In Respose To The Skulk Veiw Changing Poll

NightCrawlerzNightCrawlerz Join Date: 2003-04-18 Member: 15609Members
<div class="IPBDescription">i didnt get a chance to say anything!</div> I for one am a god at AvP2.

The reason some players are uncomfortable with the veiw rotateing with wall oreintation is because their mind is unable to separate their sense of balance from a game and real life, hence they become frustrated and nausous. Although there are quite a few players who are affected by the above there are also a few players who have completly removed their sense of balance from this game, ala me. I could jump up spin around flip upside down spin around agian and id still know were i was and which way i was facing. The ability for me to better hug the walls like in avp2, the better i can dodge incoming marine fire at a very odd angle which makes me = invincible.

Seriously people.......

want to test my avp2 skills? np.

Comments

  • YumosisYumosis Join Date: 2003-01-12 Member: 12222Banned
  • Roger_DodgerRoger_Dodger Join Date: 2003-03-11 Member: 14392Members
    Perhaps the poll was locked for a reason?

    Anyway i feel you are quite a small minority compared to the whole community and not worth wasting coding time for a feature people will use a couple of times and get over or just never use. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    If the time couldnt be better spent elsewhere then perhaps, but otherwise there's not enough demand and other things are priorities at least in this point in time.

    - RD
  • EpidemicEpidemic Dark Force Gorge Join Date: 2003-06-29 Member: 17781Members
    I might be wrong but wasnt the feature already coded?
  • Roger_DodgerRoger_Dodger Join Date: 2003-03-11 Member: 14392Members
    No as far as i know, just the ability to stick to a wall and do the cl_pitchup etc.

    - RD
  • SnidelySnidely Join Date: 2003-02-04 Member: 13098Members
    As far as I know, model rotation is in, but view rotation isn't. A skulk walking on the ceiling seems to be using his back for movement, from his perspective. View rotation would make it so that his view would be upside down on the ceiling.

    I thought there were troubles with view rotation; I seem to remember higher-ups saying that it would cause real distortion when going up stairs/over pipes, say. Because of the way most maps are done, skulks would spend their game seasick. I don't know if they found a way around that.
  • MintmanMintman Join Date: 2003-05-30 Member: 16866Members
    Also, you can't run over the ceiling as if it were the floor due to the way wall walk works, adding extra possible confusion.
  • GreenTorpeedoGreenTorpeedo Join Date: 2003-11-28 Member: 23702Members
    Bam! I have soved the problem make it an option. personaly i love the thought of adding one of the FEW aspects that made avp a good game, to NS.

    thought if you have never played avp i can see how it might confuse you. im not familiar with the hl programing, but you could have an option in the menu to turn on/off oriant.

    i am more worried that if oriant works, it will know enough to manuver around bumbs in the wall like avp.

    also i hate accidently falling off walls if the wall walk mode makes you stick to the walls that would be so much easyer.

    ok thats all.
  • AlignAlign Remain Calm Join Date: 2002-11-02 Member: 5216Forum Moderators, Constellation
    HL doesn't have the features of AvP, as AvP was MADE with wallwalking in mind. Hence the ease of movement as an alien.
    So it's probably harder than you think to make skulks "stick" to wall/ceiling.
  • CommunistWithAGunCommunistWithAGun Local Propaganda Guy Join Date: 2003-04-30 Member: 15953Members
    Making a new topic toi discuss a locked topic isn't always the best idea...
  • MrMojoMrMojo Join Date: 2002-11-25 Member: 9882Members, Constellation
    Weren't there like five topics on this in the last few days?

    Anyway, I still think it would be disorienting and all that coding would get lame after a few times.
  • NightCrawlerzNightCrawlerz Join Date: 2003-04-18 Member: 15609Members
    Im sorry that those of you that cannot take it do not see the amazing advatages that come from a wall walk system like AvP2. If this was iplemented as a toggleable feature those who use it would have an extreme advatage over those who do not.

    If you can code it just like AvP2 does.

    god. the most incredible moves you can do with AvP2's wall walk system.

    im 99.99% shure that this will never happen because flayra said himself that hes dispises and hates the Avp2 wall walk system because it makes him sick.

    at least im 99.99% shure he said that.
  • MausMaus Join Date: 2002-11-03 Member: 5599Members
    I'm 99.99% sure that only the most diehard (and they would die, hard) AvP2 fanatics would use it after they see just how badly the HL engine handles this kind of thing*. It would perhaps be possible to do it in a useful way if you could spare entities to dress the walls and ceilings with a whole bunch of (invisible) entities to smooth them out for the skulks, but since most NS maps tend to end up close to the entity limit I doubt that'll happen. The best you can do is wait to see if it's in NS 2.

    *This statement is based solely on what I've read from people who tried this out in the brief period it was in pre-release NS.
  • BizZy_9mm_MessiahBizZy_9mm_Messiah Old School Member Join Date: 2003-07-25 Member: 18411Members, Constellation
    edited January 2004
    Well I don't see what is so wrong with the wall walk system now? I think it's fine, I mean the skulks actually line up with the wall for crying out loud what more do you want? Yea I've seen AvP2, and yea it's a great game but theres nothing wrong with NS' wall walk system so therefore AvP2's wallwalk system isn't needed.

    Oh and BTW, where did you get your name? That used to be my name when I was a nublet in the 1.0 release. Ahh the memories.
  • ExtremeExtreme Join Date: 2003-12-10 Member: 24225Members
    I still fail to see how you could aim better running at a marine while jumping from ground to wall to ground to wall with your screen changing from straight/sideways/straight/sideways.
  • SwiftspearSwiftspear Custim tital Join Date: 2003-10-29 Member: 22097Members
    the surfaces in ns maps are inherantly quite caotic, if you watch a skulk running right now his model tends to rotate at innapropriate times octionally, and in vents it is just sick. The HL engine just isn't made for wallwalk, It is mistaken to say you can code it on one engine the same way you can code it on another. Next time you play pay carefull attention to another skulks model rotation, you will soon see that implmenting veiws based on the model rotation would be much more disoreinting then any other game, even for you AvP pros.
  • Cereal_KillRCereal_KillR Join Date: 2002-10-31 Member: 1837Members
    I suppose the fact you are god at AvP is a good reason why you're so good with leap kills.

    That apart, I would love to have:

    -jump off a wall
    -the ability to stay to the ceiling and move forward while being able to look down at the floor/away from the surface I'm on.
  • IchthysIchthys Join Date: 2003-05-16 Member: 16359Members
    yeah, that is what i want!

    Walk on ceiling while looking down, that all I need !
  • panda_de_malheureuxpanda_de_malheureux Join Date: 2003-12-26 Member: 24775Members
    keep in mind that this isn't a 'Combat' game but a strategy game and the ability to jump onto a rine off the ceiling while looking at him would be the same as parasiting him and waiting around the corner. gameplay would not change.
  • SwiftspearSwiftspear Custim tital Join Date: 2003-10-29 Member: 22097Members
    I can't stay I would hate it if you stuck to the cieling until you pressed the jump button or something, but I really dont need my screen flipping on me, expecailly with how horribly the HL engine would handle it.
  • NightCrawlerzNightCrawlerz Join Date: 2003-04-18 Member: 15609Members
    What you were able to do in AvP that was soo advantagous was that you were able to watch the marine while still strafing on the walls! I could watch his firing pattern, his leading pattern and his movements all while still moving constantly on a wall. Right now skulks do not have the ability to do the above things which is why using the walls in most cases is less effective than just strafing on the ground. Right now trying to use the walls to dodge a marines puts the skulk, a supposed wall crawling agil killer extrodinare, at a sever disadvantage; when on the walls is were a skulk is supposed to have the advatage . While a skulk is wall crawling you lose control of the situation, you can no longer track or see what your target is doing, plus you has the chance to step on an ill placed wall orinmnet that sends you down to the ground most likly facing the wrong way, with the marine giggling as he caps you in the head for even trying a manuver that the skulk is supposed to be best at.

    And if in the end you have to go through and smooth the walls out so be it, because it needs to be done weather view rotation is put inplace or not, as it is now wall crawling is the biggest gamble you could take while facing off agianst a skilled marine.
  • GrillkohleGrillkohle Join Date: 2003-12-23 Member: 24695Members, Constellation
    Just make it possible to toggle it on and off and everyone is happy.
  • ByekaByeka Name changed from Freak83 Toronto Join Date: 2003-03-13 Member: 14484Members, Constellation
    Exactly. I would love to see this and many wouldn't. So if it's an option where it's toggeled OFF by default, no-one would have need to complain. Those that didn't want it in wouldn't have anything bad to say because it starts off they wouldn't even know it was there if they checked. Those that would want it in would just hear about it or come accross it and check it on for themselves.

    Now just one question... with the cl_pitchup when you were upside down moving the mouse right would make you go left and vice verca. Is this how it really would work?
  • TyrainTyrain Join Date: 2003-01-03 Member: 11746Members
    <!--QuoteBegin--NightCrawler.+Jan 7 2004, 01:50 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (NightCrawler. @ Jan 7 2004, 01:50 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> What you were able to do in AvP that was soo advantagous was that you were able to watch the marine while still strafing on the walls! I could watch his firing pattern, his leading pattern and his movements all while still moving constantly on a wall. Right now skulks do not have the ability to do the above things which is why using the walls in most cases is less effective than just strafing on the ground. Right now trying to use the walls to dodge a marines puts the skulk, a supposed wall crawling agil killer extrodinare, at a sever disadvantage; when on the walls is were a skulk is supposed to have the advatage . While a skulk is wall crawling you lose control of the situation, you can no longer track or see what your target is doing, plus you has the chance to step on an ill placed wall orinmnet that sends you down to the ground most likly facing the wrong way, with the marine giggling as he caps you in the head for even trying a manuver that the skulk is supposed to be best at.

    And if in the end you have to go through and smooth the walls out so be it, because it needs to be done weather view rotation is put inplace or not, as it is now wall crawling is the biggest gamble you could take while facing off agianst a skilled marine. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Last time. YES. It would be better. BUT IT WONT HAPPEN. You read what the ppl above wrote? The maps are not designed for this. Reworking the maps just so that this could work (and make all maps look boring) isn't just worth it.
  • ThE_HeRoThE_HeRo Join Date: 2003-01-25 Member: 12723Members
    <!--QuoteBegin--Freak83+Jan 6 2004, 09:22 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Freak83 @ Jan 6 2004, 09:22 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Exactly. I would love to see this and many wouldn't. So if it's an option where it's toggeled OFF by default, no-one would have need to complain. Those that didn't want it in wouldn't have anything bad to say because it starts off they wouldn't even know it was there if they checked. Those that would want it in would just hear about it or come accross it and check it on for themselves.

    Now just one question... with the cl_pitchup when you were upside down moving the mouse right would make you go left and vice verca. Is this how it really would work? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    cl_pitchup/down has been removed as of 3.0e, due to crybabbies who thought people were hacking the models. "vets", rofl.
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