NS2_Skulkjump

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Comments

  • MendaspMendasp I touch maps in inappropriate places Valencia, Spain Join Date: 2002-07-05 Member: 884Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Retired Community Developer
    edited May 2012
    <!--quoteo(post=1935867:date=May 13 2012, 02:45 PM:name=Yuuki)--><div class='quotetop'>QUOTE (Yuuki @ May 13 2012, 02:45 PM) <a href="index.php?act=findpost&pid=1935867"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->It doesn't make any sense, if your muscles can propel you at 9.5 from a wall, they can also do it from the ground.

    Imagine yourself in this situation, you want to jump past something, what would you do ? Run from far away, gather momentum, first jump on the box and chain a second jump from the box. Or hang yourself to the side of the box and try to jump from there ?

    Anyway, I kind of like the current walljumping, it's just not intuitive or consistent.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Yeah, that's something that has always bugged me, how does it make sense that impulse from a wall is way way better than impulse from the floor? Maybe they could make it so it's a little less effective from the floor but still give you a boost... I have no idea, but some consistency would be good.
  • FloodinatorFloodinator [HBZ] Member Join Date: 2005-02-22 Member: 42087Members, Reinforced - Shadow
    IMO that is logic.
    If you jump from a wall you also accelerate with g (9,8m/s) beside your impulse acceleration.

    If you jump from the ground you also get the g acceleration but negative.

    Like in RL.
  • SkieSkie Skulk Progenitor Join Date: 2003-10-18 Member: 21766Members, NS2 Playtester, Reinforced - Shadow
    Whether it's logical or not, it's the mechanic chosen to promote the usage of walls. Let's not try to apply real world physics into this game too much, just like people haven't questioned bunnyhopping. :)
  • FloodinatorFloodinator [HBZ] Member Join Date: 2005-02-22 Member: 42087Members, Reinforced - Shadow
    <!--quoteo(post=1935887:date=May 13 2012, 04:38 PM:name=Skie)--><div class='quotetop'>QUOTE (Skie @ May 13 2012, 04:38 PM) <a href="index.php?act=findpost&pid=1935887"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Whether it's logical or not, it's the mechanic chosen to promote the usage of walls. Let's not try to apply real world physics into this game too much, just like people haven't questioned bunnyhopping. :)<!--QuoteEnd--></div><!--QuoteEEnd-->

    Atleast the Physix are meant to simulate real physic.
    And NS2 uses it.

    Difficulty 1 the last of the 2. Level jump needs to be a bit further away, if you get max boost you can easy overjump it.
  • TrCTrC Join Date: 2008-11-30 Member: 65612Members
    This map is great fun, I recommend it for everyone!
  • SkieSkie Skulk Progenitor Join Date: 2003-10-18 Member: 21766Members, NS2 Playtester, Reinforced - Shadow
    <!--quoteo(post=1936737:date=May 17 2012, 07:55 PM:name=Floodinator)--><div class='quotetop'>QUOTE (Floodinator @ May 17 2012, 07:55 PM) <a href="index.php?act=findpost&pid=1936737"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Difficulty 1 the last of the 2. Level jump needs to be a bit further away, if you get max boost you can easy overjump it.<!--QuoteEnd--></div><!--QuoteEEnd-->
    You can overjump a lot of the jumps in the map if you go too fast. But if it were further than that, it might be too hard for beginners. So let it be a lesson that you don't always need to go as fast as possible, just fast enough. Alternatively do more curving in the air to land nicely on the last pads.
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