Option to unlock camera rotation
sumguy720
Join Date: 2011-02-09 Member: 81101Members
<div class="IPBDescription">A sort of new idea about camera angles and wall climbing</div>Hey.
So what if rather than having the camera rotated when you get on a wall or ceiling (which 50% of people seem to hate and doesn't seem like the best solution to navigating on walls anyway) you just removed the upper limit of rotation on the camera for players who play as skulk.
Let me be more clear. Right now as either class you look up to 90 degrees upwards and the camera locks, you can't keep moving the camera in that direction. So how about you let the player keep rotating the camera up past 90 degrees and on to 270, and 360 so you can follow the wall curve in an easy way? Like almost as if you were in a flight simulator game.
Your strafe would just stay perpendicular to your viewing plane, and your left/right rotation axis would be in the plane of whatever you were walking on. This way you would have no sudden changes in camera angle that makes the camera hug method look bad and makes people dizzy, but you could make it a bit easier for people to climb walls.
If you are worried about people doing stupid flip-around things with looking upside down all you would have to do is keep the view angle limit there but change THAT when the player is on a wall or ceiling. So say the limits are 270 and 90 right now and you turn left and right along the plane of the floor. You hit a wall and they change to 0 and 180 and you turn along the plane of the wall, hit a ceiling and they change to 90 and 270 and you turn along the plane of the ceiling. You dig?
The idea is really centered around skulk movement, and I think it would make skulk gameplay better without causing weird dizziness and jumpy screens.
Note: What I am suggesting is NOT THIS: <a href="http://www.youtube.com/watch?v=-nqKcuFUe_c" target="_blank">http://www.youtube.com/watch?v=-nqKcuFUe_c</a>
If you think I am suggesting what is in the above video you are incorrect!
What do you all think? Do you understand? Do you like it?
So what if rather than having the camera rotated when you get on a wall or ceiling (which 50% of people seem to hate and doesn't seem like the best solution to navigating on walls anyway) you just removed the upper limit of rotation on the camera for players who play as skulk.
Let me be more clear. Right now as either class you look up to 90 degrees upwards and the camera locks, you can't keep moving the camera in that direction. So how about you let the player keep rotating the camera up past 90 degrees and on to 270, and 360 so you can follow the wall curve in an easy way? Like almost as if you were in a flight simulator game.
Your strafe would just stay perpendicular to your viewing plane, and your left/right rotation axis would be in the plane of whatever you were walking on. This way you would have no sudden changes in camera angle that makes the camera hug method look bad and makes people dizzy, but you could make it a bit easier for people to climb walls.
If you are worried about people doing stupid flip-around things with looking upside down all you would have to do is keep the view angle limit there but change THAT when the player is on a wall or ceiling. So say the limits are 270 and 90 right now and you turn left and right along the plane of the floor. You hit a wall and they change to 0 and 180 and you turn along the plane of the wall, hit a ceiling and they change to 90 and 270 and you turn along the plane of the ceiling. You dig?
The idea is really centered around skulk movement, and I think it would make skulk gameplay better without causing weird dizziness and jumpy screens.
Note: What I am suggesting is NOT THIS: <a href="http://www.youtube.com/watch?v=-nqKcuFUe_c" target="_blank">http://www.youtube.com/watch?v=-nqKcuFUe_c</a>
If you think I am suggesting what is in the above video you are incorrect!
What do you all think? Do you understand? Do you like it?
Comments
1) Does your view stays? As if right now you walk in the ceiling, only now everyone else is standing upside down from it.
2) Does your view change to normal? Wouldn't this have the same orientation confusion that implementing "real" wallwalking would have had?
I think implementing real wallwalking (like in for example the video, or Alien vs Predator 2) could be a good way to introduce "skilled movement" for skulks. You would naturally always jump of what are below your feet when you jump. I know it is confusing at start, but it is really the only way to bring good wallwalking. I think what is already added to make skulks "stick" to walls would already make the camera changes less sudden (no 90 degree snaps when you walk over a tine ledge on a wall) and less confusing.
This message got alot longer than I had planned, but I think this would make walls and ceilings places used in combat, and not just for waiting.
Yes, but that would still give you the "confusing" feel that they were trying to avoid with not hacing the view change in the first place.
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->I think this would make walls and ceilings places used in combat, and not just for waiting.<!--QuoteEnd--></div><!--QuoteEEnd-->
I use walls and cielings in mid-combat as a skulk, it causes the marines to hit the walls instead of me.
Bite. Climb wall. Jump down. Bite. Climb wall. Jump down. Bite. Dead marine. I have most of my HP left.
Its hard to track a skulk doing this.