Intuitive Map Interaction/Design


(Mustang) #21

Hehe, I think we’ve already seen the initial testing phase of this with ragdolls mysteriously climping vertical walls.


(DeTh) #22

Something I was thinking about. Why not have limited strafe jumping instead of infinite?

For instance, you can strafe jump 3 - 4 times with accelerated speed each jump increasing acceleration. On the 4-5th jump your character would be fatigued and suffer the same jump reductions that are currently implemented.

If maps were designed with this in mind, you could essentially create trickjumps and strafe jump routes for quick rotations without higher skilled players abusing it.

A trick jump could be something as simple as jumping from the road, hitting the front of a van jumping, hitting the back of the van jumping again, hitting a window seal or balcony edge that led to a building covering another objective route. The window seal/balcony would be unreachable if you just stood at the edge of the van and jumped but with the triple strafe jump you could make it.

Hopefully this makes sense but if applied I think it would satisfy both crowds.


(.Chris.) #23

Am I the only who that just sees no opposing sides?


(Rex) #24

Nope, you’re not alone. Who on earth wants SMART back?


(Dthy) #25

I’d prefer TRAMS tbh.


(stealth6) #26

When I think opposing sides I think more of casuals who are afraid of good trickjumpers saying they are unhitable etc vs trickjumpers.

As for the 5 jump rule, I’m not sure that’s a solution since in W:ET most trickjumps where under 5 jumps + constantly performing 1 jump for some extra speed + There was already a sprint bar.

I think the biggest problem with this discussion is that everybody wants it and the only people that don’t are the dev’s and they’re not replying. Maybe it just doesn’t fit into their vision of what they want.


(Anti) #27

[QUOTE=stealth6;422160]When I think opposing sides I think more of casuals who are afraid of good trickjumpers saying they are unhitable etc vs trickjumpers.

As for the 5 jump rule, I’m not sure that’s a solution since in W:ET most trickjumps where under 5 jumps + constantly performing 1 jump for some extra speed + There was already a sprint bar.

I think the biggest problem with this discussion is that everybody wants it and the only people that don’t are the dev’s and they’re not replying. Maybe it just doesn’t fit into their vision of what they want.[/QUOTE]

Crikey, I replied on page one and discussed it in IRC for about an hour last night! I do have a task list of work to do as well you know! :smiley:


(Mustang) #28

I liked how if you were just short of a jump you could still climb up and how you could slide tackle guys.

Not so fond of the “sprint at this wall and we’ll automagically make you traverse it without even jumping”, but then I always timed my jumps to try and make them smoother and faster anyway so it didn’t really effect me, whilst at the same time offering the more casual players a chance to still enjoy the game.

In short I never really got the massive objection to it as I found it did a lot of stuff well, just needed tweaking a little more to be slightly less consoley.

Not saying these things will fit with the DB style of gameplay, but I’d like to see a second reincarnation of SMART in a future game with a much higher focus on K&M optimisation.


(tokamak) #29

I thought the objection to SMART that it was underutilised rather than a detriment to the gameplay. People expected a parkour shooter but instead they got a shooter with slightly more options in mobility.


(INF3RN0) #30

Just found that this jump is possible, but the exit into the hall is blocked. Would be nice if it was similar to the TDM layout for this specific section.


Also figured out how to get up here. You can shoot through the blinds and cover the plant pretty well.



(DarkangelUK) #31

[QUOTE=INF3RN0;422489]

Also figured out how to get up here. You can shoot through the blinds and cover the plant pretty well.


[/QUOTE]

You can jump on the light fitting to the left of that as well. I hopped on there and placed a turret below me.


(iwound) #32

[QUOTE=INF3RN0;422489]

Also figured out how to get up here. You can shoot through the blinds and cover the plant pretty well.


[/QUOTE]

i could also see you and shoot you through the glass.


(Ashog) #33

Or rather SMOOTH - Smart Movement Over Overloaded Terrain Hell :tongue:


(rookie1) #34

[QUOTE=INF3RN0;422489]Just found that this jump is possible, but the exit into the hall is blocked. Would be nice if it was similar to the TDM layout for this specific section.


Also figured out how to get up here. You can shoot through the blinds and cover the plant pretty well.


[/QUOTE]


INF3RN0 ! …There you are !