Wall climbing.

MystiqqMystiqq Join Date: 2003-01-03 Member: 11755Members
<div class="IPBDescription">Alien vs Predator...</div>I dont know about the rest, personally the NS wall climbing isnt exactly perfect, but it works. Alien vs Predator games had it done so well that they should just copy paste it to NS2. <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />

Comments

  • TheOriginal10RoundTheOriginal10Round Join Date: 2006-11-11 Member: 58528Members
    Errrrrrrrrrrrrrrrrrrrrr.........yeah can some one please add wall climbing to NS2, it would rock <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
  • N_3N_3 &#092;o/ Join Date: 2004-03-12 Member: 27291Members, Constellation
    i dunno, that style might get a bit confusing in the frantic combat situations of ns
  • TheGuyTheGuy Join Date: 2003-08-09 Member: 19295Members, Constellation
    They tried the flipping the field of view based on the surfaces but it just disoriented the players instead of making it fun.
  • TheOriginal10RoundTheOriginal10Round Join Date: 2006-11-11 Member: 58528Members
    It's just a matter of mastering it, really. Seriously, why not? I loved the short but fun play of AVP online.
  • HyperionHyperion Hyperion2010 Join Date: 2003-10-06 Member: 21477Members
    Personally I think that orienting should be an option (though I personally will use it) and skulks that orient should be able to jump from floor to ceiling and ceiling to floor and wall to wall more easily (having the jump go in the direction they are looking (sort of like an elementary leap).
  • DumbMarineDumbMarine Join Date: 2003-02-16 Member: 13645Members
    <!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->It's just a matter of mastering it, really. Seriously, why not? I loved the short but fun play of AVP online.<!--QuoteEnd--></div><!--QuoteEEnd-->

    NS (I dont know about NS2) is a lot different from AVP. It could be very possible in NS2 (and if it is, it'll be in for sure), but right now, there are a suprising number of trouble spots in most maps that would absolutely confuse the heck out of you. Stairs? Holy crap your vision will spaz out faster than a whichbot and a fade blinking. Ceiling? Ceilings have a suprisingly high bump ratio which I assume is to make the map look prettier.

    The concept will require a different map strategy, or a creative implementation. But it would be cool =P
  • IronFistIronFist Join Date: 2006-12-01 Member: 58805Members
    If you want to see that some more, go try out tremulous as the base alien lifeform. Even worse, the FOV is set pretty high, so things get very disorienting quickly. I look at it like this: skulks in "real life" would be used to positional shifts. Us humans are not, so we need things to not rotate everywhere :>

    As an option, it would be neat I suppose.
  • [Deleted User][Deleted User] Join Date: 2003-11-28 Member: 23688
    I've used the effect in source, it's cool, but confusing as hell (to a point where i cant look at the screen due to headache =p)
  • MystiqqMystiqq Join Date: 2003-01-03 Member: 11755Members
    edited December 2006
    The way AvP has the wall climbing isnt just "flipping the view". Confusing, perhaps, but i guess it just takes time to learn it. Not to mention AvP had a arrow in the screen pointing where the "ground" was which helps a lot.

    Ive played all the AvP games and alien is probably the most fun. Marines were the scariest and Predator the coolest. <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />

    This at least should be an option, i mean, why not?
  • TerraGamerXTerraGamerX Join Date: 2006-12-04 Member: 58900Members
    I think it'd be worth implementing. You could call it disorienting, but it is just a change from the norm. If given time, you'd adapt to it. Then you'd no longer be using the top of your head to climb along ceilings.
    Also consider that you'd normaly climb a wall first, not be immeadiately upside down. That gives a smoother chance for transitioning.

    The part I'd have a hard time adapting to, is dropping from the ceiling and not mis-correcting my aim as I twist down to the marine's head.

    But if it was an option, I'm sure that one over the other would be considered more unfair.
  • DumbMarineDumbMarine Join Date: 2003-02-16 Member: 13645Members
    <!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->Also consider that you'd normaly climb a wall first, not be immeadiately upside down. That gives a smoother chance for transitioning.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I jump on walls, I don't walk up and climb them.

    In the course of a fight, a good alien sticks to the wall about three times if they're in a tight area.

    Just pointing out.
  • korzeckorzec Join Date: 2006-11-12 Member: 58553Members
    edited December 2006
    i think if this 'transitioning' would be always smooth and slow , even when you go floor -> wall few times per sec then you cannot be easly disoriented and even new players could learn it that way quite fast. this also might help with corners and obstructions which are in my opinion the weakest aspects of the case
  • ScytheScythe Join Date: 2002-01-25 Member: 46NS1 Playtester, Forum Moderators, Constellation, Reinforced - Silver
    The thing that made AvP2's wallwalking passable was the two surface indicators that told you where the XY plane was in relation to your current orientation. If you were on the ground they both pointed down, if you were on the roof they pointed up. This gave a visual cue that made it a helluva lot less confusing. If view tilting were to be implemented it would need something like this that didn't interfere with NS' hud.

    --Scythe--
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