Part 1
~~~ The most important one ~~~
I think we should try and see what it’s like having the walljump performed in the direction the player is looking. In this example the first jump is much more what I’d expect to happen, jumping more or less where I’m looking, unfortinuely this is a rare occurance, and I presume only in this case because I flucked making contact with the stickieoutie bit. The second jump is the norm, randomly being thrown in a completely undesired direction.
Here is an example video of how counter-intuitive it is right now, the first and last times it works as expected, the middle two times it failed to do what I wanted and infact did the exact opposite of what I was expecting it to do.
And this one shows that it’s not possible to get very long combo’s, I can understand limiting the height gain to some extent, but why does the pushoff become less and less with each successive walljump, I don’t see a need to limit it, at least not this much.

(a man can dream)
I’ll try and test more tomorrow, even with just a quick go tonight I found a few nice routes. Also… you can jump the wall on Waterloo.




I didn’t mean invisible walls per se, though I realise clipping generally means this. You could prevent it happening in alleys for instance by putting ledges above head height or barbed wire etc. Some skill would be involved if you had to time the inter-wall jumps, just hammering it would make it a bit too easy. I realise it would be a lot of work to retro-fit existing levels to stop unwanted wall-zaggin’.