User:Sylphoid/Sandbox/Movement: Difference between revisions
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In ''[[Deadlock]]'', there are a variety of methods for traversing the map. | |||
In ''[[Deadlock]]'', there are a variety of methods for traversing the map. | |||
== Overview == | |||
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 [[wikipedia:inch|inch]]. Therefore, 1 hu is roughly equal to and represents .0254 m. | |||
There is no fall damage in ''Deadlock''. | |||
== Basic Movement == | == Basic Movement == | ||
=== Controls === | |||
'''Note:''' Keys listed below assume QWERTY layout on an ANSI keyboard. | |||
<code>W</code> <code>A</code> <code>S</code> <code>D</code> is used to move the character. <code>Space</code> will cause the hero to jump, and if near a ledge, will let them mantle. <code>Ctrl</code> will cause the hero to crouch. <code>Shift</code> will cause the hero to dash. | |||
{{Main|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 === | |||
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 === | |||
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 === | |||
Dashing midair can be done similarly to a grounded dash. This consumes one stamina. | |||
=== Dash Jump === | |||
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 === | |||
Pressing crouch midair performs a down dash, allowing the player to return to the ground quickly. This consumes one stamina. | |||
=== Mantle === | |||
(is this important enough to get its own section) | |||
=== Stamina === | |||
{{Main|Stamina}} | |||
Stamina management is an important aspect of player movement. | |||
== Map features == | |||
There are multiple elements on the map that let players move uniquely. | |||
=== Launch Pads === | |||
Launch Pads are small vents that push heroes through the air after standing on them. | |||
=== Ropes === | |||
{{Main|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 === | |||
{{Main|Teleporter}} | |||
There are multiple pairs of teleporters throughout the map that can be entered to quickly traverse left and right across the map. | |||
=== Ziplines === | |||
{{Main|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 == | == Advanced Movement == | ||
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 === | |||
syrup | |||
=== Wall Jump === | |||
Pressing <code>Space</code> away from the wall will cause the character to perform a Wall Jump, which does not consume stamina. | |||
== Movement abilities == | == Movement abilities == | ||
{| class="wikitable" style="text-align:center;" | {| class="wikitable" style="text-align:center; width:auto;" | ||
! Hero | ! Hero | ||
! Ability | ! Ability | ||
! Description | ! style="width:500px;" | Description | ||
|- | |- | ||
| rowspan=2 | {{Hero Card Nav|Abrams}} | | rowspan=2 | {{Hero Card Nav|Abrams}} | ||
| | | <span style="filter:brightness(0) saturate(100%);">[[File:{{#invoke:Lang|get_string|citadel_ability_bull_charge|lang_code_override=en}}.png|64px]]<br/>{{#invoke:Lang|get_string|citadel_ability_bull_charge}}</span> | ||
| | | {{#invoke:Lang|get_string|citadel_ability_bull_charge_desc|fallback_str=en}} | ||
|- | |- | ||
| Seismic Impact | | <span style="filter:brightness(0) saturate(100%);">[[File:Seismic Impact.png|64px]]<br/>Seismic Impact</span> | ||
| Leap high into the air . | | Leap high into the air and choose a ground location to crash into. When you hit the ground, all enemies in the radius are damaged and stunned. | ||
|- | |- | ||
| {{Hero Card Nav|Dynamo}} | | {{Hero Card Nav|Dynamo}} | ||
| Quantum Entanglement | | <span style="filter:brightness(0) saturate(100%);">[[File:Quantum Entanglement.png|64px]]<br/>Quantum Entanglement</span> | ||
| Dynamo briefly disappears into the void . | | Dynamo briefly disappears into the void and then reappears a short distance away. On reappearing, your weapon is reloaded and has a fire rate bonus for the next clip (Max 8s). | ||
|- | |- | ||
| {{Hero Card Nav|Grey Talon}} | | {{Hero Card Nav|Grey Talon}} | ||
| Rain of Arrows | | <span style="filter:brightness(0) saturate(100%);">[[File:Rain of Arrows.png|64px]]<br/>Rain of Arrows</span> | ||
| | | Launches you high in the air, allowing you to glide slowly. While airborne, you gain Weapon Damage and multishot on your weapon. | ||
Alt-Cast for reduced jump height. | |||
Press Space to cancel the glide. | |||
|- | |- | ||
| {{Hero Card Nav|Haze}} | | {{Hero Card Nav|Haze}} | ||
| Smoke Bomb | | <span style="filter:brightness(0) saturate(100%);">[[File:Smoke Bomb.png|64px]]<br/>Smoke Bomb</span> | ||
| Fade out of sight, becoming invisible and gaining sprint speed ... | | Fade out of sight, becoming invisible and gaining sprint speed. Attacking removes invisibility. Close enemies can see through your invisibility. | ||
|- | |- | ||
| {{Hero Card Nav|Infernus}} | | {{Hero Card Nav|Infernus}} | ||
| Flame Dash | | <span style="filter:brightness(0) saturate(100%);">[[File:Flame Dash.png|64px]]<br/>Flame Dash</span> | ||
| Move forward at high speed . | | Move forward at high speed and leave a flame trail that burns enemies. Infernus gains 50% slow resistance for the duration. | ||
|- | |- | ||
| {{Hero Card Nav|Ivy}} | | {{Hero Card Nav|Ivy}} | ||
| Air Drop | | <span style="filter:brightness(0) saturate(100%);">[[File:Air Drop.png|64px]]<br/>Air Drop</span> | ||
| Take flight ... | | Take flight with an ally or a bomb. Drop your ally or bomb to cause a large explosion that causes movement slow. Ivy and ally gain a bullet shield when flying ends. | ||
While lifted, your ally gains bullet resist but cannot attack and deals -50% damage. Air Drop has faster cast time when targeting an ally. | |||
|- | |- | ||
| {{Hero Card Nav|Kelvin}} | | {{Hero Card Nav|Kelvin}} | ||
| Ice Path | | <span style="filter:brightness(0) saturate(100%);">[[File:Ice Path.png|64px]]<br/>Ice Path</span> | ||
| Kelvin creates a floating trail of ice ... | | Kelvin creates a floating trail of ice and snow that gives movement bonuses to him and his allies. Kelvin gains 60% slow resistance for the duration. Enemies can also walk on the floating trail. | ||
Press Shift / Ctrl to travel up or down while in Ice Path. | |||
|- | |- | ||
| {{Hero Card Nav|Lash}} | | {{Hero Card Nav|Lash}} | ||
| Grapple | | <span style="filter:brightness(0) saturate(100%);">[[File:Grapple.png|64px]]<br/>Grapple</span> | ||
| Pull yourself through the air . | | Pull yourself through the air toward a target. Using Grapple also resets your limit of air jumps and dashes. | ||
|- | |- | ||
| rowspan=2 | {{Hero Card Nav|Mirage}} | | rowspan=2 | {{Hero Card Nav|Mirage}} | ||
| Tornado | | <span style="filter:brightness(0) saturate(100%);">[[File:Tornado.png|64px]]<br/>Tornado</span> | ||
| Transform yourself into a tornado that travels forward . | | Transform yourself into a tornado that travels forward, damaging enemies and lifting them up in the air. After emerging from the tornado you gain bullet evasion. | ||
|- | |- | ||
| Traveler | | <span style="filter:brightness(0) saturate(100%);">[[File:Traveler.png|64px]]<br/>Traveler</span> | ||
| Channeled | | Channeled. Target an ally or visible enemy hero on the minimap, then teleport to where they were when your channel started. After teleporting, you gain movement speed as well as fire rate until your next reload. | ||
|- | |- | ||
| {{Hero Card Nav|Mo & Krill}} | | {{Hero Card Nav|Mo & Krill}} | ||
| Burrow | | <span style="filter:brightness(0) saturate(100%);">[[File:Burrow.png|64px]]<br/>Burrow</span> | ||
| Burrow underground, moving faster, ... | | Burrow underground, moving faster, and gaining spirit and bullet armor. Damage from enemy heroes will reduce the speed bonus. When you jump out, knock enemies into the air and perform a spin attack that damages and slows. Cooldown starts when Burrow ends. | ||
|- | |- | ||
| {{Hero Card Nav|Paradox}} | | {{Hero Card Nav|Paradox}} | ||
| Paradoxical Swap | | <span style="filter:brightness(0) saturate(100%);">[[File:Paradoxical Swap.png|64px]]<br/>Paradoxical Swap</span> | ||
| Fire a projectile that swaps . | | Fire a projectile that swaps your position with the target enemy hero. While the effect occurs, you gain spirit lifesteal and the enemy takes damage over time. | ||
|- | |- | ||
| {{Hero Card Nav|Pocket}} | | {{Hero Card Nav|Pocket}} | ||
| Flying Cloak | | <span style="filter:brightness(0) saturate(100%);">[[File:Flying Cloak.png|64px]]<br/>Flying Cloak</span> | ||
| Launch a sentient | | Launch a sentient cloak that travels forward and damages enemies. You can press 2 to teleport to its location. | ||
|- | |- | ||
| {{Hero Card Nav|Shiv}} | | {{Hero Card Nav|Shiv}} | ||
| Slice and Dice | | <span style="filter:brightness(0) saturate(100%);">[[File:Slice and Dice.png|64px]]<br/>Slice and Dice</span> | ||
| | | Perform a dash forward, damaging enemies along the path. | ||
Ultimate Unlock: While rage is full an echo of Shiv retraces the dash path after a short delay, damaging enemies again. | |||
|- | |- | ||
| {{Hero Card Nav|Vindicta}} | | {{Hero Card Nav|Vindicta}} | ||
| Flight | | <span style="filter:brightness(0) saturate(100%);">[[File:Flight.png|64px]]<br/>Flight</span> | ||
| Leap into the air and fly. | | Leap into the air and fly. While in flight your weapon deals bonus spirit damage. | ||
|- | |- | ||
| {{Hero Card Nav|Viscous}} | | {{Hero Card Nav|Viscous}} | ||
| Goo Ball | | <span style="filter:brightness(0) saturate(100%);">[[File:Goo Ball.png|64px]]<br/>Goo Ball</span> | ||
| Morph into a large goo ball . | | Morph into a large goo ball that deals damage and stuns enemies on impact. The ball grants large amounts of Bullet and Spirit resist, bounces off walls and can double jump. | ||
|- | |- | ||
| {{Hero Card Nav|Warden}} | | {{Hero Card Nav|Warden}} | ||
| Willpower | | <span style="filter:brightness(0) saturate(100%);">[[File:Willpower.png|64px]]<br/>Willpower</span> | ||
| Gain a spirit shield and bonus movement speed. | | Gain a spirit shield and bonus movement speed. | ||
|- | |- | ||
| {{Hero Card Nav|Wraith}} | | {{Hero Card Nav|Wraith}} | ||
| Project Mind | | <span style="filter:brightness(0) saturate(100%);">[[File:Project Mind.png|64px]]<br/>Project Mind</span> | ||
| Teleport to the targeted location. | | Teleport to the targeted location. | ||
|- | |- | ||
| {{Hero Card Nav|Yamato}} | | {{Hero Card Nav|Yamato}} | ||
| Flying Strike | | <span style="filter:brightness(0) saturate(100%);">[[File:Flying Strike.png|64px]]<br/>Flying Strike</span> | ||
| Throw a grappling hook to | | Throw a grappling hook to reel yourself towards an enemy, damaging and slowing the target when you arrive. | ||
|} | |} | ||
== Further reading == | |||
* [https://docs.google.com/document/d/1yfPHJsMrKcg_8wqa95qu0sOFxRdzKLF_eUWOZX7RLHc/edit?usp=sharing (EN-GB) Deadlock Movement] community document | |||
{{Gameplay Navbox}} |
Latest revision as of 00:44, 13 November 2024
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]
Further reading[edit | edit source]
- (EN-GB) Deadlock Movement community document
|