ut3 and q3 movement mutator


(et4player) #1

Interesting read: http://forums.epicgames.com/threads/765508-Quake-Movement-Mutator-DL-version-27-Feb-2011, at least it is doable :smiley:


(Violator) #2

+1

Make it happen :slight_smile:


(Seanza) #3

This was brought up wayyyy back in the very, very early stages of the alpha. The devs admitted they could emulate Quake movement, they just chose not to. Movement is going to change, according to some hints and reading between the lines throughout these forums, but not sure how.


(k1ruaa) #4

Strafe jump is one of the best movement system ever used so far. I don’t get why they don’t want it =(


(DarkangelUK) #5

Realism > fun

tru story


(Hundopercent) #6

I get where you’re going but personally, I preferred the UT2K3 + 4 (dodge + double jump) movement system over Q3. Then again, I’m not a Quake player hehe. :slight_smile: I’m cool with either system personally but for now I would rather have sprint not cancel every time I go to do something. :slight_smile:


(et4player) #7

I’m no game developer, just thought that unreal engine limits the movement physics.
It seems it doesn’t. Why not implement something like the below video and make every1 happy? :smiley:


(Glottis-3D) #8

[QUOTE=et4player;475263]I’m no game developer, just thought that unreal engine limits the movement physics.
It seems it doesn’t. Why not implement something like the below video and make every1 happy? :smiley:

this is exactly what should have been done instead of SMART system in brink.


(et4player) #9

This game is a mod built on the unreal engine. What I see so far is that SD devs use the unreal engine _default physics from patch to patch with the cosmetic changes. Why not write a movement mutator everybody want? :smiley: Ima casual player, for me this game is just too slow after W:ET


(sunshinefats) #10

What’s weird to me is that although the game is supposed to be community guided, etc. the devs seem to have certain things in mind that they’re simply unwilling to compromise on. Certain parts of the movement system seem to be some of these things. I don’t pretend to understand their reasoning as the only explanations I’ve seen are basically “we know better than you do so f*7k yourself” (albeit a bit more polite…mostly). That being said, they would have to be incredibly stupid not to continue modifying the movement system considering pretty much everyone has made complaints about it thus far. So let’s hope it eventually gets to a better place.


(Hundopercent) #11

“Everybody” is a minority according to their stats. We are helping them shape the game, not design it for them.


(sunshinefats) #12

I never said we were designing it for them. Don’t put words in my mouth.


(attack) #13

i know that in the early version of chivalry were a bug which used one guy on a streamed 1o1 tournament,he could slide on the ground without moving his feets ,maybe this is in this game too :smiley:


(Raviolay) #14

After playing Quake Live and a bit of ETQW, I have to say the default forward movent speed is too slow. The strafe speed is a little to quick and responds in a delayed manner. The penalty for jumping on your accuracy is too high, and there are too many actions that slow you down. With no way of mitigating it, and the time it takes to throw a pack is often to slow. The game has tight maps that encourage stratigic positioning around corners. With a lack of the general tool that would null this play now only in the hands of one guy carrying a LMG.


(onYn) #15

Maybe thats another reason why no one likes them? Im pretty sure developing the game, to fit specific maps, which no one likes at all, won´t work out. I would rather try to make the gameplay as satisfying as possible for most of the people, and then addept the maps towards the gameplay. But who am I to judge…


(BomBaKlaK) #16

I just say the same about 6 month ago …
Maps need to fit the gameplay and not the opposite as it is now !
Maps are bad so gameplay became bad to adjust it to all this boring maps.


(fragon89) #17

[QUOTE=BomBaKlaK;475410]I just say the same about 6 month ago …
Maps need to fit the gameplay and not the opposite as it is now !
Maps are bad so gameplay became bad to adjust it to all this boring maps.[/QUOTE]

it also connects to the balancing manner, once maps as they are today, its hard to balance the game [except really obvious stuff]