[Video Tutorial] Build 250 Skulk + Fade Movement, beginner to advanced

2

Comments

  • ezekelezekel Join Date: 2012-11-29 Member: 173589Members, NS2 Map Tester
    edited May 2013
    I had debugspeed off on purpose, for a reason

    A keyboard overlay sounds very useful, however a keyboard overlay won't show mouse movement, which is the major part in making this work, and it's only three keys you're pressing A, D, and spacebar (unless you've changed your default bindings)

    That was a high quality recording, 1080p @ 30 fps, recording at a higher fps would have done nothing besides give me less frames and higher input lag; youtube doesn't seem to except more than 30 fps from what I know, so that's what I recorded at. (However I believe higher fps improves quality, but the quality was fine)

    I used the 64bit version, and was using game capture; x264 was at one of the fast and quality was still fine; also memory usage wasn't that high either which is great

    The music wasn't the distracting part, and I had it there to not be too... empty feeling; the problem was I was unaware that the higher the actual volume I have my headset turned to, the louder it actually records the sound (I should have figured that) so I had my headset loud, to the point where it was overpowering my voice with in-game sound; next time if I ever record something I'll be sure to keep that lower

    Also thanks but, none of that really helps with input lag as I've read all of it, my framerate was above 120 for pretty much the entire recording and I still felt input lag; I'll have to ask around some recording or tech forums for a better response on this; or test some other games and see if it's just possibly only happening for this game or if it's straining something to the point where it's having trouble rendering or idk

    edit: Because I checked my cpu usage and it wasn't straining my cpu to max load, so it must be doing something with my gpu/monitor causing input lag

  • TharosTharos Join Date: 2012-12-18 Member: 175439Members
    edited May 2013
    Nice videos, thanks for the tips.

    Louise attaque in the skulk advanced movements tutorial made me laugh.
  • ezekelezekel Join Date: 2012-11-29 Member: 173589Members, NS2 Map Tester
    edited May 2013
    Tharos wrote: »
    Nice videos, thanks for the tips.

    Louise attaque in the skulk advanced movements tutorial made me laugh.

    thanks!
    louise what?

  • TharosTharos Join Date: 2012-12-18 Member: 175439Members
    ezekel wrote: »
    Tharos wrote: »
    Nice videos, thanks for the tips.

    Louise attaque in the skulk advanced movements tutorial made me laugh.

    thanks!
    louise what?
    Nevermind, I was wrong :D

  • NeokenNeoken Bruges, Belgium Join Date: 2004-03-20 Member: 27447Members, NS2 Playtester, Reinforced - Shadow, WC 2013 - Silver, Subnautica Playtester
    Some really good tutorials there. Nicely done.
  • ezekelezekel Join Date: 2012-11-29 Member: 173589Members, NS2 Map Tester
    arise chicken, arise
  • UncleCrunchUncleCrunch Mayonnaise land Join Date: 2005-02-16 Member: 41365Members, Reinforced - Onos
    Roobubba wrote: »
    I think it's great that you put the vids together. For me, it's patently obvious from watching these that this form of movement simply doesn't belong in ns2. Take a step back from the lolz, which are undeniable, and you see how absurd this is. If it's balanced for movements at these speeds, then simply make the skulk that fast...
    Performance is a MUCH higher priority than this, I think. The vast majority of players don't have the frame rate to hit such fast moving targets.
    I really want to see an intuitive movement system in place, not a recreation of the engine bugs of old.

    Plus, the things that kind of speed will reveal is :
    -All Net-game suffer from lag (Like HL1/NS1 Bunny hoping).
    -NS2 maps are small and not fit for that.
    -As usual new marines will cry rivers and complain about cheat.

    On the other side i do understand why ppl want more speed. Hiding technical problems like lag and performance by slowing things down just don't seem right. It's undeniable that the "no jump in mouse-wheel" constraint and many other things are annoying. I may say "not natural" and far from being balanced in the end.
  • ezekelezekel Join Date: 2012-11-29 Member: 173589Members, NS2 Map Tester
    bump for newcomers
  • AlregardAlregard Join Date: 2012-08-30 Member: 156903Members
    edited June 2013
    I tried it alone in tram, but somehow i suck.
    Do you have to press a/d one time right befor you jump or do you need to hold it while being in the air until you are on the ground?
  • AgielAgiel Join Date: 2006-11-14 Member: 58605Members, Constellation, NS2 Playtester, Subnautica Playtester
    These videos are really good, but I fear that your approach to bunnyhopping might feel a bit intimidating for new people. Rather than teaching people how to bunnyhop on the ground I'd weave it into walljumping. Start by teaching them how to walljump while only using the forward key, point out that they lose speed whenever they make a turn and that they can avoid this by "strafing into the turn". So if you're turning right, holding right strafe will allow you to turn without losing any speed. Once they've gotten a hang of this you can move on to show that they actually gain a bit of speed when strafing into the turn like this, and that you can do it even without walljumping, which leads into the fade tutorial.
  • ezekelezekel Join Date: 2012-11-29 Member: 173589Members, NS2 Map Tester
    edited June 2013
    @Agiel

    In the beginner video I already teach you how to wall jump only pressing forward, it's the first thing I do

    Watch the whole video and all of that is done already
  • ezekelezekel Join Date: 2012-11-29 Member: 173589Members, NS2 Map Tester
    Alregard wrote: »
    I tried it alone in tram, but somehow i suck.
    Do you have to press a/d one time right befor you jump or do you need to hold it while being in the air until you are on the ground?

    Try it on veil as it's easier, no you only press A/D when you're strafing, you jump when you feel you're about to hit the ground

    If you want to move left, you hold A then move your mouse cursor left, as soon as you're about to hit the ground you jump then let go of A and now you hold D and move your mouse crosshair right, repeat those to keep your momentum. Not jumping applies ground friction which will slow you down, so you need to keep jumping

    There is no perfect timing for jumping it's very easy, just hit spacebar as soon as you feel you're about to hit the floor
  • AgielAgiel Join Date: 2006-11-14 Member: 58605Members, Constellation, NS2 Playtester, Subnautica Playtester
    edited June 2013
    My point was that rather than teach how to bunnyhop you should teach how to turn without losing speed. The rest will come as an extension of that.
  • ezekelezekel Join Date: 2012-11-29 Member: 173589Members, NS2 Map Tester
    Agiel wrote: »
    My point was that rather than teach how to bunnyhop you should teach how to turn without losing speed. The rest will come as an extension of that.

    Already included in the video, and it isn't bunnyhopping it's wallhopping; you're only jumping to null the ground friction; your speed gains are from the wall, strafing barely accelerates you anymore
  • LústLúst Join Date: 2013-01-08 Member: 178186Members
    seems really good, thanks
  • AgielAgiel Join Date: 2006-11-14 Member: 58605Members, Constellation, NS2 Playtester, Subnautica Playtester
    ezekel wrote: »
    Agiel wrote: »
    My point was that rather than teach how to bunnyhop you should teach how to turn without losing speed. The rest will come as an extension of that.

    Already included in the video, and it isn't bunnyhopping it's wallhopping; you're only jumping to null the ground friction; your speed gains are from the wall, strafing barely accelerates you anymore
    I'm not sure why you're arguing against me here. Your skulk beginner video clearly has first a part on walljumping, then a part on bunnyhopping on the ground and then you start combining the two. All I'm saying is that, if someone were to make a new video, it would be more pedagogical to skip the bunnyhopping part and instead teach "strafing into the turns" as a way to avoid losing speed. Then the advanced tutorial could talk about pure bunnyhopping.
  • ezekelezekel Join Date: 2012-11-29 Member: 173589Members, NS2 Map Tester
    Bump again, just so everyone knows the speeds and the feeling to the movement has changed since this video; but it still remains the same that you can learn everything from the video.
  • SkipjackSkipjack Join Date: 2005-04-13 Member: 48323Members, Constellation
    ezekel wrote: »
    Bump again, just so everyone knows the speeds and the feeling to the movement has changed since this video; but it still remains the same that you can learn everything from the video.
    Maybe you should include that piece of information in the first post
  • ezekelezekel Join Date: 2012-11-29 Member: 173589Members, NS2 Map Tester
    Skipjack wrote: »
    ezekel wrote: »
    Bump again, just so everyone knows the speeds and the feeling to the movement has changed since this video; but it still remains the same that you can learn everything from the video.
    Maybe you should include that piece of information in the first post

    Not needed, in the video I say somewhere that by the time you watch this video things may be working differently :P Also why I didn't include debugspeed!
  • Mattk50Mattk50 Join Date: 2013-02-04 Member: 182824Members, Reinforced - Shadow
    ezekel wrote: »
    I had debugspeed off on purpose, for a reason

    A keyboard overlay sounds very useful, however a keyboard overlay won't show mouse movement, which is the major part in making this work, and it's only three keys you're pressing A, D, and spacebar (unless you've changed your default bindings)
    are you forgetting W or do you not have to use that once your up to speed
  • SkipjackSkipjack Join Date: 2005-04-13 Member: 48323Members, Constellation
    Mattk50 wrote: »
    are you forgetting W or do you not have to use that once your up to speed
    its not needed, but i would recommend it.
    Because if you miss time a jump you wont end up strafing left or right, but still going straight
  • ezekelezekel Join Date: 2012-11-29 Member: 173589Members, NS2 Map Tester
    Mattk50 wrote: »
    ezekel wrote: »
    I had debugspeed off on purpose, for a reason

    A keyboard overlay sounds very useful, however a keyboard overlay won't show mouse movement, which is the major part in making this work, and it's only three keys you're pressing A, D, and spacebar (unless you've changed your default bindings)
    are you forgetting W or do you not have to use that once your up to speed

    W isn't required but I hold it down because if you make any type of mistake, you'll keep moving forward
  • twilitebluetwiliteblue bug stalker Join Date: 2003-02-04 Member: 13116Members, NS2 Playtester, Squad Five Blue
    edited June 2013
    Skulks and Fades can gain speed from jumping on the ground, by holding W + A/D while in the air. I think it feels rather unintuitive and buggy, and hope the speed gain simply added a part of normal movement (W + jump without A or D).

    Would you be kind and make a video tutorial (with debugspeed) on the "final version of" wall jump when BT mod is merged into live, ezekel?
  • ezekelezekel Join Date: 2012-11-29 Member: 173589Members, NS2 Map Tester
    Skulks and Fades can gain speed from jumping on the ground, by holding W + A/D while in the air. I think it feels rather unintuitive and buggy, and hope the speed gain simply added a part of normal movement (W + jump without A or D).

    Would you be kind and make a video tutorial (with debugspeed) on the "final version of" wall jump when BT mod is merged into live, ezekel?

    well making another tutorial wouldn't serve a point, I could post numbers however even after it goes live I'm pretty positive it will be adjusted again at some point (specifically the lerk/fade) not sure if this skulk will change, the skulk as of RN feels fine
  • ezekelezekel Join Date: 2012-11-29 Member: 173589Members, NS2 Map Tester
    edited June 2013
    hi im bumping this for 250 since everything is the same minus the overall speeds! (and strafe accel on ground being less important!)
  • Ghosthree3Ghosthree3 Join Date: 2010-02-13 Member: 70557Members, Reinforced - Supporter
    I wish you could still go that fast in the current version of "bhopping" :( (Advanced skulk vid).
  • ezekelezekel Join Date: 2012-11-29 Member: 173589Members, NS2 Map Tester
    edited June 2013
    Ghosthree3 wrote: »
    I wish you could still go that fast in the current version of "bhopping" :( (Advanced skulk vid).

    Not as easy as it looks :D

    While fun, and it took practice to learn routing (plus strafe accel on ground was actually used aka a/d strafing to gain speeds) it was simply too fast to be in game. Things like routing were also argued that you shouldn't need that to travel (knowing where the best places are to turn/jump or move navigate) and strafe accel on ground gained fast speed and was too difficult for some people to get the grasp of. You can still strafe to turn however!

    However, I wouldn't mind it being in for some custom skulk jump maps! :P
  • Ghosthree3Ghosthree3 Join Date: 2010-02-13 Member: 70557Members, Reinforced - Supporter
    Btw, fade no longer needs to use A/D when jumping to maintain speed anymore, if that's mentioned in the video.
  • ezekelezekel Join Date: 2012-11-29 Member: 173589Members, NS2 Map Tester
    Ghosthree3 wrote: »
    Btw, fade no longer needs to use A/D when jumping to maintain speed anymore, if that's mentioned in the video.

    He never did, A/D is for turning 8)

    Jumping keeps you off the ground, if you're off the ground, ground friction is not being applied to you. ground friction is what slows you down
  • Ghosthree3Ghosthree3 Join Date: 2010-02-13 Member: 70557Members, Reinforced - Supporter
    Oh? I could have sworn you used to need to strafe to maintain speed as fade like skulk...
Sign In or Register to comment.