Skulk Wall Movement
Nadagast
Join Date: 2002-11-04 Member: 6884Members
In the original NS, you could make a simple alias that let you have +moveup and +jump bound to your spacebar. The only effect this had was to let you as a skulk move up along a wall while looking forwards. If you don't know what I mean, play NS1 as a Skulk and bind a key to +moveup. It was a really intuitive way of moving on walls and let you do great skillful dodges of marine fire... However in an update, Skulk wall jumping was introduced and this alias (and the corresponding intuitive, easy functionality) was broken. I really think in NS2, this should be built into the game so that whatever key you have bound to jump will also move you up along a wall.
Comments
I don't really think you understand what I'm saying, do you? I am not saying they need to add +moveup into jump, I"m saying they should design it so that if you're holding jump on a wall it moves you vertically upwards. It was a really intuitive way of moving on walls while still being able to look at the main part of the field, instead of having to look upwards to move up.
I really don't like the wall-jump feature in NS1 and I think no matter how well done it is in NS2, it won't be as cool/intuitive feeling as attaching the moving up the wall function to the jump key. Make wall jumping require you to hit the skulk leap button, while implementing what I'm saying, seems like a much better way to do it
More specifically, a component of the force should be normal to the surface and a component of the force should always be pointed up. This should work universally on all surfaces (ground/floor/and ceiling).
It's an antiquated idea even now in NS1 because the addition of walljumping introduced wallhopping, which is generally a lot harder to shoot and takes more skill to do.
Don't really get what you're saying... It seems like you're talking about +moveup in the first sentence then about walljumping in the second?
If the skulk is attached to a wall and presses jump they should not remain on the wall as if they had simply pressed +moveup. They should move <b>up and away</b> from the surface they are attached to, that simple. It should not matter if the skulk jumped on impact or has been attached to the wall for 10 minutes.
2D illustration
<img src="http://img198.imageshack.us/img198/1007/walljump.png" border="0" class="linked-image" />
3D-perspective illustrating chained wall jumping where the skulk only impacts the wall at the Xs using air control to return to the wall and impact it again (or the ground or different wall if he chooses).
<img src="http://img54.imageshack.us/img54/7779/walljump2.png" border="0" class="linked-image" />
The following mspaint image illustrates(poorly) the jump vectors as a result of pressing jump on different angled surfaces. Imagine a skulk jumping down the middle of a pipe. It would be extremely easy to continuesly jump down the pipe regardless of if the skulk landed on a wall or on the ground (so easy even a first time player would do it naturally).
<img src="http://img391.imageshack.us/img391/1305/jumpvectors.png" border="0" class="linked-image" />
EDIT: I might have to compile and demo a source mod to demonstrate how amazing this type of wall jumping can be with skulks