I can only re-iterate what I said on the previous page, Urban Terror is a quake-engine based game (it actually uses ioQuake3, the free Q3 based engine built from Q3 source), it has sliding, and it’s hugely competitive, so please don’t write it off as something only for “casuals”.
However the devil is in the detail.
Brink failed because sprint and SMART were the same button (press and hold for SMART, press and release for sprint). This was a stupid idea, but the game was made for consoles with limited buttons, so I guess that was the reasoning behind it. If that had not been the case, if they’d simply allowed us to bind SMART to a different key (i.e. been able to choose not to use it), the movement system in Brink could’ve worked.
If DB implemented sliding (or movement of any kind) the way Brink did I’d oppose it with every fibre of my being, well at least until I stopped playing DB, which would be pretty much straight away.
For sprint to work, IMHO, it would have to conform to these rules.
-
You can only start sliding by sprinting and then pressing crouch. Only this combination causes it to happen, so if you’re not sprinting when you crouch, you just crouch, so we don’t have players sliding about all over the place accidentally.
-
If you let go of crouch whilst sliding you stop sliding and start running upright again.
-
The transitions between running and sliding, and sliding and running, have to be seemless, with the hitbox following the player model exactly.
-
No knocking people over (or damaging them) when you slide in to them.
A knock-on effect of implementing this could and should be that “pressing some button” doesn’t cancel sprint, because at the moment everything does, which can be quite annoying.
But if you’re going to implement sliding then why not other parkour elements? I appreciate the danger is it’ll be seen as Brink2 (which would not be good), but if done right I don’t see why it can’t add a lot of flavour to the game. “Done right” meaning no SMART system, just combinations of sprint / crouch / jump / and movement keys to achieve a particular move, and make it so they’re a bit tricky to pull off and some skill is required to do them.