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The physics engine is relatively simple yet robust enough to allow players to treat levels like physics puzzles (especially when combined with advanced movement techniques like bunnyhopping, rocket jumping, grenade jumping and air control).
 
The physics engine is relatively simple yet robust enough to allow players to treat levels like physics puzzles (especially when combined with advanced movement techniques like bunnyhopping, rocket jumping, grenade jumping and air control).
  
Most important physical object in the game is player, because of how their bounding box collides with rest of the level geometry determines where player will be allowed (or not) to go.  
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Most important physical object in the game is player, because how it's bounding box collides with rest of the level geometry determines where players will be allowed (or not) to go. It also helps to design levels in such a way, that monsters can physically pursue the player too (monster AI of many monsters is well capable of pursuit and with some mapper's help even of some "advanced navigation" like jumping over ledges).
  
For good gameplay feel it helps to have level flow naturally and organically without unwanted hiccups, jumpy stairs, strange "stick" edges and crannies and other annoyances. Quake combat feels best when player is allowed to move fast and fluid.
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Thus physical dimensions are very important topic of map design.
 
 
Due to relatively competent air control, jumping puzzles can be fun, especially for advanced players, but not all players love them.
 
 
 
It also helps to design levels in such a way, that monsters can physically pursue the player too (AI of many monsters is well capable of pursuit and with some mapper's help even of some "advanced navigation" like jumping over ledges).
 
 
 
Thus physical dimensions are very important topics of Quake map design.
 
  
 
==Map limits==
 
==Map limits==

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