Strafe jumping


(DarkangelUK) #41

Trust me, there’s no one wants advanced movement more than me, but from what I’ve read this would just break the current maps as they stand. Given how the movement is now, it would need some severe tweaking to get what we want, and I’m being a realist here by thinking this just isn’t going to happen.


(stealth6) #42

Well I normally share you cynicism, but SD haven’t done anything yet to warrant it. Let’s see what happens before we judge.


(EnderWiggin.DA.) #43

Only if you assume ROF, health, and damage remain unchanged.


(zenstar) #44

I don’t think a crouch jump would be too difficult to implement or have too much of an effect on the current maps.


(Dragonji) #45

I think that strafe jumping can be the thing that would convince old ET players to stick to DB.


(stealth6) #46

So was just playing some TDM and some control in the air would be really nice! For instance when you go down stairs instead of walking all the way I tend to hop over the banister. Problem is you need to line your jump up just right otherwise it doesn’t work. If you had a little aircontrol it would allow you to correct your jump just a slight bit to land on the other side.

Jumping atm is just too static, the game is all fast movement, but when you jump for those few milliseconds in the air you can’t do anything. You leave the floor and hope for the best. :smiley:


(amazinglarry) #47

Yes, yes and yes.


(stealth6) #48

Just had another idea to maybe make trickjumping more interesting (but not as complex as CJ)

2 rowed jumps will make the second jump higher/further. Or only when you fall onto a lower platform (this would make more sense). Then the momentum of you’re fall combined with your new jump will make you fly further. It’s a rough idea and sounds kind of useless, but it kind of incorporates the power of a cirlcejump into an easier mechanic.

Another idea is use a guns recoil to give you an extra boost. Jump, point down and shoot to give you a slight height increase (or bigger increase in the case of the grenade launcher).


(kamikazee) #49

[QUOTE=stealth6;411504]Just had another idea to maybe make trickjumping more interesting (but not as complex as CJ)

2 rowed jumps will make the second jump higher/further. Or only when you fall onto a lower platform (this would make more sense). Then the momentum of you’re fall combined with your new jump will make you fly further. It’s a rough idea and sounds kind of useless, but it kind of incorporates the power of a cirlcejump into an easier mechanic.[/quote]Now plain doublejump could break stuff, making places you couldn’t reach suddenly available for trickplants or hideouts. The other ideas, well, it is also not grounded in reality but it could make interesting stuff… I’m only wondering if the implementation could be abused to let people avoid falling damage and we obviously don’t want that.

[QUOTE=stealth6;411504]Another idea is use a guns recoil to give you an extra boost. Jump, point down and shoot to give you a slight height increase (or bigger increase in the case of the grenade launcher).[/QUOTE]You don’t happen to read XKCD’s “What If?” section, do you? Mandatory read on this topic: http://what-if.xkcd.com/21/


(stealth6) #50

I do now… :smiley:


(BMXer) #51

I personally think fixing and tweaking the maps would be a MUCH better option than releasing a game that is not fun due to movement system.

I have no idea what goes on technically to make the maps “work” with strafe jumping but whatever the cost, its worth it. The pace and movement are too important imho!


(Mustang) #52

This was my main concern about moving to Unreal.
Really hope something can be done to improve things.


(ailmanki) #53

//youtu.be/-T6IAHWMd2I

I can usually beat beginner jumps in such trick jump maps. This guy can do em all. Well its Q3 Defrag and not ET. But it gives a picture of what high skill level can be achieved in Strafe Jumping, be sure to watch the last few mins of that movie :slight_smile:

One thing I liked and hated in ET, when you move faster your aim is off. So you pay a price for moving faster in most cases, specially on competitive servers.

Natural Selection 1, momentum could be held as long as you continued to bunny hop.
They turned that off NS 2, with some exceptions to the skull . Interesting enough the community around NS is splitted aswell … lol, someone created this movie:
//youtu.be/n1HowpVX-hU
.

Having played the game now for an hour or so, I don’t think bunny hopping would break your maps.
Strafe Jumping on the other hand, like Q3/ET, I guess it will not be possible to reproduce that perfectly, but bunny hopping.

Though I can see the designers getting upset - a soldier flying around, with gun in hand (even though a very athletic soldier might do some ninja tricks to move so fast).
So maybe a compromise; Whenever a player jumps, he does accelerate a little, and gets faster, until he lands, he gets back to normal walk/run speed. If however he hits jump soon after he lands (figured out in ET after long time playing, you can just hold jump before hitting ground - thats to easy imho …), he keeps that acceleration. Now he wont get any faster then the max jump speed, or maybe a little if its a downwards slope, don’t know how it would affect the possible max velocities.
But at least, it wont feel like jump-stop-jump.
Now if it should need skill for this kind of acceleration, no idea if the circle-strafe-jump stuff can be add, since its unreal engine.


(H0RSE) #54

Those vids kind of showcase what I don’t want the game to turn into - a Cirque Du Soleil act. I understand the skill that comes with trick jumping, and acknowledge what they can add to a game, but there is a time a place for things, and I don’t think DB is either for those sort of mechanics. The underlying and core concept of DB, seems to be the focus of working as a team to achieve objectives. Although I understand that gunplay and maneuverability need to come into play, and I’m all for smooth movement, but that doesn’t necessitate incorporating movement mechanics to the degree showcased in that Quake 3 vid. Afterall, it is a team-based objective shooter, not Mirrors Edge.


(Dormamu) #55

In W:ET and ETQW we had Strafe jumping, in Brink we had SMART. If their is no strafe jumping i think you need to counter that loss with something else, but equally special, so that strange filling that something is missing will not be present in DB.
Every time i watch a movie about strafe/rocket jumping, i get mesmerized, is not the skill you need to do it that gets me, is that constant action without a start or end, that constant motion who after a time becomes so fluid so formless that you stop to think and just go with it. Is like you are jumping, swimming, surfing and flying at the same time, in a single second, in a single frame. If I could sum it up in a quote it will be this quote:

I will never be able to do those things in W:ET/ETQW/DB but at least i can watch others do, and imagine for a second that is me. :smiley:


(stealth6) #56

I’d still like to see some kind of advanced movement mechanic in the game that you can improve upon. (Give movement a level of depth)

Maybe some of the testers that joined later on can chip in on the subject.


(warbie) #57

Great vids there, ailmanki. Particularly the first - that was beautiful :slight_smile:


(LaVaGoD) #58

The video “The rise and fall of BHing” summed up what I have been feeling for a while now. I love CoD and BF games, but at the same time I still need my classic shooters with fast movement.

I would love to see a little faster movement in DB, but I’m not sure the speed and movement shown in the mentioned video would work well for this game. I do hope that we see some mods come to DB that does provide this type of movement.


(H0RSE) #59

[QUOTE=LaVaGoD;417058]The video “The rise and fall of BHing” summed up what I have been feeling for a while now. I love CoD and BF games, but at the same time I still need my classic shooters with fast movement.

I would love to see a little faster movement in DB, but I’m not sure the speed and movement shown in the mentioned video would work well for this game. I do hope that we see some mods come to DB that does provide this type of movement.[/QUOTE]
The term, “times change,” comes to mind. Yeah, a lot of us miss the movement from the games we love, but times change. There’s a new generation of gamers now, with different likes and dislikes. Modern combat games dominate the FPS landscape, and frankly, a lot of gamers today don’t want arcadey movement in their games - they want something more realistic.

Personally, I think it’s because such a formula lowers the overall skill ceiling and just makes the game more fun for more people - games are challenging enough to not be boring, but not so challenging that new players get completely dominated and don’t have any fun playing. Personally, I’m not a huge a fan of games that cater to favorably to the competitive scene, since it tends to attract…“overly passionate” players. Games designed so rigidly with competition in mind - with ladders, clans, tournaments, rankings, etc. games where even playing casually feels like a competition, making it feel more like a chore to play them.

There’s also another term that may shed hope for some of you - “history repeats itself.”


(DarkangelUK) #60

“Times change” always felt like a piss poor excuse for not wanting/adding something. Times change if we let them change. It’s always been the case that the masses shape the game… the more people that want it then the more people will have it. The new generation of gamers have no idea what they want… they’re a bunch of bandwagon jumpers that go with the common trend and accept what’s thrown upon them. I was watching some RtCW league matches over the weekend with 10 mins maps, classes that all have the same HP, same movement speed and differing class loadouts yet were so dynamic that they shaped the course of a match without lemming tactics. I think I’m so stuck in the past that I can’t recover… because I’m not having the fun I had with RtCW and W:ET it’s sad to say.