B230 walljump
Gliss
Join Date: 2003-03-23 Member: 14800Members, Constellation, NS2 Map Tester
I couldn't find this in the changelog, but it looks like some of the walljump changes from <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=114263" target="_blank">sewlek's prototyping mod</a> made it into B230.
it feels mostly the same as the prototyping mod, can we get an idea on exactly what was changed? how close is walljump is to the expected final product?
<!--coloro:green--><span style="color:green"><!--/coloro-->+ <!--colorc--></span><!--/colorc-->the interaction with the walls seems much less sticky / buggy (you don't get pulled back anymore when you drop slightly from a ceiling for example)
<!--coloro:green--><span style="color:green"><!--/coloro-->+ <!--colorc--></span><!--/colorc-->Skulk speed bug appears to be gone as well
<!--coloro:red--><span style="color:red"><!--/coloro-->-<!--colorc--></span><!--/colorc--> walljumps don't launch you quite as far or high, the same jumps from <a href="http://www.youtube.com/watch?v=pjeqH06rLds" target="_blank">B229</a> aren't possible in <a href="http://www.youtube.com/watch?v=pjeqH06rLds" target="_blank">B230</a>. skulk feels super heavy
<!--coloro:red--><span style="color:red"><!--/coloro-->-<!--colorc--></span><!--/colorc--> it feels like you have to be practically touching the wall to jump off it now, so it's extremely difficult to chain jumps, pretty difficult to maintain any speed above 10 really without an ideal route, and all of the ideal routes are obsolete because the same jumps are no longer possible
<!--coloro:red--><span style="color:red"><!--/coloro-->-<!--colorc--></span><!--/colorc--> pogostick? macros are becoming more common, this should be addressed sooner rather than later
it feels mostly the same as the prototyping mod, can we get an idea on exactly what was changed? how close is walljump is to the expected final product?
<!--coloro:green--><span style="color:green"><!--/coloro-->+ <!--colorc--></span><!--/colorc-->the interaction with the walls seems much less sticky / buggy (you don't get pulled back anymore when you drop slightly from a ceiling for example)
<!--coloro:green--><span style="color:green"><!--/coloro-->+ <!--colorc--></span><!--/colorc-->Skulk speed bug appears to be gone as well
<!--coloro:red--><span style="color:red"><!--/coloro-->-<!--colorc--></span><!--/colorc--> walljumps don't launch you quite as far or high, the same jumps from <a href="http://www.youtube.com/watch?v=pjeqH06rLds" target="_blank">B229</a> aren't possible in <a href="http://www.youtube.com/watch?v=pjeqH06rLds" target="_blank">B230</a>. skulk feels super heavy
<!--coloro:red--><span style="color:red"><!--/coloro-->-<!--colorc--></span><!--/colorc--> it feels like you have to be practically touching the wall to jump off it now, so it's extremely difficult to chain jumps, pretty difficult to maintain any speed above 10 really without an ideal route, and all of the ideal routes are obsolete because the same jumps are no longer possible
<!--coloro:red--><span style="color:red"><!--/coloro-->-<!--colorc--></span><!--/colorc--> pogostick? macros are becoming more common, this should be addressed sooner rather than later
Comments
I can't get to speed 13-14 anymore, max out about 10-11 apart from very specific routes (datacore -> vent)
I'm not sure the reasons behind the changes, but you've limited walljump massively and its basically useless now. You could previously use it anywhere provided you built the speed up, now you can't maintain the speed cause you can't reach the walls you previously could.
Skulk is just a big fat heavy piece of crap now
ALSO
no mention in change log about walljump!
removed jumping
<!--quoteo(post=2029918:date=Nov 20 2012, 01:25 PM:name=Xarius)--><div class='quotetop'>QUOTE (Xarius @ Nov 20 2012, 01:25 PM) <a href="index.php?act=findpost&pid=2029918"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Seems like we're still in beta with all these experimental changes.<!--QuoteEnd--></div><!--QuoteEEnd-->
Yeah. Apparently the changes were tested "for a few days" with a balance mod?
Topic: Oh well, my "walljumping" mostly consisted of "going somewhere high dropping down maybe bounce against wall once" so I'm not losing anything.
Atleast they're working on it.
It might be an oversight that came along with simplifying the code, I don't think it's supposed to be this nerfed.
Sadly Schimmel isn't around for 3 weeks so I can't confirm it.
Why o why do they do these in secrecy ;_;
my opinion isn't really relevant because i couldn't chain more than 2-3 jumps before, but i've always felt that the walljump was rather 'sticky'. i often mistime my floor jump because i wrongly anticipate falling to the floor but apparently i clung onto the wall 1mm off the floor so the jump is delayed and lose all momentum etc.
no doubt you could adapt with enough practice, but i don't mind any attempt to sharpen it up.
At least you don't feel like you have to spam spacebar anymore to jump off walls because of how horrible collision was. Good change.
now that wall jump has changed skulking is just boring, frustrating and the entire time i sit there missing the old jump. its clunky and boring now and i plead that you change it back! im sitting in a server ready room right now with 3 other people who also agree.
Forcing skulks to stay closer to the ground instead of constantly flying around the map like they had hive1 leap, will also be good for gameplay.
the walls are way less 'sticky' so in combat it will be a lot more consistant with the jumping from wall to wall to marine's face etc.
on the downside, i really liked the extra boost and momentum you could gain from jumping while facing up - for jumping over objects at greater distances and a quicker follow up bounce... even though it kinda defied the laws of logic.
but i guess i'll get over it, no biggie.
build 231 -
remove maps
Forcing skulks to stay closer to the ground instead of constantly flying around the map like they had hive1 leap, will also be good for gameplay.<!--QuoteEnd--></div><!--QuoteEEnd-->
Nice edit bro.
Are you referring to b229 walljump or the super old walljump that you double tap?
Forcing skulks to stay closer to the ground instead of constantly flying around the map like they had hive1 leap, will also be good for gameplay.<!--QuoteEnd--></div><!--QuoteEEnd-->
Wouldn't mind ground skulking so much if we had bhop or some way of gaining speed consistently. You're definitely right that the old walljump was too powerful for skill required, but i wouldn't call b230 walljump fine imo. Chaining jumps is difficult now not because of any added skill requirement, but a reduced number of viable spots on the map to do so. So for the most part all you're really left with is ceiling drops and 8.5 speed boosts anyone with a keyboard can do
<!--quoteo(post=2030220:date=Nov 21 2012, 04:42 AM:name=Xarius)--><div class='quotetop'>QUOTE (Xarius @ Nov 21 2012, 04:42 AM) <a href="index.php?act=findpost&pid=2030220"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->After playing it for a bit I don't think it's too bad, though these things should really be documented to be honest.<!--QuoteEnd--></div><!--QuoteEEnd-->
yea, find it strange that walljump changes are literally never documented -_-.
<img src="http://www.mattsigmon.com/mattsigmonart/cinderblock01.jpg" border="0" class="linked-image" />
<img src="http://www.mattsigmon.com/mattsigmonart/cinderblock01.jpg" border="0" class="linked-image" /><!--QuoteEnd--></div><!--QuoteEEnd-->
not quite big enough
In previous builds while in combat I would use high arching walljumps to get over marines/confuse their aim but in b230 it's just a no go. If anything momentum off walls should have been increased, not decreased as the last thing skulks need is this loss of agility.