Treat lamp/ledges in the roof like stairs on the floor

JashaaaJashaaa Join Date: 2009-09-10 Member: 68742Members
I hate that skulks don't have the ability to move around in the roof like they can on the floor, ofcourse they cant jump up/down when they are in the roof. Can they move around in the roof in NS2?

Comments

  • RobBRobB TUBES OF THE INTERWEB Join Date: 2003-08-11 Member: 19423Members, Constellation, Reinforced - Shadow
    with inate movement abilities (i.e. former hive 2 attack skulk leap) the skulks will be able to move more free than ever.
  • locallyunscenelocallyunscene Feeder of Trolls Join Date: 2002-12-25 Member: 11528Members, Constellation
    I agree with the OP. Wallwalking and jumping are a big part of skulking and they should be more fluid.
  • pSyk0mAnpSyk0mAn Nerdish by Nature Germany Join Date: 2003-08-07 Member: 19166Members, NS2 Playtester, Squad Five Silver, NS2 Community Developer
    It would also make the life easier for mappers, because they can add more details to walls and ceilings or have to spend less time on clip-brushes (or whatever is going to be used in ns2) without screwing up wall movement for skulks.
  • magicboommagicboom Join Date: 2009-10-02 Member: 68928Members
    <!--quoteo(post=1731245:date=Oct 7 2009, 03:04 PM:name=pSyk0mAn)--><div class='quotetop'>QUOTE (pSyk0mAn @ Oct 7 2009, 03:04 PM) <a href="index.php?act=findpost&pid=1731245"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->It would also make the life easier for mappers, because they can add more details to walls and ceilings or have to spend less time on clip-brushes (or whatever is going to be used in ns2) without screwing up wall movement for skulks.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I would prefer if when the skulk is on the side of a wall, the vertical plain becomes horizontal. In other words, the wall you are running on is at the bottom of your screen. The same thing should apply for running on the ceiling. You should actually be upside down and see the marines upside down. Then when you want to attack them you simply leap or hit the jump key to drop down.
  • Racer1Racer1 Join Date: 2002-11-22 Member: 9615Members
    <!--quoteo(post=1731268:date=Oct 7 2009, 12:24 PM:name=magicboom)--><div class='quotetop'>QUOTE (magicboom @ Oct 7 2009, 12:24 PM) <a href="index.php?act=findpost&pid=1731268"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I would prefer if when the skulk is on the side of a wall, the vertical plain becomes horizontal. In other words, the wall you are running on is at the bottom of your screen. The same thing should apply for running on the ceiling. You should actually be upside down and see the marines upside down. Then when you want to attack them you simply leap or hit the jump key to drop down.<!--QuoteEnd--></div><!--QuoteEEnd-->

    This is what AvP did. I believe ns1 toyed with this idea before 1.0 and it was thought to be too hard to use -- mainly because the display would be very jumpy and hard to follow when traversing rough or bumpy terrain.
  • locallyunscenelocallyunscene Feeder of Trolls Join Date: 2002-12-25 Member: 11528Members, Constellation
    With respect to view rotation, there's a <a href="http://www.unknownworlds.com/ns2/news/2007/12/skulk_view_rotation_from_the_archives" target="_blank">blog post</a> about it.

    <b>Max</b> has also made some comments on it:
    <!--quoteo(post=1665661:date=Dec 29 2007, 06:44 PM:name=Max)--><div class='quotetop'>QUOTE (Max @ Dec 29 2007, 06:44 PM) <a href="index.php?act=findpost&pid=1665661"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->This discussion certainly went in a different direction than I expected. To all of you that suggested we'd include view rotation in the game even if it was disorienting, shame on you! That was one of the major points of the blog post -- we implemented the feature, it wasn't good enough to include, so we cut it. If we end up with the same issues in Natural Selection 2, we'd make the same decision.

    I think I may have been a little unclear in the last paragraph of the blog. I didn't mean specifically I was excited about view rotation (whether or not we even try it is still up in the air), but rather unique movement abilities in general. One of the things I enjoyed the most about working on Natural Selection was revising the Lerk flight for 2.0. We really wanted to give the player the sense of being a winged creature so we added the flapping/gliding mechanism. Some of the other movement abilities we could never quite get to work the way we wanted due to issues with the code or limitations of the collision detection functions on the client and server. A good example is the original Fade blink, where we couldn't fix the problem of getting stuck in walls so we had to redesign the ability to work differently.

    So essentially what I meant was I'm looking forward to talking these abilities to the next level of awesomeness. Obviously the movement design/code is a big thing that contributes to the "feel" of the game and is something that I think really sets Natural Selection apart from other games, so that should be getting a lot of attention in NS2.<!--QuoteEnd--></div><!--QuoteEEnd-->
  • MortosMortos Join Date: 2006-11-28 Member: 58763Members
    OP has a good idea, I hope that
    A. The Devs read this
    B. This thread doesn't get hijacked to talk about rotated camera view
  • homicidehomicide Join Date: 2003-11-10 Member: 22451Members
    The biggest challenge is traversing a cantilevered edge. I imagine now that they have better access to map geometry they will be able to solve the cantilevered edge problem.
  • steppin'razorsteppin'razor Join Date: 2008-09-18 Member: 65033Members, Constellation
    Uh, can you explain or give an example of a cantilevered edge in NS?
  • homicidehomicide Join Date: 2003-11-10 Member: 22451Members
    edited October 2009
    <!--quoteo(post=1731356:date=Oct 7 2009, 10:34 PM:name=steppin'razor)--><div class='quotetop'>QUOTE (steppin'razor @ Oct 7 2009, 10:34 PM) <a href="index.php?act=findpost&pid=1731356"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Uh, can you explain or give an example of a cantilevered edge in NS?<!--QuoteEnd--></div><!--QuoteEEnd-->


    The biggest issue is moving from a horizontal ceiling to a vertical wall:
    <!--sizeo:1--><span style="font-size:8pt;line-height:100%"><!--/sizeo-->
    ^ ______________
    l |
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    l |______________
    <-----------------
    <!--sizec--></span><!--/sizec-->






    Moving <b>up</b> a vertical wall onto a flat surface is also difficult without getting the "floating" effect that often kills skulks.
    <!--sizeo:1--><span style="font-size:8pt;line-height:100%"><!--/sizeo-->
    ---------------->
    ^ ______________
    l |
    l |
    l |
    l |
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    l |______________
    <!--sizec--></span><!--/sizec-->






    A cantilevered edge is an example of both:
    <!--sizeo:1--><span style="font-size:8pt;line-height:100%"><!--/sizeo-->
    ------------------>
    ^ ______________
    l |
    l |
    l |
    l |
    l |
    l |______________
    <-----------------
    <!--sizec--></span><!--/sizec-->




    extreme example:
    <img src="http://img5.imageshack.us/img5/6432/45223993.jpg" border="0" class="linked-image" />
    trying to climb from top to bottom or bottom to top is tediously difficult.
  • homicidehomicide Join Date: 2003-11-10 Member: 22451Members
    Worth noting that a rotational viewport fixes almost all of the problems with wallwalk with the exception of disorientation - which is obviously a big deal. However, I think if map makers conscious designed ceiling and floors that were universally unique from each other the disorientation problem would be drastically reduced. It would also be badass if the tongue of the skulk always hung down -,-
  • steppin'razorsteppin'razor Join Date: 2008-09-18 Member: 65033Members, Constellation
    Thanks for clearing that up, I know exactly what you mean just wasn't familiar with the terminology.
  • RobBRobB TUBES OF THE INTERWEB Join Date: 2003-08-11 Member: 19423Members, Constellation, Reinforced - Shadow
    edited October 2009
    <!--quoteo(post=1731372:date=Oct 8 2009, 10:52 AM:name=homicide)--><div class='quotetop'>QUOTE (homicide @ Oct 8 2009, 10:52 AM) <a href="index.php?act=findpost&pid=1731372"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The biggest issue is moving from a horizontal ceiling to a vertical wall:
    ...

    Moving <b>up</b> a vertical wall onto a flat surface is also difficult without getting the "floating" effect that often kills skulks.
    ...


    A cantilevered edge is an example of both:
    ...

    extreme example:
    ...

    Go try to climb on the center geometery from top to bottom or bottom to top, its tediously difficult.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Yes, I'd liked that even in NS1 - and suggested it that pushing into a wall or ceiling lets you climb it without doing anything more.
    Edit: At least I think I suggested it.
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