## Cutting that corner properly

In fact, some DooMers end up doing a form of strafe-running that gives only two-thirds as much of a speed-up as they*should* get, because they never understood the particulars of strafing in DooM. The thing is, in DooM there are actually two kinds of strafing.

No, no, not left and right. There’s a more subtle difference of flavour than that. If you activate strafing (the default control is to press `ALT`

) and then use the control you would usually use to turn left or right, you move to the side with a velocity of 50 units. That’s true strafing, the sort which I’ve been talking about.

However, DooM also gives you two separate controls that allow you to strafe with a single keypress. These controls,`strafeleft`

and `straferight`

, function as `moveleft`

and `moveright`

do in Quake. Especially if you are a mouser, you will probably find this method of control slightly easier. Unfortunately, these only give you a side velocity of 40 units, not the 50 you get from doing proper strafing. This means you get rather less value out of strafe-running.

Again you will move along the diagonal of a rectangle, but this time it is not a square with equal sides; one side is 0.8 the length of the distance you cover by moving forward normally. The length of the diagonal is hence sqrt(1^{2} + 0.8^{2}) the length of the forward movement side. This gives you a speed-up of only about 28% rather than the 41% afforded by proper diagonal-running. And the angle you move at will not be 45^{o}, but rather 36^{o} to the direction you are facing. So if you’ve ever noticed yourself not going at the angle you thought you should be, then that’s why; you’ve probably been doing it wrong!

https://web.archive.org/web/20010503133244/http://planetquake.com:80/QdQ/ZigZag/strafe2.htm