Main article: Stamina
Stamina management is an important aspect of player movement.
Map features[edit | edit source]
There are multiple elements on the map that let players move uniquely.
Launch Pads[edit | edit source]
Launch Pads are small vents that push heroes through the air after standing on them.
Ropes[edit | edit source]
- Main article: Ropes
Ropes dangle from the roofs of buildings, allowing heroes to access rooftops and provides a means of reaching vertically. (<-- word salad, rewrite this)
Teleporter[edit | edit source]
- Main article: Teleporter
There are multiple pairs of teleporters throughout the map that can be entered to quickly traverse left and right across the map.
Ziplines[edit | edit source]
- Main article: Ziplines
Ziplines are the most prominent method of traversal, as the heroes spawn riding the lines. They connect the opposing bases together and facilitate fights.
Advanced Movement[edit | edit source]
As a physics based game, several principles in the real world are also modeled in-game. However, quirks with the game engine allow unique movement options that are not readily apparent.
Friction[edit | edit source]
syrup
Wall Jump[edit | edit source]
Pressing Space
away from the wall will cause the character to perform a Wall Jump, which does not consume stamina.
Movement abilities[edit | edit source]
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