walking on walls

whocareswcwhocareswc Join Date: 2007-07-31 Member: 61735Members
So I played NS1 when it first came out for a year then stopped playing it, but when i jumped into a server yesterday it reminded me of one thing that i didnt like.

when you are walking along walls or the ceiling and you face the centre and push forward you drop off. i know that would be my falut, however if your traversing around corners on the wall it makes it a bit hard to stay attached.

is there a way to have a button so that when its held ( or toggle ) that you stick to the wall ?

if you can already do this then im sorry, otherwise could it be added?
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Comments

  • AtoneAtone Join Date: 2009-09-21 Member: 68839Members
    At very least make the wall walking as sticky NS1's. It's just way too easy to fall off of walls/ceilings right now. Especially with how much detail levels have compared to NS1.
  • SN.WolfSN.Wolf Join Date: 2010-03-29 Member: 71115Members
    Agreed, It's nearly impossable to move across an entire room on the cieling without hitting a rafter or beam and falling off. Hopefully mappers will take this into consideration.
  • pSyk0mAnpSyk0mAn Nerdish by Nature Germany Join Date: 2003-08-07 Member: 19166Members, NS2 Playtester, Squad Five Silver, NS2 Community Developer
    Mappers?
    Hopefully coders will take this into consideration!

    Of course you have to keep an eye on this as mapper no matter what wonders the coders do, but I also think that it's part of learning a map as long as the troubling areas are kept to a minimum.
  • QuadLMGkillQuadLMGkill Join Date: 2010-07-19 Member: 72576Members
    edited July 2010
    Skulks look a lot more odd climbing walls, being that they are about 2x the size now.

    I can only go on the map we're able to play but there's not a lot of hidden passage ways or unique ambush areas/vents. Rather now it's just open spaces for safe fighting.
  • LoeyLoey Join Date: 2009-10-31 Member: 69187Members
    something like the null texture from hl1 to create invisible faces would allow for smooth wall/ceiling running
  • NurEinMenschNurEinMensch Join Date: 2003-02-26 Member: 14056Members, Constellation
    The Spark manual has the answer to this. Read it!
  • Racer1Racer1 Join Date: 2002-11-22 Member: 9615Members
    While mappers can mitigate the problem, I agree that this problem is mostly the fault of the game. Skulks should not randomly fall of ceilings if there is a bump or hole in it. Rather you should always stick to the ceiling until you want to fall/jump off -- which would be indicated by pressing a key.
  • NyuNyu Join Date: 2009-11-24 Member: 69499Members
    Uhm, in NS1 there was a key that made a skulk able to "sticky" to the wall, hence you could face down and walk around on the ceiling without dropping down.
  • Dank McShwaggerDank McShwagger Join Date: 2009-06-10 Member: 67784Members
    AvP actually had a fairly comfortable wall walking technique that was similar to what you are suggesting, the only thing that hindered it was the nauseating camera angle changes.

    I am in favor of this idea. +1
  • MischiefMischief Join Date: 2010-07-29 Member: 73326Members
    Is it really that nauseating? I haven't played AvP

    To me it seems odd that when I climb a wall the camera angle doesn't change. It's like I'm hanging from the ceiling with my back.
  • spellman23spellman23 NS1 Theorycraft Expert Join Date: 2007-05-17 Member: 60920Members
    The 3.x Sticking to the walls/ceiling using Shift hopefully will be added in.
  • MortosMortos Join Date: 2006-11-28 Member: 58763Members
    <!--quoteo(post=1788464:date=Jul 29 2010, 11:55 AM:name=QuadLMGkill)--><div class='quotetop'>QUOTE (QuadLMGkill @ Jul 29 2010, 11:55 AM) <a href="index.php?act=findpost&pid=1788464"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Skulks look a lot more odd climbing walls, being that they are about 2x the size now.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I agree. I realize it'd change balance, but I think the skulk would look a lot better shrunk down to about 60-70% size
  • xidiousxidious Join Date: 2003-11-01 Member: 22190Members
    Agreed, I never thought wall walking was very fluid in NS1, but it was also limited by the hl1 engine. I really hope they don't keep it the same way as it's not very intuitive (or friendly for new players).

    It would be nice to toggle wall walking... IE rather than holding crouch to fall off, you click ctr and it makes to stick to the wall, and clicking it again makes you fall (sorta like how a toggled sprint works). One thing AVP 2 did very well was wall walking; having the camera angle change made it feel more 'natural' and it wasn't dizzying.
  • ExroathExroath Join Date: 2010-07-16 Member: 72441Members
    <!--quoteo(post=1788766:date=Jul 29 2010, 10:31 PM:name=xidious)--><div class='quotetop'>QUOTE (xidious @ Jul 29 2010, 10:31 PM) <a href="index.php?act=findpost&pid=1788766"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Agreed, I never thought wall walking was very fluid in NS1, but it was also limited by the hl1 engine. I really hope they don't keep it the same way as it's not very intuitive (or friendly for new players).

    It would be nice to toggle wall walking... IE rather than holding crouch to fall off, you click ctr and it makes to stick to the wall, and clicking it again makes you fall (sorta like how a toggled sprint works). One thing AVP 2 did very well was wall walking; having the camera angle change made it feel more 'natural' and it wasn't dizzying.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Im slightly in agreement on this .. but I'd rather you had the choice of both a hold to wallwalk and click to wallwalk, set in the keybinds or something ..
    also just a thought maybe the should have their speed reduced to say 80% while wallwalking but thats just my 2 cents
  • Dank McShwaggerDank McShwagger Join Date: 2009-06-10 Member: 67784Members
    edited July 2010
    <!--quoteo(post=1788753:date=Jul 29 2010, 05:13 PM:name=Mischief)--><div class='quotetop'>QUOTE (Mischief @ Jul 29 2010, 05:13 PM) <a href="index.php?act=findpost&pid=1788753"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Is it really that nauseating? I haven't played AvP

    To me it seems odd that when I climb a wall the camera angle doesn't change. It's like I'm hanging from the ceiling with my back.<!--QuoteEnd--></div><!--QuoteEEnd-->

    if you are sensitive to motion sickness it can get nauseating after a while. the motion is very fluent but i found it very annoying when i would run over a small object and the camera would spaz out slightly.

    as someone pointed out, it was much more immersive seeing the world upside down as the xenomorph would.. but as far as practicality and functionality goes, i would stick with the locked camera angle as per ns1.
  • LoeyLoey Join Date: 2009-10-31 Member: 69187Members
    <!--quoteo(post=1788753:date=Jul 30 2010, 08:13 AM:name=Mischief)--><div class='quotetop'>QUOTE (Mischief @ Jul 30 2010, 08:13 AM) <a href="index.php?act=findpost&pid=1788753"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->To me it seems odd that when I climb a wall the camera angle doesn't change. It's like I'm hanging from the ceiling with my back.<!--QuoteEnd--></div><!--QuoteEEnd-->
    considering the view didnt change in ns1, it would seem odd if it did now
  • 1mannARMEE1mannARMEE Join Date: 2008-09-23 Member: 65064Members
    <!--quoteo(post=1788753:date=Jul 29 2010, 11:13 PM:name=Mischief)--><div class='quotetop'>QUOTE (Mischief @ Jul 29 2010, 11:13 PM) <a href="index.php?act=findpost&pid=1788753"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Is it really that nauseating? I haven't played AvP

    To me it seems odd that when I climb a wall the camera angle doesn't change. It's like I'm hanging from the ceiling with my back.<!--QuoteEnd--></div><!--QuoteEEnd-->

    It wasn't that problematic only if you were in a vent and maybe could be easily solved by a toggle and not having to hold down the key to activate and deactivate the wall walking.
  • MischiefMischief Join Date: 2010-07-29 Member: 73326Members
    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->if you are sensitive to motion sickness it can get nauseating after a while. the motion is very fluent but i found it very annoying when i would run over a small object and the camera would spaz out slightly.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Having the camera spaz out would be annoying but overall it would be more intuitive and immersive. As for the nausea I don't see it affecting players any more than your standard fps or flightsim. I bet that it would affect less than %1 of players.

    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->considering the view didnt change in ns1, it would seem odd if it did now<!--QuoteEnd--></div><!--QuoteEEnd-->

    It was odd in ns1 as well. Technology has come a long way since then.
  • JimydJimyd Join Date: 2003-02-08 Member: 13289Members
    edited July 2010
    Trust me, you would feel wierd hanging from your head attached to the ceiling instead of having your feet attached to the ceiling.

    *****

    And like before, make it a toggleable option.

    So all the HEIL NS1 HITLERS and OMG GAMEPLY > REALISM PEOPLE, can't do their stupid arguments over and over.

    AvP2 was amazing to play as Aliens, once you got good at it; and the Predator and Marine "Ranged Weaponry" is not really that big of advantage when you get down to it.

    Also, like stated, this type of motion sickness would probably affect less than 1% of people.

    Reasons:

    *In real life, when your computer screen view turns upside-down, you do not actually(so no blood rushes to your head).
    *If you can ride a roller coaster(that goes upside down), you probably will not be affected by screen-turning.
    *If you can play any game that has a type of Aircraft in it, without getting motion sickness, you will be fine.

    Unless you are in one of those camps, then there is no need to argue against this. <b>I'm sure most of you are doing it just for the sake of arguing. To which I reply, <u>go play here</u>:</b> <a href="http://forums.steampowered.com/forums/" target="_blank">http://forums.steampowered.com/forums/</a>
  • JimydJimyd Join Date: 2003-02-08 Member: 13289Members
    Also, being disoriented, does not equal motion sickness.

    There is a difference. Most people get the first one, because it is their first time playing a map, new genre of game, or whatever reason.

    Don't confuse what you are feeling.

    Unless you feel like you are actually about to spew chunks/acid, then its just disorientation.
  • Silver_FoxSilver_Fox Spammer Join Date: 2002-01-24 Member: 34Members, NS1 Playtester, Contributor
    <!--quoteo(post=1788854:date=Jul 29 2010, 07:58 PM:name=Jimyd)--><div class='quotetop'>QUOTE (Jimyd @ Jul 29 2010, 07:58 PM) <a href="index.php?act=findpost&pid=1788854"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->So all the HEIL NS1 HITLERS and OMG GAMEPLY > REALISM PEOPLE, can't do their stupid arguments over and over.<!--QuoteEnd--></div><!--QuoteEEnd-->

    <a href="http://en.wikipedia.org/wiki/Godwin's_law" target="_blank">Godwin'd</a> on the first page. Nice.
  • DizzyOneDizzyOne BASS&#33; Join Date: 2002-11-17 Member: 9095Members
    edited July 2010
    Maybe have a bigger 'stick' margin, like being able to walk further off a ledge before falling off. Opposed to the slow wall climbing stick in AVP, that imo does not fit well with the fast paced gameplay of NS.

    Having a few more inches of freedom to move away (180 degrees away from the collision your are sticking to) from the wall could allow you to manouver around bumps and blockades on walls and ceilings, while still allowing you to detach in an instance and maintain movement speed.

    I know that a lot of my friends would agree with the nauseating and disorientating effect that wall climbing in AvP has, I've personally never experienced it like that, the alien campaign was far too short to get disorientated and most of the time too slow, for me to get dizzy from the camera changing angles. The only thing I really disliked about it has been strong grip to the surface you're attached to, resulting in straight drops and crap jumping/leaping performance. I have always preferred the primitive and straight forward way of wall climbing in NS over AvP, but I have to agree that the current maps are far too detailed for this to work.
  • xidiousxidious Join Date: 2003-11-01 Member: 22190Members
    Although I do prefer AVP 2 style wall walking, the only problem with it would be the amount of detail on the ceilings of NS2. Having a lot of objects, and uneven terrain on the ceilings would cause the camera to constantly shift. However, this could be solved with either the way maps are designed (making ceilings that are 'smoother') or how the camera change is implemented. IE it only changes the view by 180° rotation. For example. you're on a vent on a wall and instead of your camera sticking to every angle it just stays upside down and you fall 'up' as you move off the ledge and go up vertically.

    It's obviously not a priority in the current build, but it'd be nice for the devs to test out some new ideas to make wall walking more immersive/fluid at some point... but hey it's alpha and it's probably the best phase to test these types of changes.
  • Dickbeard the PirateDickbeard the Pirate Join Date: 2010-07-27 Member: 73082Awaiting Authorization
    The main problem with wallrunning in AVP is that keeping your camera looking in the same direction as you crawl over, say, a small block, is nearly impossible.

    The fix to smooth wall running with realistic POV is to have all POV changes made with the mouse, NEVER automatically.
  • XainXain Join Date: 2007-09-13 Member: 62281Members
    I dont get why people are complaining about the camera in the first place. It would be awesome to have an AvP style camera.
    I dont see it being that hard to code the camera turning onto the wall your legs are on. In fact it would be better because you would see the marines on the "ceiling" (actually the floor) instead of seeing them below you. it gives you in my opinion an advantage either way, but with the AvP style, it makes it more interesting.
  • OkaboreOkabore Join Date: 2002-11-21 Member: 9505Members
    They actually did try changing the POV in NS1. It wasn't that much of a problem with the HL engine. If I recall correctly they simply found it to be bad. But sure, if it's not too hard to code let it be an option for those who want it. I wouldn't waste time with it though.

    Oh and motion sickness is often caused by the body going one way while your eyes are telling you something else. Last time I rode an roller-coaster I didn't get motion sickness but sitting sideways in a train gets me almost every time. So having your eyes telling you that you just turned upside down while your body stays put could be a problem.
    According to wikipedia: <a href="http://en.wikipedia.org/wiki/Motion_sickness" target="_blank">http://en.wikipedia.org/wiki/Motion_sickness</a>
    around 33% gets sick in mild conditions and 66% in more severe cases. Heck 50% of all astronauts get space sickness. A far cry from the 1% I heard mentioned. Including POV as default could cause problems for lots of gamers.
  • NurEinMenschNurEinMensch Join Date: 2003-02-26 Member: 14056Members, Constellation
    I think it's mostly personal preference. Should they ever have enough time for that it would be neat if they implemented AvP style camera (minus the constant view rotation by small obstacles) into the game as an option, but I think it has absolutely no priority.
  • Dank McShwaggerDank McShwagger Join Date: 2009-06-10 Member: 67784Members
    Maybe I embellished a bit on the whole nauseating and motion sickness topic. I'm not saying that I was ready to puke after playing as a xenomorph but it was rather hard to control your character as the camera would spin around while running over a box or crate. If anything, it's dizzying... not nauseating.

    That being said ,the gameplay is quite different in AvP compared to NS2. Xenomorphs didn't have as much agility as skulks do, AvP is a lot slower then NS. You won't catch a xeno jumping around a marine biting wildly like skulks tend to do.

    I wouldn't recommend borrowing too much from AvP as it's not the same type of gameplay, but I do agree that an option to have sticky wall running and dynamic camera angles might add a little more to the games immersion.
  • mortsmorts Join Date: 2010-07-26 Member: 73071Members
    With NS2 being a modder's wet dream, what's to stop someone implementing rotating cameras in a small mod?
  • Dank McShwaggerDank McShwagger Join Date: 2009-06-10 Member: 67784Members
    edited July 2010
    <!--quoteo(post=1789555:date=Jul 30 2010, 01:49 PM:name=morts)--><div class='quotetop'>QUOTE (morts @ Jul 30 2010, 01:49 PM) <a href="index.php?act=findpost&pid=1789555"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->With NS2 being a modder's wet dream, what's to stop someone implementing rotating cameras in a small mod?<!--QuoteEnd--></div><!--QuoteEEnd-->

    true, but I dont think UWE should be relying on modders to implement certain features that could make or break the game.
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