Walljumping


(Kendle) #1

Without wishing to resurrect too many memories of Brink, I think wall-jumping is something that could be incorporated into the game that would satisfy DB’s stated aim of movement mechanics that add skill but don’t impact too much on how hard targets are to hit.

Wall-jumping is fairly simple, you jump at a wall and bounce off it. The angle you bounce off at is the angle you hit at, but mirrored, i.e. you hit a wall at 35 degrees you bounce off at 35 degrees, with your trajectory changing by a total of approach angle * 2. So if you hit at 45 degrees you depart at 45 degrees, and your trajectory has changed by 90 degrees. Hit a wall head on (i.e. at 90 degrees to the wall) you bounce back in the opposite direction, 90 * 2 = 180. Although your POV doesn’t change, only the direction you’re travelling in.

In addition, at the moment of impact (and this is the bit that would require timing / skill) you press your jump button again and it’s like you jumped normally, except at the new height you’ve gained from the first jump. So if you can jump, say, 3 feet high normally, jumping at a wall and then pressing jump again just as you hit it allows you to jump 6 feet high. You could possibly add some weighting factor to the equation so that the wall-jump only gains, say, 2/3rd’s of the height of the first jump, so in this example you’d gain a total of 5 feet rather than 6 etc. but hopefully you get the idea.

Here are some examples:-


Jump onto these crates (which are currently too high to even crouch jump onto) to get over this wall, or even through that window.


Jump from the stairs (via the solar panel on the street light) onto the bridge.


Get up here without using the Van parked to the right. In fact, this is one thing I think wall-jumping could really help with. I suspect the Van is there precisely to enable us to take that route, and vehicles are parked strategically all over the place to enable this kind of thing, but adding a dirty great vehicle just so one alternate route can be taken could compromise game-play (by adding a great big obstacle to hide behind) and also act as a flag for the jumps that can be made. Part of the fun, and the skill, is finding out what can be done without having your hand held by the game.


This is an example of a possible flaw in the theory however. I suspect being able to get over this wall (and effectively into attacking team spawn) would not be a good idea.

Anyway, I’d like SD to at least think about this. It ties in with Brink to an extent, but you could view it as “Brink done properly”. It’s intuitive in that it makes more sense than strafe-jumping and circle jumping, as in you can imagine yourself doing these things, if you were agile and strong enough (which you expect your Merc is).

And I’ll leave you with proper hardcore wall-jumping, Urban Terror style. Another of those fast-paced games that no-one has complained about being too fast, ever.

//youtu.be/EpvhOJLuuxc


(Kl3ppy) #2

I agree with the “jump routes” but instead of walljump I prefer the rampjump from etqw


(acQu) #3

Pretty similar to wall sliding, yeah i would love to see that. But unfortunately i think the level design is just not made for it. Current maps would need to be heavily extended.

I would like to add this vid here: http://www.youtube.com/watch?v=rfw9zS6U4kc Combi of wall running and wall jumping. I can dream, right? ^^

add skill but don’t impact too much on how hard targets are to hit.

I understand the “add skill” part, but i am not so sure about what makes targets hard to hit, if you consider there are much faster games out there which have absolutely no problems of that kind :confused:


(Kendle) #4

But that requires ramps, of which there are hardly any. Walls (or just vertical surfaces) by comparison are all over the place.


(iwound) #5

i think bouncing off walls when i dont want to will become annoying very quickly.
would have to be a double jump rather than auto bounce.
i think there could be some technical issues here as well that would be difficult to overcome.

for me it wouldn’t feel natural unless my name was spiderman.
so no. me no likey. but kudos for at least coming up with something new.


(Kendle) #6

Me neither, but that’s SD’s excuse for not adding more advanced movement mechanics.


(Protekt1) #7

I think wall jump is cool but people aren’t balls bouncing off walls they don’t jump off a wall the exact same angle they jumped onto it. They kick off it so the angle is controllable.


(Kendle) #8

[QUOTE=iwound;464963]i think bouncing off walls when i dont want to will become annoying very quickly.
would have to be a double jump rather than auto bounce.[/QUOTE]

It would be. You’d have to press jump at the point of impacting the wall, otherwise nothing happens, just as now.


(Kendle) #9

To an extent, I was just trying to make it simple in the hope it would be given more of a chance. In Urban Terror the direction you’re looking in has an effect on the angle of departure.


(ImageOmega) #10

[QUOTE=Kendle;464956]


This is an example of a possible flaw in the theory however. I suspect being able to get over this wall (and effectively into attacking team spawn) would not be a good idea.[/QUOTE]

You can already make that jump. =]

And, even easier since the jump height was increased last patch.


(iwound) #11

i think if you restricted it to certain wall types maybe
or restricted it to small jumps off the walls then you might be onto something.
mulling this over it would be nice to get at least the possibility of a little bit of inertia off a wall.
rather than just drop to a stand still. might add a nice little bit of flow to player movement.
but i wouldnt like the full on parkour.


(Erkin31) #12

Walljump is really a cool feature, this can change a game (shootmania !).


(Runeforce) #13

Give us ramps (CSJ for boost) AND walljumps (+ledge grab.)


(DarkangelUK) #14

I’m gonna say this again, just for fun. DB needs ETQW ramping + Brink’s wallhops and mantling + ET’s ground accel for CJ’s… been saying it for ages now.


(DB Genome editor) #15

I’m all in favor of more crazy movement as long as it remains in the realm of the physically possible (again to keep with the theme of DB, where there is no jump-assist power armor or jump packs). Like Kendle said, if it’s feasible by a top-shape merc, why not? So wall jumping, mantles, ledge grabs, all these should be fair game.

I find it quite sad that SD promoted Brink’s SMART by pointing out that most games didn’t let you get over the most basic obstacles even though you’re playing as a highly-trained elite warrior (if I recall the comparison they made was that traditional FPS player movement was akin to “a refrigerator on roller wheels”), yet for DB they’re going back to a very basic movement system where box jumps is the most intricate thing the mercs can pull :rolleyes:


(Samurai.) #16

This.

Although the brink aspects aren’t needed, either are a welcomed addition for me personally, but the ETQW ramping and ET ground accel for CJ’s is a necessity for DB in my eyes… but with the current perspective from the dev’s on advanced movement making it harder to track players, we will need a miracle to get them to accept and actually work on developing these mechanics.

p.s. I still feel like left/right strafing in a firefight could feel more responsive and give less of a ‘heavy’ feeling than it still does right now. tbh this can be said about the entire movement system, it needs to give more of a floaty, responsive and effortless feeling when moving around, atm DB is too heavy and sluggish like movement is a chore, it really isn’t enjoyable to move around the maps in DB compared to ETQW and it seems like W:ET also had this floaty/light but responsive feeling to movement.


(Nail) #17

I like this concept, wall jumping seems to be the best compromise for advanced movement


(laguNa_) #18

i don’t think that would be a good idea… a lot of people (mostly ET-Players) want DB to be like ET - not like Brink… as everybody knows Splashdamage failed with Brink so please don’t do that same mistake again if you want a great game with alot of people playing it !

especially for beginners this feature is hard to learn … fact is: it will ruin the game, thats my opinion.


(INF3RN0) #19

[QUOTE=laguNa_;465025]i don’t think that would be a good idea… a lot of people (mostly ET-Players) want DB to be like ET - not like Brink… as everybody knows Splashdamage failed with Brink so please don’t do that same mistake again if you want a great game with alot of people playing it !

especially for beginners this feature is hard to learn … fact is: it will ruin the game, thats my opinion.[/QUOTE]

That’s like the most ridiculous thing to say… there’s nothing wrong with wall-jumps. How are wall jumps bad, unless your saying anything that wasn’t in ET is bad?? or that anything that was in Brink is now off-limits? Wall jumps are easier to learn and perform than strafe and circle jumps fyi :confused:


(Volcano) #20

brink failed because of other reason not because of walljumping, if anything that was a positive for it