Thanks for checking it out! I had trouble getting the strafejump math to work. Should revisit that sometime.
Great point about the jump. It's been so long since I played Quake that I forgot that was a thing. Thanks a lot for the feedback!
If I recall correctly, the speed is capped using a dot product instead of a vector length of your current speed, so if you veer slightly to the side, you can get a little more speed than going straight forward, but, obviously, if you go too far to the side, you'll start countering your speed and/or go off course and slow down.