Maps are not wall jump friendly. (and too much corridor-like)


(heavyLaser) #1

I think the level design needs to give more ways to move to the players, this is too frustrating to see that there is only corridor/area/corridor/area map, this is a weird thing that in a game where that’s possible to walljump, you just can’t easily access to different heights.

This was already a problem in Brink, the level design does not match the physical ability of the characters.

So please, make more opened maps, because these corridors-like maps are cool, but gets boring too fast.

I really loved Brink, but the level design made me leave the game, and this is going to be the same for Dirty Bomb if nothing is done with that.


(Eox) #2

There’s more path for wall jump than we though for sure, but those are not especially easy to follow. However, I second that idea. More wall jump paths would be awesome, as well as more movement mechanics.


(icebergSword) #3

We don’t need more movement mechanics, just maps that are more Container City than… Well… Anything else. Splash Damage’s biggest problem recently has been map design.


(Kadrius) #4

Did you play Dome?

That map really has a lot of paths to jump.


(planetaryCook) #5

the game as well as created is not good , small maps , small players and dancers , hard to call it shooting game .
This calls people to use and aimbot cheat


(Zeepso) #6

I feel like the more I play, the more movement options I find. I think the game just doesn’t do a good job explaining its movement system. I didn’t even know about the half life 1 style long jump until I found out about it online.

A trick jump training tutorial or practice map would be nice. Or better yet, release a udk for the game and let people make their own movement maps.


(solt.) #7

Personally, I’ve felt so far that wall-jumps are in a good place in terms of prominence.

The places that they are necessary are obscure enough to feel rewarding when you learn them.

If they’re too common then I’d fear you have on of two unfortunate outcomes.

Either you have too many avenues to traverse each map (jumping paths and standard routes), or you reduce avenues that are not jump-reliant to compensate for the influx of jumping-routes. In which case the maps become prohibitively complex to navigate.


(Glot) #8

wall jumps themselves are not very consistent in some places.
plus some tricks are very speed dependent.
sometimes it is easier to get somewhere with Fragger than with Proxy, and sometimes - visa versa.
jumps need to be less random, and more predictable (not saying easier - no) we need to look more at games like quake or UT, where tricks were difficult but very consistent and predictable.


(Szakalot) #9

[quote=“Glottis-3D;10683”]wall jumps themselves are not very consistent in some places.
plus some tricks are very speed dependent.
sometimes it is easier to get somewhere with Fragger than with Proxy, and sometimes - visa versa.
jumps need to be less random, and more predictable (not saying easier - no) we need to look more at games like quake or UT, where tricks were difficult but very consistent and predictable.
[/quote]

I think its a matter of being used too the new mechanics. This game has a more punishing system than quake regarding trickjumps. I’m not saying the jumps are more difficult, im saying its more a matter of the things you can do wrong, rather than how perfect your timing has to be (which is whats difficult about quake-y jumps).

Looking the wrong direction, not letting go of a directional button, tapping space frantically or in a controlled manner, it all makes a difference here. Playing with mercs with significantly different running speeds only makes it more complicated to learn the proper timings.

Good example is trainyard attacker’s left mg room first window jump. If you don’t have a light mercs you have to make two wall jumps to get enough speed (preferably with the first jump being a long jump), and if you look too much in the direction of the window the first wall jump will push you too much off the wall to make the second one properly.

I find looking at the wall I’m jumping on for the first wall jump gave me much more consistency regarding this trickjump.

Not necessarily disagree with Pixel that the system could be more simplified.


(Glot) #10

Strange thing. this particular Jump into the MG window house. Is 90% done by Fragger, and only 30% by Proxy. (tried realy hard.)
Some bounces from wall or window parts realy hurt in the Proxy case here.


(appreciativeBuster) #11

You can jump through the corridors if your movement is right.

Try harder.


(Glot) #12

but tbh you will be at the end of a corridor faster if you just run, not long/wall/ jump. Long jump penalty is too high atm =(((


(appreciativeBuster) #13

^AGREED!!!

Jumps should be faster then running if applied/done properly!


(Szakalot) #14

[quote=“appreciativeBuster;11120”]^AGREED!!!

Jumps should be faster then running if applied/done properly![/quote]

they are, they give you long jump speed


(Glot) #15

[quote=“Szakalot;11134”][quote=“appreciativeBuster;11120”]^AGREED!!!

Jumps should be faster then running if applied/done properly![/quote]

they are, they give you long jump speed[/quote]

but after the long jump there is a penalty time, when you cannot sprint at full speed.
and that discards the initial speed boost from longjump+walljumps.

i am not 100% sure about this time being as long as 1long+2wall jumps. but definitely it is longer than 1long+1wall jump.
and judging by my expierience jumpers do not get from A to B faster than runners even a tiny bit. (not taking into account here tricks to windows etc)


(Szakalot) #16

It does allow you to cross through specific areas faster, which could be advantageous if said area is under enemy control


(lapislazuliPark) #17

If you long jump into a wall jump i’ve found the speed loss at the end either non-existent ant or neglible. Still can’t master the trick jump on Chapel (to get to the mg nest behind defender EV spawn)

EDIT: As for equalising mercenary’s abilities to get places… often you find that the places you get to are flanking or above/below the other team so give you an advantage initially. if you allowed every merc (extreme example) to get here then you would find that you would 1, lose the fun of the lighter mercs and 2, the lighter mercs have less health so the advantageous position is still risky due to their health pool. (hope that makes sense) Personally the different movement speeds and mechanics adds a lot of joy to games like this and TF2


(Zeepso) #18

The trick to the chapel jump is to:

A : Jump into and off the wall next to the ammo crate, ( hold W and D in the process)
B : Aim for the railing straight ahead.
C : Before you touch the railing, turn left, let go of w, and hold D
D : Jump off the railing, then hold crouch afterwards.

I usually get it a good amount of the time this way.

Long double wall jumps do seem to negate the slow down effects of a regular long jump, but there’s not too many places you can abuse it, so i think there balanced.


(Szakalot) #19

There is another approach to this jumb including only one jump on the wall right next to the rail, and a crouch jump from that onto the platform. Its harder to do, but can be done with any character; whereas the ammo crate jump can’t be done with Fragger (right?)


(KangaJoo) #20

You can make that jump with fragger in only one wall jump. Just crouch after the first wall jump while you’re going towards the window. You can even do it with your gun out.