Advanced arena
Movement in full.
What each ability gives, what it ends, and the values behind both.
Movement
Same power, different control.
Sprint caps your speed. Slide bleeds it off. Stabilize takes vertical velocity to zero. A thrust fired against your motion subtracts from it.
Stopping makes the next thrust a new movement instead of a continuation. Jump one way, stabilize, thrust onto a ledge in another direction.
Sprint suspends during a slide or a thrust and then resumes. Thrust works in the air. Nothing waits its turn.
Abilities
Five abilities. Five brakes.
They stack. Sprint into a slide, thrust out of it, stabilize, thrust again.
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01
Sprint
Top speed 800 cm/s, ramped over 1 second. Needs forward alignment of 0.4 to start and 0.7 to hold. Suspends during a slide or a thrust, then resumes.
Brakes Caps speed. Entering a sprint pulls extra momentum back to 800.
-
02
Slide
Inherits entry momentum and adds nothing. Direction locks at entry and cannot be steered. Releasing crouch ends it early.
Brakes Bleeds off 350 cm/s every second and exits below 200. Only a thrust cancels it.
-
03
Directional thrust
An impulse above the sprint cap, along your movement input, decaying over 0.35 s. Fired against your motion it subtracts from it. Suspends ground friction for 0.3 s. Works in the air.
Brakes Decays. A thrust is a distance, not a new cruising speed.
-
04
Clamber
No separate button. A jump near a ledge pulls you onto it, up to 428 cm off the ground.
Brakes Turns a missed jump into a recovery.
-
05
Airborne stabilize
Downward jets damp vertical velocity to zero. Horizontal speed is untouched and never clamped. Three seconds, once per airborne period.
Brakes Ends momentum. Jump, stabilize, thrust in a new direction.
Aim raises the sidearm on the ground and stabilizes in the air. Crouch slides only while sprinting. Every control is rebindable per device.
The numbers
Movement, in numbers.
Speeds in cm/s, distances in cm.
- Slide exits below 200
- Walk speed 500
- Sprint speed 800
- Jump velocity 833
Size
- Player height
- 188cm
- Doorway height
- 192cm
- Head clearancea jump bumps you
- 4cm
Ground
- Walk speed
- 500cm/s
- Sprint speed
- 800cm/s
- Ramp to top speed
- 1.0s
- Alignment to start
- 0.4
- Alignment to hold
- 0.7
Two thresholds: one to start a sprint, one to keep it.
Air
- Gravity scale
- 1.5
- Jump velocity
- 833cm/s
- Jump apex
- 236cm
- Airtime
- 1.13s
- Clamber ceiling from a jump
- 428cm
- Air control
- 0.35
Ballistic arcs. No lateral air friction, no air braking.
Thrust
- Cooldown
- 2.0s
- Duration
- 0.35s
- Friction suspended for
- 0.3s
- No firing or melee for
- 0.35s
Above the sprint cap, then it decays.
Slide and stabilize
- Slide exits below
- 200cm/s
- Slide decay
- 350cm/s²
- Slide range from top sprint
- 8.6m
- Stabilize duration
- 3.0s
- Stabilizes per airborne period
- 1
The slide bleeds out. The stabilizer cuts at three seconds with no taper.
Values in blue are measured in game.