Skulk wall climb ability.

MessenjahMessenjah Join Date: 2002-10-04 Member: 1428Members
<div class="IPBDescription">How easy is it to use?</div>I'm curious as to how easy the skulk wall climb ability is to use.

Is it like climbing a ladder where you slowly climb in a set direction or could you be running down a hallway and stafe in a complete circle back to your point of origin all while still running forward?

*drools at the thought of the second...* but that is why I am asking.  So I don't get my hopes up.

Also, how does the camera move?  When you climb up a wall does the view move with your body(does it look like the ceiling is the floor and the floor is the ceiling when you are on the ceiling)?
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Comments

  • GwahirGwahir Join Date: 2002-04-24 Member: 513Members, Constellation
    I've only played the tech release, but in there, you get used to it after a bit, the only problem is accidentally falling off.
    and the camera stays level, this is to avoid the sickening feeling some people got in avp
  • HBNayrHBNayr Join Date: 2002-07-13 Member: 930Members
    You used to have to press the crouch button, but now it's simply "run into a wall, and watch the ascent!"  And to help fight confusion, the camera always stays level with the ground.  So, if you were on the ceiling, "down" would be just that, down, and the ceiling would be above you.  As far as the difficulty of it, I would imagine it to be very, very easy, but then again, I'm not a PT, so don't quote me.

    -Ryan!


    "If people are good only because they fear punishment, and hope for reward, then we are a sorry lot indeed."
    -- Albert Einstein

    "There are only two stimulants to one's best efforts: the fear of punishment, and the hope of reward."
    -- John M. Wilson
  • VyvnVyvn Join Date: 2002-08-24 Member: 1226Members
    What they said <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->.

    Like Gwahir, I've only played in the tech release, but it's really very easy; climbing is completely automatic, the only tricky part is navigating sharp angles and the like.

    FYI, you can move any direction you want on ladders as well.
  • ComproxComprox *chortle* Canada Join Date: 2002-01-23 Member: 7Members, Super Administrators, Forum Admins, NS1 Playtester, NS2 Developer, Constellation, NS2 Playtester, Reinforced - Shadow, WC 2013 - Silver, Subnautica Developer, Subnautica Playtester, Pistachionauts
    Basic walllimbing is easy as pie. Look and walk. It also depends on the mapper, if they put tons of little things all over the roof and wall making them hard to navigate over.
    But, anyone with practice can zip along any surface.
  • MessenjahMessenjah Join Date: 2002-10-04 Member: 1428Members
    So then you could do what I described in my example with the running forward and strafing in a big circle?
  • coilcoil Amateur pirate. Professional monkey. All pance. Join Date: 2002-04-12 Member: 424Members, NS1 Playtester, Contributor
    Yep!  Wallclimbing is actually a little easier to use than it is in the NSTR2, now... it's harder to fall off surfaces.  Additionally, wallclimbing defaults to *on* - press crouch to disable it.  Very handy.  For those of you who don't like that, it would be cake to make an alias to reverse it, or one to have it toggle-able.
  • GreedoGreedo Bounty Hunter Join Date: 2002-01-24 Member: 37Members, NS1 Playtester, Contributor
    Well, no.  You can't just strafe into a wall and move up.  It depends on the direction your facing.

    Basically, it might be a bit difficult at first, but you'll get used to it after a while.  It won't take too long before you can wallclimb your way into all the little corners and crevaces found in the maps.
  • MessenjahMessenjah Join Date: 2002-10-04 Member: 1428Members
    Well the reason I thought it would be cool if you could strafe your way up a wall while running forward was not to get to hiding places faster, but to add some randomness and some serious shock factor to the movement of the skulk.

    Still sounds cool though.
  • RamsesRamses Join Date: 2002-05-21 Member: 642Members
    Another Wallclimbing-related question:

    Do the Skulk-Model flips? I know that the view remains but what's with the playermodel?
  • coilcoil Amateur pirate. Professional monkey. All pance. Join Date: 2002-04-12 Member: 424Members, NS1 Playtester, Contributor
    Not right now; maybe never, hopefully V2.  And for all of you who will scream and whine that it doesn't orient to the wall/ceiling, for the millionth time:  you don't notice it.  You will see it once, and it will never bother you again.
  • Snake13Snake13 Join Date: 2002-04-30 Member: 554Members
    I think he ment the skulk model that others see
  • coilcoil Amateur pirate. Professional monkey. All pance. Join Date: 2002-04-12 Member: 424Members, NS1 Playtester, Contributor
  • RamsesRamses Join Date: 2002-05-21 Member: 642Members
    Thanks Coil, you answered my question exactly. I don't think it's a problem but I'm just interested in all details...
    To give this post some content, another Question:

    I read different things about the falling-damage, so please a final statement:
    Will aliens take falling-damage, especially wall-climbing Skulks and flying/gliding lerks?
  • bob2bob2 Join Date: 2002-06-15 Member: 772Members
    so.. coil.. do you mean that when the skulk is on the ceiling, that his player model is still oriented witht the floor?  .. so hes walking on air??
  • coilcoil Amateur pirate. Professional monkey. All pance. Join Date: 2002-04-12 Member: 424Members, NS1 Playtester, Contributor
    <!--QuoteBegin--Version135b+Oct. 06 2002,15:07--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> (Version135b @ Oct. 06 2002,15:07)</td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->so.. coil.. do you mean that when the skulk is on the ceiling, that his player model is still oriented witht the floor?  .. so hes walking on air??<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
    Yes.  Fixing this may or may not be possible, but it is not pressing enough to hold up release.

    As for falling damage:
    Skulks take no falling damage, ever.
    All other aliens take falling damage.
    Marines take falling damage, but can use jetpacks to prevent it.
    Falling damage is much more severe than HL - dropping more than a story or so will take off half your health, easily.
  • RamsesRamses Join Date: 2002-05-21 Member: 642Members
    I'm not quite sure about the flying-process, so I want to ask :

    It is possible to "fall" as a Level 3/Fl*er/Lerk? If you're walking over a ledge, do you automagicaly start gliding? And if you glide, is there some way to override it and fall down?

    P.S.: This thread happens to be a very informative one, thanks to coil <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
  • Sgt_XSgt_X Join Date: 2002-03-01 Member: 261Members
    I remember it being that you press jump to flap your wings and hold down jump to glide. If you just walk off a ledge you will fall.
  • coilcoil Amateur pirate. Professional monkey. All pance. Join Date: 2002-04-12 Member: 424Members, NS1 Playtester, Contributor
    Sgt. X is also correct here.
  • SurgeSurge asda4a3sklflkgh Join Date: 2002-07-14 Member: 944Members
    Perhaps you could make a seperate animation for "wall- or ceiling-climb" for him? Like, when on the ceiling, the animations swith to it, and he looks upsidedown, when in reality it's just the model. No coding involved.... Could you do that?
  • coilcoil Amateur pirate. Professional monkey. All pance. Join Date: 2002-04-12 Member: 424Members, NS1 Playtester, Contributor
    Please see my above post.  "Fixing this may or may not be possible, but it is not pressing enough to hold up release."

    And just above that one.  "Not right now; maybe never, <b>hopefully V2</b>."

    The devs would rather he aligned to the wall.  Eventually, hopefully, he will.  Not right now.
  • LongtoothLongtooth Join Date: 2002-07-02 Member: 863Members
    But then you can't do the crazy cork-screw charge at the marine!  Well maybe you could....but it would get awful confusing and you would probably become turned around and dead.
  • NecroNecro &lt;insert non-birthday-related title here&gt; Join Date: 2002-08-09 Member: 1118Members
    <!--QuoteBegin--Ramses+Oct. 06 2002,06:41--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> (Ramses @ Oct. 06 2002,06:41)</td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->Another Wallclimbing-related question:

    Do the Skulk-Model flips? I know that the view remains but what's with the playermodel?<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
    i SERIOUSLY hope they flip because otherwise it will look like a skulks walking on air <!--emo&:(--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/sad.gif" border="0" valign="absmiddle" alt=':('><!--endemo-->
  • coilcoil Amateur pirate. Professional monkey. All pance. Join Date: 2002-04-12 Member: 424Members, NS1 Playtester, Contributor
    You guys don't read so good, do you?

    I've said no less than 3 times in this thread - and it's been said *countless* times in other threads - that THE LEVEL1 MODEL DOES NOT ALIGN TO THE WALL/CEILING IT'S CLIMBING ON.  IT WILL NOT FOR VERSION ONE.  THE DEVS PLAN TO FIX IT IN A FUTURE PATCH AS LONG AS THE ENGINE ALLOWS IT.

    Right.  I really hope someone reads that.
  • ComproxComprox *chortle* Canada Join Date: 2002-01-23 Member: 7Members, Super Administrators, Forum Admins, NS1 Playtester, NS2 Developer, Constellation, NS2 Playtester, Reinforced - Shadow, WC 2013 - Silver, Subnautica Developer, Subnautica Playtester, Pistachionauts
    Thank you Coil, on that note - The model not flipping does not affect gameplay, so it was not considered  huge thing to work on for v1.
  • SinisterSinister Join Date: 2002-04-15 Member: 451Members
    <!--QuoteBegin--coil+Oct. 07 2002,16:26--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> (coil @ Oct. 07 2002,16:26)</td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->and it's been said *countless* times in other threads - that THE LEVEL1 MODEL DOES NOT ALIGN TO THE WALL/CEILING IT'S CLIMBING ON.<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
    Um... are you sure about that? All other threads where this was mentioned that I've seen, the answer was always that the model DO align to surfaces... I also think I saw a screenshot somewhere where the skulks model was aligned to the wall... can't seem to find it now...
    /me is confused
  • coilcoil Amateur pirate. Professional monkey. All pance. Join Date: 2002-04-12 Member: 424Members, NS1 Playtester, Contributor
    <b><span style='color:white'>TRUST ME.</span></b>

    <!--me&coil--><span id='ME'><center>coil goes to find his meds.</center></span><!--e-me-->
  • SuperMunchkinSuperMunchkin Join Date: 2002-09-28 Member: 1364Members
    /me is sympethetic to Coil

    It's ok man, take a breather.  And take those meds with something strong.
  • NecroNecro &lt;insert non-birthday-related title here&gt; Join Date: 2002-08-09 Member: 1118Members
    what have we done to coil! <!--emo&:(--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/sad.gif" border="0" valign="absmiddle" alt=':('><!--endemo-->
  • HBNayrHBNayr Join Date: 2002-07-13 Member: 930Members
    <!--QuoteBegin--coil+Oct. 07 2002,10:26--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> (coil @ Oct. 07 2002,10:26)</td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->I've said no less than 3 times in this thread - and it's been said *countless* times in other threads - that THE LEVEL1 MODEL DOES NOT ALIGN TO THE WALL/CEILING IT'S CLIMBING ON.  IT WILL NOT FOR VERSION ONE.  THE DEVS PLAN TO FIX IT IN A FUTURE PATCH AS LONG AS THE ENGINE ALLOWS IT.<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
    Wait a minute here...are you trying to say that the skulk model does NOT align to the wall of ceiling?  But, doesn't it look like the skulk is walking on air?  That would totally ruin gameplay for me!  If I were a marine, I would spend the entire match watching the funny-looking models suspended from the ceiling by their spinal columns.

    -Ryan!


    That is the saving grace of humor, if you fail no one is laughing at you.
    -- A. Whitney Brown
  • MonsieurEvilMonsieurEvil Join Date: 2002-01-22 Member: 4Members, Retired Developer, NS1 Playtester, Contributor
    <!--QuoteBegin--H'BNayr+Oct. 07 2002,17:12--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> (H'BNayr @ Oct. 07 2002,17:12)</td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->That would totally ruin gameplay for me!  If I were a marine, I would spend the entire match watching the funny-looking models suspended from the ceiling by their spinal columns.<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
    If you're not being sarcastic here, ignore. You are saying the game is utterly ruined due to this? Completely unsalvageble? The gameplay is so compromised that you would never play?

    You will not be spending much time doing this. You walk into a room, you look up at the ceiling, an alien is falling onto your face.

    You guys and the crap you say - sometimes, it really steams me. You don't think for a second about how it makes people feel...
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