The Doorman/Movement

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Revision as of 00:04, 3 July 2026 by Gammaton32 (talk | contribs) (correction)
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List of known movement tech for The Doorman.

Doorway
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Tech Type: Character Tech
Difficulty: Basic Mechanics
Inputs: Doorway (2) → Doorway (2)

Doorway

Doorman's second ability is Doorway. Upon the placement of two doors, they will swing open and allow free traversal between the two.

Doorway is only able to be placed on truly horizontal surfaces; Doorway cannot be placed on ceilings, floors or on any sloped surface. Doorway also cannot be placed if a player collision capsule is in the intended placement. Doorway has a very small invisible lip on its base and top of its frame, around 30 units wide.

Doorway can be placed on certain abilities that have collision, such as:

The door itself is 100 units wide and 190 units high. Usable portal area is 80 units wide and 170 units; the frame of the door has collision.

If only one door is active and you place it so that the back of the door is visible, you can shoot through it as though it has no collision.

Doorway does not impose any restrictions upon movement; this allows for free velocity redirection with Ziplines and makes for a very potent movement tool if you are knowledgeable enough.

Self Cart
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Tech Type: Character Tech
Difficulty: Advanced Hard
Inputs: Luggage Cart (3) Alt-cast (RMB)

Self Cart

Luggage Cart is Doorman's third ability, in which he spawns an ethereal luggage cart which can trap and displace enemies. By alt-casting Luggage Cart, you can spawn a cart that instead picks up allies. You are not normally able to ride/be picked up on your own cart.

By alt-casting Luggage Cart just as you go through Doorway, you can ride your own cart. This action is location and speed dependant.