Imagine this is UT2004 and then UT3. Someone is trying to blow your brains out, and you need to get to the end of the road.
What would be to be fastest method of getting there?
Answer. Not running
That's the problem with UT2004 and UT3. UT2004 was just a worse offender.
I made a small mutator for myself that kinda solved this problem, I combined the two movements together, but instead of being able to mindlessly dodge jump mindlessly everywhere, even a open road; I made it so that you could only do it off of walls.
This means in order to reach the end of the "open" road in the fastest way possible, you had to run and evaluate the risk vs reward of using the environment to your advantage in order to get to the end of the road quicker.
Dodge Jumping off walls is more dangerous, because a rocket that missed you might just explode behind you and kill you anyways. It creates a better balance between hitscan and projectile. But most importantly it grants you an option simply not available in UT3 vanilla.
the dodge and dodgez values in UT3 just felt much better, it was a lot easier to dodge forward with ax2 and dx2 without stopping and losing momentum.
edit: I believe though I kept UT2004's jump and double jump.
The problem here as I see is, what percentage of max height should each jump give the player?
First Jump: 50%
Second Jump: 50%
Forcing players to constantly double jump to reach platforms.
Or should it be more like
First Jump: 90%
Second Jump: 10%
Where the second jump just essentially extends your airtime, at max height.
Which instead of forcing the player to constantly do it, allows them to do it when they think the situation calls for it.