Advanced Movement: walljumping/running/ledge-grab


(Chninkel) #81

I voted for walljumping but not like in the OP’s video. I would prefer quakewars style ramp-jump, useful but not too overpowered.


(fubar) #82

Personally not a huge fan of any of the options provided, so I went a head and voted None at all. However, I do wish to see some sort of movement system being adapted into the game, strafing as it was and still is used in the Quake system would be great, but otherwise a simple bunnyhop method. I’d definitely not want to see any of those S.M.A.R.T movement types (brink, wall climbs, automatic fence jumping and whatnot) as they really just take away from your own abilities and are limiting in such a way that you will not ever be able to “make more” out of it. Even for casual players, it’s discriminating, it’s really just a huge sign on their screen that yells “here, let me climb over this for you as you’re otherwise completely and utterly unable to do anything on your own”. Also… very annoying to get stuck mid-automated movement with no way of escape merely because you got caught by surprise, it’s just… way too limiting for being minimally rewarding, forces people even more into that whole slow paced gameplay genre.

As for strafe jumping needing an external source to understand, introduce a tutorial. Practically every game these days forces you into one anyway, Quakelive does pretty well on it, has them rocket jump and strafe down a slope having to beat a time to do so, if you fail… try again. It explains you reasonably well how to strafe, you can even throw indicators on the screen on what buttons to press/where to look, it really isn’t hard to master. Hell, the majority of us did it 12 years ago when we were merely in our pre-teens.


(HellToupee) #83

Actually it wasn’t left in multiplayer it was partly patched out, you could only strafe jump on non level surfaces downslopes and such on flat ground your second jump would just fail, some mods removed the block and single player side had full strafe jumping.


(DarkangelUK) #84

On purpose… was the point


(HellToupee) #85

And how may i ask is an anti strafe jumping mechanic they implemented only for the multiplayer side of the game leaving it on purpose?


(DarkangelUK) #86

facepalm


(HellToupee) #87

facepalm at your logic, intentional effort to remove is intentionally keeping…


(Mustang) #88

And what makes you think it was an intentional effort to remove?

If you speak to devs you’d know it was an intentional effort to tone it down slightly, not remove.


(DarkangelUK) #89

Oh but but it’s just the consecutive 2nd jump that makes strafejumping possible, nothing else! </sarcasm>


(Kendle) #90

Look guys, the developers of RTCW, and later SD, “did something” to the engine to limit strafe-jumping (compared to vanilla idtech3). It seems reasonable to me to assume the stuff they left in, and the stuff they took out, they did so on purpose. They wanted some degree of fast fluid movement, but not so much that we had WWII soldiers bouncing around like space aliens. :slight_smile:

The question is: why can’t that same logic apply to XT? I can’t think of an answer personally, but then SD are the ones that need convincing on this point.


(DarkangelUK) #91

Oh yes we all know that, my reply of ‘it was left in on purpose’ was a reply to this.

Which suggested it was ‘just there’ because of the engine and the devs had to use it whether they liked it or not… I think smarty arse pants just wanted to dig up a 2 page old quote to feel like he was contributing somehow. Basically air accel, consecutive jumps (ON SLOPES!), ground accel, ramping, edging, on some occasions you could even over bounce… were KNOWLEDGEABLY left in as part of the game and no attempt was made to remove all the fancy shizzle that made it all possible on purpose. CoD1 used the same engine and they removed all that crap completely.


(Tankey) #92

Highly doubt you could do it better than him. My intention was to show how such jump worked in ET, and he outruns everyone with it. Ive played with him, and he’s quite a tip faster than on that video with stuttering as you mentioned. It’s sqzz after all.


(Violator) #93

Voted for walljumping, wallrunning would be a bit OTT, and ledge-grabbing requires a pause which would break flow imho / leave you a sitting duck - maybe for some risky shortcuts.


(DarkangelUK) #94

That’s a good thing, there should always be a risk if you’re trying to grab a benefit. Again I need to reiterate that Brink ledge grabbing could be interrupted and you jump away from it if necessary.


(shaftz0r) #95

i can do it 100x better, specifically that jump. he didnt outrun anyone, they went top to catch him at cp but they got fragged. sqzz is mediocre compared to the people he plays with


(DB Genome editor) #96

Hey, I thought I was that guy :tongue: Guess that makes two of us…


(et4player) #97

with the unreal engine you will never get the movement physics like any quake engine, q2 q3 etc
unless SD rewrites the engine :smiley: plain and simple


(Erkin31) #98

If we talk of aesthetic, justly, I haven’t found more aesthetic to see in a FPS than the movements of a pro-gamer on games like Quake 3 or Warsow.
It’s the only kind of games where I like to look a video where a player only move (defrag movies). Not only for the skill, but also for the aesthetic: This speed, with feeling of airiness and fluidity, this is really nice to see for me.


(ailmanki) #99

Maps, movies, players … Defrag mod has the highest quality of it. That q3bug is surely to nice!


(.FROST.) #100

[QUOTE=Erkin31;468528]If we talk of aesthetic, justly, I haven’t found more aesthetic to see in a FPS than the movements of a pro-gamer on games like Quake 3 or Warsow.
It’s the only kind of games where I like to look a video where a player only move (defrag movies). Not only for the skill, but also for the aesthetic: This speed, with feeling of airiness and fluidity, this is really nice to see for me.

Funny enough, you’ve mentioned 2 areana shooters. If you’d have read my whole reply a bit closer, you might have noticed, that I also wrote this in it:

“…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…”

See how I mentioned, that strafe and bunny hopping belongs to arena shooters? I don’t have anything against trickjumping in general. I only feel, that the more realistic the environment, setting and tone of a game is, the less fitting is something “artificial” like bunny hopping.

PS: Warsow looks great btw. Not necessarilly my type of game(I never was too much into arena shooters), but looks very nice.