connect 208.167.245.11:27015
type that in the console or use the connect by ip or find the name “bh subterranean memento”
Fun times 
connect 208.167.245.11:27015
type that in the console or use the connect by ip or find the name “bh subterranean memento”
Fun times 
I jumped about a little on it, all the server really shows is how restricted brink movement is and how little control you have over anything.
Without any way to shift momentum aside from wallbouncing, you are fixed into a set path as soon as you jump or slide. By increasing the duration of each you’re simply increasing the amount of time spent with zero control of your character while you plow into a wall. It’s also painfully obvious that the maps were never designed for that movement, as you simply don’t have enough space to do anything with it.
I noticed that repeatedly jumping on that server causes your speed to dramatically increase, which is interesting. I guess you fiddled with some setting that was designed to prevent bunnyhopping by altering your speed when you land, but again the lack of proper air control just means you’re stuck into a straight path as you try to use it, and the large jumps vs small maps make it impractical to exploit. Again with the slide, there are very few situations where you actually want to slide that far, and the complete lack of any control of your character during the slide is ever more obvious if you increase the duration.
I guess i would be interested to see how it would play out if we had the Q4 style crouch slide turning and the ability to jump out of a slide, combined with a slight speed up on bouncing and vanilla jump height. You’d turn QW style during the slide and then jump out of it before you slowed down, using it as a way to redicrect momentum between jumps, and the jumps would steadily increase speed. Mind you, i guess SMART would manage to arse up any type of momentum you build into the game, the same way it currently makes navigation by wallbounce so awkward by trying to mantle everything.
[QUOTE=TeoH;326634]I jumped about a little on it, all the server really shows is how restricted brink movement is and how little control you have over anything.
Without any way to shift momentum aside from wallbouncing, you are fixed into a set path as soon as you jump or slide. By increasing the duration of each you’re simply increasing the amount of time spent with zero control of your character while you plow into a wall. It’s also painfully obvious that the maps were never designed for that movement, as you simply don’t have enough space to do anything with it.[/QUOTE]
I mean exactly what i said, and if you didn’t understand me then you’ve probably never properly played a FPS with advanced movement. The video is nothing more than a list of interesting locations to double jump or mantle off, pre-programmed moves that you have minimal or zero control over. The lack of any air control, control while sliding or any way to preserve momentum for more than perhaps a single hop makes the movement very simple and limited. Of course when i say simple and limited, i mean simple and limited in comparison to the good old days before people thought COD was a good example of a FPS. By todays standards, i guess the movement isn’t all that bad.
As for ‘this is the first brink trickjump video’, my own little parody video complaining about the movement pre-dates that. What’s more telling though, is that you probably won’t see any more of them; because people already explored the depth of Brink movement within the first week of release, and there isn’t much more to say on the matter.
[QUOTE=TeoH;326668]I mean exactly what i said, and if you didn’t understand me then you’ve probably never properly played a FPS with advanced movement. The video is nothing more than a list of interesting locations to double jump or mantle off, pre-programmed moves that you have minimal or zero control over. The lack of any air control, control while sliding or any way to preserve momentum for more than perhaps a single hop makes the movement very simple and limited. Of course when i say simple and limited, i mean simple and limited in comparison to the good old days before people thought COD was a good example of a FPS. By todays standards, i guess the movement isn’t all that bad.
As for ‘this is the first brink trickjump video’, my own little parody video complaining about the movement pre-dates that. What’s more telling though, is that you probably won’t see any more of them; because people already explored the depth of Brink movement within the first week of release, and there isn’t much more to say on the matter.[/QUOTE]
Don’t talk about the gold old days – give us names? What games ‘in the old’ days had better movement that can compete with brink’s movement systeem? Smart has pre-created animations and moves, true. But in what other game can you jump onto a legde? The video of Luddens Desir shows what combinations you can make, and are far better then any game i’ve seen up to now…
I made a thread about improving Brinks movement with several suggestions.
In case someone wants to read:
http://www.splashdamage.com/forums/showthread.php?t=27516
Btw. Just to ask where is the server located exactly? EU, US?
Well there were other games where you could grab ledges or climb (thief maybe ? daggerfall etc) but they were no combat FPS like brink.
A little predictable but undeniably Quake 3. It actually makes me sad that all (I’m NOT singling out SD here because of SMART) game developers took what could be draw dropping acts of precision and skill (sort of like real life Parkour) and pushed it under a bus to make a one button, easy access alternative.
[QUOTE=Kurnuttaja;326686]I made a thread about improving Brinks movement with several suggestions.
In case someone wants to read:
http://www.splashdamage.com/forums/showthread.php?t=27516
Btw. Just to ask where is the server located exactly? EU, US?[/QUOTE]
Im quite positive its in the US (had low ping to it).
I played on the server and really its nothing special. Like the person said once you jump it basically feels artificial compared to W:ET and Quake3/Live. (as if someone had a pack on them for speed boost while in space)
Here’s a random video about jumping to ledges in Wolfenstein: Enemy Territory: http://www.youtube.com/watch?v=c_WO6M4Jwj0
Here’s a nice video about Quake 3 team trickjumping I saw few days ago: http://www.youtube.com/watch?v=5whcResFLhg&hd=1
Here’s a cool video about Quake 3 solo trickjumping: http://www.own3d.tv/video/20393/reacH_the_m0oo0N_-_Q3_Freestyle_Trickmovie/?HD
Here’s a funny video about what “freedom of movement” looks like in Quake 3 CPM Clan Arena gametype: http://www.youtube.com/watch?v=zBc3-1Gbbo4
Ok, i’ll go there…
Pretty much every quake engine game had (not necessarily by design) far more advanced and challenging movement controls than any recent FPS, and their success also spawned derivatives that tried to create similar systems intentionally to varying degrees of success.
So, starting from the beginning, here’s Quake 1:
That’s air turning while increasing your momentum in the air, combined with frictionless hopping, ramps that redirect forward motion into extra height, or vertical motion into extra speed and knockback from weapons that can be used with the previous tricks.
Here’s a more modern variant that copies movement tricks from quake 1-3, and adds wall bouncing as well as a few other novelties, Warsow:
And to illustrate the crouch slide turning i was talking about in the first post, here’s some Quake 4:
Quake 4 takes its air control and acceleration straight from Quake 3, which means you are able to increase your speed significantly in the air but can’t pivot like you can in Q1, instead you have a limited amount of straight movement in the air to veer off left/right or slow yourself. Quake 4 adds the ability to slide when you land in a crouch position, and then allows you to change direction during the slide to maintain momentum and turn corners, you jump out of the slide to continue hopping. It also has the same ramp physics taken from Q1, which brink also happens to have because it uses the same engine, though you don’t have the tools to do anything useful with it in Brink.
Bonus vid: Here’s a Q3 mod that adds aspects of Q1 and Q2 movement to create an advanced system minus the wallbonce stuff from Warsow, CPMA or promode: http://www.youtube.com/watch?v=luTXZErdjOk
[QUOTE=Qhullu;326700]
Here’s a nice video about Quake 3 team trickjumping I saw few days ago: http://www.youtube.com/watch?v=5whcResFLhg&hd=1[/QUOTE]
Saw this the other day, epic stuff… kinda stopped defragging when the OPC forums disappeared 
Sad to say but I don’t think we’re going to have movement like that in games ever again.
Urban Terror has been doing “parkour” for years and is played competitively today (100’s of clans active in Europe right now)
Both these vids by the way are made with stock settings (no special mod or server cvars to improve movement) and for the most part are done on maps played in competition.
[QUOTE=DarkangelUK;326721]Saw this the other day, epic stuff… kinda stopped defragging when the OPC forums disappeared 
Sad to say but I don’t think we’re going to have movement like that in games ever again.[/QUOTE]
Well Quake 5 has to come out, and they know how much people hated quake 4’s changes… maybe they’ll surprise us?
Sadly I don’t think it’s a matter of them knowing it but more that it’s perceived as a barrier to wide appeal. SD have at least tried to bridge the gap but even so lost a lot in the process. IMO it’s really just about replacing real learned skills with psuedo earned ones.
I don’t know, maybe when we get more powerful tools like Unity we’ll get more Indie efforts with less concern for mass market appeal. I know thats where I’m happier putting my money.
If this is any indication on the changes we’ll see when the sdk comes out and the server browser is not updated to show which servers are running which modifications: gawddammit.
[QUOTE=DarkangelUK;326721]Saw this the other day, epic stuff… kinda stopped defragging when the OPC forums disappeared 
Sad to say but I don’t think we’re going to have movement like that in games ever again.[/QUOTE]
This is one of the best trick movies I’ve ever seen. Really impressive.