suggestions for RTCW2


(]UBC[ McNite) #21

I d like to see the game geometry corrected a bit: jumping longer jumps n a cangaroo and running faster like a car is a bit annoying imo. It also makes it very difficult to seriously map for the game, because you have to think: ok I don’t want an easy way in here by some trickjump so how far/high are they going to be able to jump in a month? I m pretty sure that SD never intended the walljump to be possible (plz correct me if I m wrong).


(Kendle) #22

If you’re refering to the “Oasis Wall Jump” I’m pretty sure you’re wrong :wink: At least, there was a big discussion about that on here once upon a time and if memory serves me correctly someone from SD did kinda confirm that the Oasis wall jump was put in there intentionally. Certainly the fact there’s a little building outcrop that serves no other purpose than to be jumped from, and the fact it’s reasonably easy to do, and the fact these guys are Q3 modders and knew all about Q3 physics and trick-jumping kinda tells it’s own story.


(DarkangelUK) #23

Hell no! Half my fun gained from ET/RTCW is trickjumping. The movement in ET/RTCW is perfect. It adds another learning curve to the game… not only is there a varience of skill level in aiming, but in movement too. I’d say ET and RTCW are 2 of the most mapped games by 3rd party mappers there is… i guess other mappers dont have your problem.


(bsmith1051) #24

[quote=]UBC[ McNite]jumping longer jumps n a cangaroo and running faster like a car is a bit annoying[/quote]I’m pretty sure these ‘tricks’ are eliminated in the new D3 engine which RTCW2 will be based on.


(DarkangelUK) #25

I’m pretty sure these ‘tricks’ are eliminated in the new D3 engine which RTCW2 will be based on.[/quote]

Im happy to say they arent. The only thing the D3 engine eliminates is fps based physics. Id Software claims that the physics will stay the same for all clients regardless of framerate. There’s a trickjump map for Doom 3 called d3frag, and has 3 sets of strafepads. I managed to get a pretty good speed up, and the distance from the last pad to the end is pretty far. So with the right maps, i’d say tricking is could be fun.

I even managed a 2x rocket jump :wink:

http://darkangel.diesa.co.uk/trickjumps/D3_doubleRJ.rar 3.4 MB

Map here http://www.d3frag.de.vu/


(MuffinMan) #26

lots of people are mixing up RTCW with ET here, et was no sequel to rtcw although it had some nice new features, so I’d say take some stuff from et into rtcw and other than that keep rtcw as close as possible to the original (like the one-shot sniper rifle which was always part of rtcw and doesn’t need to be requested)
and plz don’t change the movement code too much, I’m so used to quake engine based games I feel uncomfortable in other games like ut2004…

my suggestions:

  • no xp-system, no skills
  • take the mortar and the mg42 in, get rid of the venom
  • napalm grenades, I loved them in wolf tactics
  • I like the idea about panzers that send the shockwave in the physical right direction (same for nades)
  • give mappers the possibilty to decide over the weapon selection
  • no usable vehicles
  • no inbuilt voice communication, public players don’t use it anyway and clanplayers have their own teamspeak/ventrillo…
  • take in fireteams and keep the location markers
  • an inbuilt planning utility would be great like in ghost recon where you can draw the routes of the teams onto the map and maybe save it as a file, would be a good thing for clans
  • attach an arrow up or down to the medic/ammo-call symbols to let the medic/field know if the caller is above or below his height-level
  • engeneer construction system

hmm, well that’s it for now this could go on for a while about what to keep in as I liked it as it was… :wink:


(Depth_Charge) #27
  • give mappers the possibilty to decide over the weapon selection
    I don’t want every Custom Map to be smg/pistol :suspicious:

(MuffinMan) #28

well that’s provided mappers use their brains - and I’m quite confident that some do :wink:


(Bongoboy) #29

Interesting points of view.


(MadMattUK) #30

Don’t forget “pai!” mines, and “koekje!” grenades :banana:

Maybe even a Salteh-balleh launcher? :rofl:

Seriously though:

1.An option to get rid of Skills/upgrades. Award xp stll for doing objectives

  1. Limit medics HP to other classes maximum. Take away self healing, but allow med’s to heal each other. Still allow current medic ammo limits.

  2. Ability to revive underwater team mates. Very annoying on battery :confused:

  3. Decent hitboxes :smiley:

  4. built in vsay spam protection.

  5. Two shot panzerfaust: for vehicle kills that is.

  6. Built in cvar modder+guide for us clanners :smiley:

Some more, but can’t think of 'em right now…


(DarkangelUK) #31

Doesn’t the D3 engine have per poly hit detection?


(Fusen) #32

indeed it does


(Depth_Charge) #33

Isnt there already spam protection for vsays?


(]UBC[ McNite) #34

A suggestion about weapon and classes:
I d rather have the scoped rifles (not the FG42 though) as a soldier weapon without silencer. Its too annoying to get shot from a cov that you can’t see because he s too far away. With the sound of the snipergun you at least know you are being shot at with a sniperrifle. And the sound of it was very cool too in RtCW.

1.An option to get rid of Skills/upgrades. Award xp stll for doing objectives

Very good idea… its a bit annoying you dont get anything for taking goldbars and getting shot at a lot while the medic-whores only camp and don’t do anything for the winning of the team. I also thought it s bit strange that the good players get the goodies and the newbies or average player only gets the disadvantage of not getting any.


(senator) #35

What I want is a fast action game were everybody has basically the same chance from the get go. A XP system is OK, as long as everybody has the same chance to upgrade their skills (maybe with a server side switch to disable XPs for clan matches) but I dont like freely manneuverabe vehicles. Sombody snatched a tank and is now virtually invulnerable to my weapons and I can only run away? I don’t like that, ETs solution were you can mount a vehicle but remain vulnerable to the enemy while gaining the advantage of the build-in MG is really good, I like it a lot.
Another thing I don’t like are ‘camper weapons’, one-shot kill sniper rifles, especially on such big maps as ET has them, would slow down the gameplay considerably as more players would start to camp and the attacker has to advance more carefully because of the increased danger. Or really deadly SMGs, you only look at the enemy and you are already dead. It’s solved pretty good in ET, if you are up against some really good player you are dead in no time but if two medicore players meet they can have a long and exciting 1vs1 close quarter battle. I like that, for me it’s the perfect mixture, don’t make weapons more accurate or deadly as that would only lead to more camping and a boring gameplay.


(bsmith1051) #36

here’s another idea, along the anti-camp vein:

  • make your own personal hitbox grow larger when you stop moving for more than 10 seconds. This way, if you’re camping on a corner and someone runs out and gets into a shootout with you, you have the advantage of surprise but they have the advantage of easy headshots on you. Not realistic, at all, but some people seem to have a real issue with realism! So here’s an anti-realism suggestion.

(DarkangelUK) #37

Here’s my anti-realism approach to combatting camping.

Do as they did in Q3 instagib… if you stay in the same place for a certain amount of time… you explode! Say you dont move from a 1 meter radius in gameworld units for 30secs or a min, you automaticly get gibbed :smiley:


(funkPig) #38

this game isn’t an arena game though. I really dont see the problem with camping in ET. Sure, in a arena game like quake, you want everyone out in the open so you can shoot at them, but ET is NOT an arena game, it is a game of objectives and sometimes that includes camping until the situation is right for your rush. What are defenders supposed to do rush the attackers? Wow, set up that MG42 and get ready for the attackers…theres one, BOOM! Oops you were camping too long bye!


(DarkangelUK) #39

It was a joke funkpig :slight_smile:


(funkPig) #40

:stuck_out_tongue: sure, but I still get riled when I hear people complaining about camping…probably because of all the newbies I play with … :wink: