ideas from titanfall


(attack) #101

[QUOTE=trickykungfu;490054]looool you are so stupid XD
You are saying make the maps like titanfall then the movement system works. I guess you are 10000% right mate! If you see it the other way around that TF movement will not work with Xt map. Great mate! Thats all i said. Idiot![/QUOTE]
i would answer ,but this would require that i put myself down on your lvl.


(biz) #102

I found Titanfall’s tutorial to be excellent at introducing the movement
I think new players can pick it up really quickly because the individual components aren’t anywhere near as complicated as strafejumping.

  • the players already know how to sprint
  • double jump is very easy to pick up.
  • running on a wall is very easy to do (even if you don’t do in the most efficient way possible the very first time)
  • and the only thing left is chaining wall jumps to gain speed. a very easy form of that is in the tutorial, and I think players will figure out how to do the harder versions as they play the game

all of Titanfall’s movement beyond those simple elements is really about planning and combining all these moves.

I don’t think there can be a quick & effective strafejumping tutorial. the complexity is all about overly specific angles, how exactly you rotate, and extremely precise timing of key presses.
unfortunately, it’s way more complicated than just combining running, strafing, jumping and turning (4 easy concepts).

Quake Live has a tutorial on some of the movement stuff, but I don’t think it helps new players very much… I have been playing that game for 10+ years and can’t even complete the advanced sections of the movement tutorials


(shaftz0r) #103

[QUOTE=biz;490122]I’m showing the differences between how two different nonsensical movement systems are perceived
the problem isn’t the acceleration, but the method of acceleration

including quake-style strafejumping means your game is dead on arrival
but Titanfall is proof that there are commercially viable ways to put acceleration into a game that don’t just involve spamming some sprint key and running forward[/QUOTE]

someone was obviously really bad at ET and quake


(montheponies) #104

I’ve been playing football for 35yrs and still can’t do things that Messi can do - should we simplify football to the point where me and my mates in the pub can give Barca a run for their money?


(DarkangelUK) #105

That was loosely my point as well. Trickykungfu said he may not know all the areas but knows how to get to them, like the end point is the only goal. In Quake 3, everyone who’s played Space CTF knows how to capture the flag, but not everyone knows how to do it in under 3 seconds. There’s a difference between simply reaching the end point, and reaching the end point in a faster, more efficient skilled and controlled manner. You can get to the highest point in 30 seconds? I can get there in 10. Don’t limit it so it takes everyone 30 seconds to get there just to make everyone feel special. We’re back to fake pats on the back.

Sorry, hijacked your perfectly fine example there :slight_smile:


(attack) #106

[QUOTE=biz;490125]
Quake Live has a tutorial on some of the movement stuff, but I don’t think it helps new players very much… I have been playing that game for 10+ years and can’t even complete the advanced sections of the movement tutorials[/QUOTE]
sry you do smth wrong :D.
the quake system is a good one, the only “problem” is that you have to put time and work in it.


(Senethro) #107

Huh, I see people still can’t agree over which old dead game every new game should be like.

I thought that a lot about Titanfall was very clever and well designed. If you’re so broken as to not be able to find things to enjoy about it then you’re wasting your time playing any commercial game and should make a free game for team shooters like what Warsow did for arena shooters.


(attack) #108

[QUOTE=Senethro;490148]Huh, I see people still can’t agree over which old dead game every new game should be like.

I thought that a lot about Titanfall was very clever and well designed. If you’re so broken as to not be able to find things to enjoy about it then you’re wasting your time playing any commercial game and should make a free game for team shooters like what Warsow did for arena shooters.[/QUOTE]

i think the most are open for new , if it is well designed.
quake system is simply still fun and a good working system.


(attack) #109

btw im currently downloading brink again. if smbdy want to test it ,to refresh the thoughts about it pm me.


(shaftz0r) #110

[QUOTE=Senethro;490148]Huh, I see people still can’t agree over which old dead game every new game should be like.

I thought that a lot about Titanfall was very clever and well designed. If you’re so broken as to not be able to find things to enjoy about it then you’re wasting your time playing any commercial game and should make a free game for team shooters like what Warsow did for arena shooters.[/QUOTE]

warsow didnt do anything for arena shooters. if anything quakelive did, but warsow was a doa game

lolno


(Senethro) #111

[QUOTE=shaftz0r;490156]warsow didnt do anything for arena shooters. if anything quakelive did, but warsow was a doa game
[/QUOTE]

How can you even tell against the background of all arena games being dead?


(attack) #112

the arena games died mostly because of console games.


(shaftz0r) #113

because quake never died. it’s still one of the biggest purse winning comp games in the world. quakelives userbase is 1000x bigger than warsows ever was worldwide


(biz) #114

the Quake movement system is only a good one if you want to limit your target audience to Quake veterans
there aren’t that many of us. all those games are dead, except QL is still played a bit in Europe

you shouldn’t have to master some movement system before seeing that its a good idea.
nobody understand the value strafejumping brings to a game until they already know how to do it

but when people play Tribes or Titanfall or even racing games, they can see how the movement adds to the game before long before they become an expert at it

who said anything about that?
I’m just saying requiring very advanced skills to complete a tutorial probably isn’t the best idea


(BomBaKlaK) #115

My roommate was the first warsow character designer (the punk that’s him) and that’s a team of friends working during 5 years do make this game (for the 1rst team), so you just can’t compare quake to warsow in term of popularity.
This is not a studio and they did a fantastic job I enjoy much better this movement system than the quake system. (but I still love CPMA)


(biz) #116

warsow’s movement is better than Quake’s, but warsow’s movement system also killed any chance it had of becoming popular

“why bother investing the time learning this movement system?”
that is what everyone thought.

and these weren’t some random newbs, but people who have been playing Quake for a long time


(Glottis-3D) #117

[QUOTE=biz;490172]warsow’s movement is better than Quake’s, but warsow’s movement system also killed any chance it had of becoming popular

“why bother investing the time learning this movement system?”
that is what everyone thought.

and these weren’t some random newbs, but people who have been playing Quake for a long time[/QUOTE]
actually it was acid-cartoon visual style, that turned me off.


(DarkangelUK) #118

[QUOTE=biz;490172]warsow’s movement is better than Quake’s, but warsow’s movement system also killed any chance it had of becoming popular

“why bother investing the time learning this movement system?”
that is what everyone thought.

and these weren’t some random newbs, but people who have been playing Quake for a long time[/QUOTE]

Warsow focusing mainly on CPM style movement and weapon fast-switching with the boost button is what killed it, everyone was using it and those that weren’t were sitting ducks. Quake 3’s CPM was in a similar state, the “on-rails” cornering and fast weapon switching wedged a niche into place that alienated those that didn’t want to use it. Q3’s vanilla movement system however wasn’t quite so bad, probably why QL is still being played. Sure you can do more than the standard user, but the gap wasn’t quite as great as the normal players and good aim alone can still get you by. I was never a fan of CPM movement for this reason, it took the vq3 movement and turned it on it’s head, actually causing you do to the opposite of what you’d learned to do “What? I need to LET GO of forward when cornering??”… this is why vets weren’t grasping it, having to fight against years of muscle memory.


(shaftz0r) #119

the visual style, the boosting, the weapons. why would i bother when i can… just play quake?


(k0k0nat) #120

[QUOTE=biz;490125]I found Titanfall’s tutorial to be excellent at introducing the movement
I think new players can pick it up really quickly because the individual components aren’t anywhere near as complicated as strafejumping.

  • the players already know how to sprint
  • double jump is very easy to pick up.
  • running on a wall is very easy to do (even if you don’t do in the most efficient way possible the very first time)
  • and the only thing left is chaining wall jumps to gain speed. a very easy form of that is in the tutorial, and I think players will figure out how to do the harder versions as they play the game

all of Titanfall’s movement beyond those simple elements is really about planning and combining all these moves.

I don’t think there can be a quick & effective strafejumping tutorial. the complexity is all about overly specific angles, how exactly you rotate, and extremely precise timing of key presses.
unfortunately, it’s way more complicated than just combining running, strafing, jumping and turning (4 easy concepts).

Quake Live has a tutorial on some of the movement stuff, but I don’t think it helps new players very much… I have been playing that game for 10+ years and can’t even complete the advanced sections of the movement tutorials[/QUOTE]

extraction really needs a tutorial for new players like TF. The tutorial was great. And it seems that a lot of new players simply dont get objective/stopwatch mode.