Skulk Wall Movement

NadagastNadagast Join Date: 2002-11-04 Member: 6884Members
edited August 2009 in Ideas and Suggestions
In the original NS, you could make a simple alias that let you have +moveup and +jump bound to your spacebar. The only effect this had was to let you as a skulk move up along a wall while looking forwards. If you don't know what I mean, play NS1 as a Skulk and bind a key to +moveup. It was a really intuitive way of moving on walls and let you do great skillful dodges of marine fire... However in an update, Skulk wall jumping was introduced and this alias (and the corresponding intuitive, easy functionality) was broken. I really think in NS2, this should be built into the game so that whatever key you have bound to jump will also move you up along a wall.

Comments

  • homicidehomicide Join Date: 2003-11-10 Member: 22451Members
    They have already said that they will be implemented a much different(hopefully better) wall jump than what we have in NS1. With that said, it doesn't make any sense to have +moveup interact with the jump key.
  • NadagastNadagast Join Date: 2002-11-04 Member: 6884Members
    <!--quoteo(post=1725452:date=Aug 28 2009, 11:25 PM:name=homicide)--><div class='quotetop'>QUOTE (homicide @ Aug 28 2009, 11:25 PM) <a href="index.php?act=findpost&pid=1725452"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->They have already said that they will be implemented a much different(hopefully better) wall jump than what we have in NS1. With that said, it doesn't make any sense to have +moveup interact with the jump key.<!--QuoteEnd--></div><!--QuoteEEnd-->
    I don't really think you understand what I'm saying, do you? I am not saying they need to add +moveup into jump, I"m saying they should design it so that if you're holding jump on a wall it moves you vertically upwards. It was a really intuitive way of moving on walls while still being able to look at the main part of the field, instead of having to look upwards to move up.

    I really don't like the wall-jump feature in NS1 and I think no matter how well done it is in NS2, it won't be as cool/intuitive feeling as attaching the moving up the wall function to the jump key. Make wall jumping require you to hit the skulk leap button, while implementing what I'm saying, seems like a much better way to do it
  • homicidehomicide Join Date: 2003-11-10 Member: 22451Members
    Agreed, it should not be affected by the direction the player is facing. However, it should move the player away from the wall and up.

    More specifically, a component of the force should be normal to the surface and a component of the force should always be pointed up. This should work universally on all surfaces (ground/floor/and ceiling).
  • MuYeahMuYeah Join Date: 2006-12-26 Member: 59261Members
    edited August 2009
    I'm assuming that it'll be largely unnecessary because of the smaller distance leap will let you do a lot better walljump dodges and so on. I don't have a problem with having to face the direction you're moving (I wouldn't call +moveup intuitive or even good, more like a patched up solution to NS1's weird wall movement) because it'll hopefully introduce a franticness to skulks with a bunch of 180 turns and all the elements of having to keep a good idea of where marines are in your head that will help differentiate between good and great skulks.

    It's an antiquated idea even now in NS1 because the addition of walljumping introduced wallhopping, which is generally a lot harder to shoot and takes more skill to do.
  • NadagastNadagast Join Date: 2002-11-04 Member: 6884Members
    <!--quoteo(post=1725457:date=Aug 29 2009, 12:23 AM:name=homicide)--><div class='quotetop'>QUOTE (homicide @ Aug 29 2009, 12:23 AM) <a href="index.php?act=findpost&pid=1725457"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Agreed, it should not be affected by the direction the player is facing. However, it should move the player away from the wall and up.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Don't really get what you're saying... It seems like you're talking about +moveup in the first sentence then about walljumping in the second?
  • homicidehomicide Join Date: 2003-11-10 Member: 22451Members
    edited August 2009
    <!--quoteo(post=1725524:date=Aug 29 2009, 05:08 PM:name=Nadagast)--><div class='quotetop'>QUOTE (Nadagast @ Aug 29 2009, 05:08 PM) <a href="index.php?act=findpost&pid=1725524"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Don't really get what you're saying... It seems like you're talking about +moveup in the first sentence then about walljumping in the second?<!--QuoteEnd--></div><!--QuoteEEnd-->

    If the skulk is attached to a wall and presses jump they should not remain on the wall as if they had simply pressed +moveup. They should move <b>up and away</b> from the surface they are attached to, that simple. It should not matter if the skulk jumped on impact or has been attached to the wall for 10 minutes.

    2D illustration
    <img src="http://img198.imageshack.us/img198/1007/walljump.png" border="0" class="linked-image" />

    3D-perspective illustrating chained wall jumping where the skulk only impacts the wall at the Xs using air control to return to the wall and impact it again (or the ground or different wall if he chooses).
    <img src="http://img54.imageshack.us/img54/7779/walljump2.png" border="0" class="linked-image" />

    The following mspaint image illustrates(poorly) the jump vectors as a result of pressing jump on different angled surfaces. Imagine a skulk jumping down the middle of a pipe. It would be extremely easy to continuesly jump down the pipe regardless of if the skulk landed on a wall or on the ground (so easy even a first time player would do it naturally).
    <img src="http://img391.imageshack.us/img391/1305/jumpvectors.png" border="0" class="linked-image" />



    EDIT: I might have to compile and demo a source mod to demonstrate how amazing this type of wall jumping can be with skulks
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