Overbounce

In Quake III Arena, Overbounce started as an engine "bug" just like Strafe-jumping. Quickly this bug, get known amongst jump mappers and included in defrag maps as a required skill to surpass challenges. Please be noted, that Overbounce removed entirely from Quake Live but still present in all vanilla Q3 alterations as long as conditions are met.

When a player with nullified momentum (0 speed) falls from a certain distance to a flat surface, engine will not pickup whether player should be stopped or not. Instead of taking fall damage and fall momentum coming to a halt, player will thrown at the same exact velocity he fell down back to the air, as if he/she were hit a bounce pad.

For nullified fall momentum to apply to player, performer drops down gently and hug or brush over a wall for their movement speed to hit back to zero. Since diagonal momentum is hard to control, Overbounce performer should prefer leaving self to fall down from ledges perpendicular motion or jump away to hug a girder, any convex corner, pillar or wall in mid-air. Most Overbounce performers prefer customized Heads-Up Displays that has a speed meter for character movement.

Q3DM6, Q3DM7 and Q3DM14 are famous not only for their deathmatch environment but such generous spots where players can perform Overbounce. Overbounce can apply to most vertical ledges as long as player have a flat surface to step on below.

To example a few overbounce spots in Q3A: In Q3DM6, center area with towering Rocket Launcher porch and Light Armor spawn across five narrow high pillars. In Q3DM7; the ledge leading to the hidden teleport gate-Megahealth room below the center lava area catwalk. Finally in Q3DM14 it's the small oblong hole above the BFG10k spawn point.

In all these three maps simply brushing upon a solid obstacle and letting collision and gravity do their work for the rest, will help player to nullify their momentum at mid air for the overbounce. Overbounce requires meticulous aligning and has no impact on a practical deathmatch beside serving as a stunt maneuver in defrag maps.