Advanced Movement: walljumping/running/ledge-grab


(Erkin31) #61

Skiing was a bug in Tribes 1. Someone can imagine Tribes without Skiing ? (And all others Tribes have this feature, even the last on UE3).
For the remake of painkiller, on UE3, they added the straff jump.

About the slide/crouch fire, I liked it in Urban Terror.

why no double jump lol

Or a big jump which needs to crouch then jump, with a perfect timing, like in a fighting game ! Could be fun coupled to the crouch jump.


(rapid_shot) #62

I just don’t see Conker sliding around and bouncing off walls as a good idea. And once we get to see the mini-gun merc, how would sliding or wall jumping even work? Does he run, put down the gun, then surf on it? I just think the animation for that would be unintentionally hilarious.

I’m all for strafe jump, but since its not gonna happen, at least remove the momentum loss when you land from a jump. That would smooth a lot, if not most, of the movement out.


(DarkangelUK) #63

I’m willing to stop grasping onto realism so much and add some fun instead. Would you rather find it hilarious and fun to see someone walljump with a chaingun or be irritated constantly by restrictions for the sake of realism? Screw realism, it’s boring as hell.


(Lammert) #64

Also voted for… None
Seems weird to have this sort of jumping in gameplay.

Strafe jumping would be nice (or was that already mentioned somewhere? :wink: )


(nailzor) #65

I’m a fan of advanced movement, and my opinions vary per game. For example:

Double jumping, wall jumping; awesome in Unreal series. They had jumping features from day 1, which they compounded upon in their later titles - so it was a bit expected afterwards. Also they had maps that had key areas designed around specific jump combos you could do.

For this game I think the idea of wall jumping or wall running would open new ways to traverse the maps, but there would likely be the need to overhaul each map to make sure there are enough areas for opportunity - creating a bit more work.

I’m a fan of strafe jumping or bunny hopping to have increased movement speed, especially down hill.

Ledge grabbing could be cool.

Whatever is done should for advanced movement should be learning from opportunities that previous SD titles created and improving upon them.


(attack) #66

question is if it fits with gameplay. brink was often chaotic because you could easy come on top of everythink


(Protekt1) #67

I’d like to see a way to boost teammates up over high obstacles. Warface has something like that… it causes an animation though I’d like to see a way to just fluidly make yourself like a springboard so if someone jumps on you and they are a teammate you can throw them up higher.


(BMXer) #68

Brink sucked, pretty much everyone agrees… That being said, I can honestly say I missed the wallhop once we stopped playing. I was naturally wanting to hop off the walls in every other FPS game I played for at least a month after Brink/Qcon.
IMHO the only 2 good things about Brink were the wallhop and the LAN tournament at Quakecon.


(rapid_shot) #69

I hardly see not having wall jumping or climbing or sliding as a restriction. With that same logic I could say not having a nuke that kills the whole enemy team is a restriction. But I do agree that trying to make the game more “realistic” is absolute bull. If games were more “realistic” each firefight would last hours. My concern was with the animation looking and playing strangely and being out of place for Xt.


(DarkangelUK) #70

What? No idea what that first sentence even means. I understood your concern clearly, but as I said, i’d rather have comical animation and still have fun as apposed to leaving it out because it doesn’t look right and end up being annoyed at the game.

In all honesty I’m just bored out my wick of ‘tactical shooters’ or games leaning towards that trend. I preferred when games completely suspended belief and had alien cyborgs rocketjumping and teleporting and looked like they have a stick stuck up their arse when they strafed really fast. Kick realism and tactical shooters out the door and bring back some bloody fun!


(ailmanki) #71


Could have a merc with rollerskates


(shaftz0r) #72

that was an awful vid of strafe jumping in et. he took a bad line over the railing and stuttered around corners… jussaiyan


(Hundopercent) #73

Ledge grabbing could work too, it doesn’t need to have a slow animation either. The ledge grabbing in Titansfall is actually pretty quick and smooth.


(Nail) #74

bad posting


(shaftz0r) #75

theres no player collision, so no stacking. i thought that was an odd choice, and something i assume that will change for testing purposes


(Volcano) #76

yeah we used to get outside the maps very easily with stacking early on


(INF3RN0) #77

What about boosting? In ETQW you could push teammates, though it wasn’t well known. You could actually gain more height when pushed from underneath by a teammate. Something that revolves around 2 people working together to get another over an otherwise non-jumpable barrier would be cool, especially if there were specific barriers that offered shortcuts to and from the objs.


(.N.E.R.D.) #78

Voted for Wallrunning since noone voted for it yet and I wanna feel special.


(.FROST.) #79

[QUOTE=ailmanki;468026]

Could have a merc with rollerskates[/QUOTE]

You should play Gotham City Impostors(F2P, btw) :wink:

//youtu.be/2envxtI3PnU


(.FROST.) #80

[QUOTE=Smooth;467808]Any advanced movement we add must be easily understandable (hard to master) and have a believable context within the world.

All of these poll options have that, so it’s a case of if they would be beneficial to gameplay or not. I personally think wall-jumping could work fairly well with the speed and fluidity we’re aiming for :)[/QUOTE]

Walljumping+Wallrunning*+Ledge grabing = :)(SMART 2.0?)
*only for a few steps. Something between walljumping and literally wallrunning.

Bunny-Hopping+crazy rocket-blade boots = :eek:

I don’t know about strafe-jumping (it’s a special kind of Bunny-Hopping as far as I’ve understood it), but I can understand very well, that people who were very accustomed to it might miss it quite a bit. But from a purely objective POV, especially aesthetically spoken, it would make the game look kinda silly. From my casual-player POV and my aesthetical perception, strafe is something that belongs to arena shooters and nowhere else, even though many other games may incorporate it as well. I know, that I’m probably the only guy within this forum who has that opinion, but I just wanted to say that nontheless.