Wallrunning can occur when a player runs along a straight wall (either normally or by straferunning) while in contact with it. The player will be accelerated to a speed that is greater than normally attainable.

Wallrunning is triggered when: Edit

  • The player is running north along a one-sided north-south wall, south along a two-sided north-south wall, or east along a one-sided east-west wall; and

The player is facing either 45 degrees away from, 38.7 degrees away from, or nearly parallel (1-4 degrees inward) to the wall.

  • After a brief moment, the player will begin moving at a very high speed, ceasing only when the player stops running, encounters a corner, or changes direction (e.g. by being hit by a monster).
  • An agile player can exploit this bug as a speedrunning or deathmatch tactic, taking advantage of north-south and east-west walls to dodge projectile attacks or move quickly between distant areas of a map. Its use in deathmatch play is somewhat limited, however, because it requires that:
  • The level contain a straight north-south or east-west wall in the appropriate place(s);
  • The player determine which way is north, possibly during a fast-moving firefight;

The player rapidly orient himself at the desired angle to the wall and;

  • The player wait for the acceleration to begin.

On rare occasions, wallrunning can also be done westward along a one-sided wall, or along walls of other orientations (for instance, west-north-westward along linedefs 106, 119, and 39 of DMPRTL2.WAD from Maximum Doom). In addition, because sprite footprints on a map are square rather than round, this same acceleration can occur along one edge of a long row of aligned obstacles, where it is referred to as thingrunning.

See AlsoEdit