[201] THE SKULK: HOW-TO JUMP

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  • internetexplorerinternetexplorer Join Date: 2011-10-13 Member: 127255Members
    edited March 2012
    <!--quoteo(post=1917736:date=Mar 25 2012, 04:02 PM:name=Luitjens)--><div class='quotetop'>QUOTE (Luitjens @ Mar 25 2012, 04:02 PM) <a href="index.php?act=findpost&pid=1917736"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Agreed.... Some players do need assistance because they just aren't that great at learning or playing that type of video game, a person with higher skill of gaming obviously isn't going to need guides.

    RL EXAMPLE MODE: Like some people are naturally good at riding a bike for the first time, some can't even ride a bike at all.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Real life example: most people can pull off the <i>fundamentals </i>(chewing, breathing, pooping) without watching a series of youtube videos and turning on cheat mode.

    NS2 example: walljumping is fundamental to the skulk, but most players cannot pull it off and may not even be aware of it


    <!--quoteo(post=1917734:date=Mar 25 2012, 03:58 PM:name=internetexplorer)--><div class='quotetop'>QUOTE (internetexplorer @ Mar 25 2012, 03:58 PM) <a href="index.php?act=findpost&pid=1917734"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->But people are able to figure out all the other<!--sizeo:5--><span style="font-size:18pt;line-height:100%"><!--/sizeo--> fundamental aspects of the game<!--sizec--></span><!--/sizec--> unassisted. Doesn't that make it sound like there might be a problem with the walljump?<!--QuoteEnd--></div><!--QuoteEEnd-->
  • Kama_BlueKama_Blue Join Date: 2012-03-13 Member: 148710Members
    edited March 2012
    <!--quoteo(post=1917729:date=Mar 25 2012, 11:55 AM:name=GORGEous)--><div class='quotetop'>QUOTE (GORGEous @ Mar 25 2012, 11:55 AM) <a href="index.php?act=findpost&pid=1917729"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Go ahead and script it. It would be terrible. You would run slower than if you just ran along the ground like someone who bought the game 30 minutes ago.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I did... i've been using it since 199

    You went pretty fast in 200, but in 201 you just kinda zoom around at 9-10ish. It's really easy you just hold two buttons down, no skill involved. To be honest i would post it here if it wasn't against the rules or anything. I mean it just makes you jump constantly, you do all the aiming at walls yourself, but you still get decent movement speed boosts.

    <!--quoteo(post=1917731:date=Mar 25 2012, 11:56 AM:name=Bicsum)--><div class='quotetop'>QUOTE (Bicsum @ Mar 25 2012, 11:56 AM) <a href="index.php?act=findpost&pid=1917731"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->It is not that hard to understand. Jump against a wall -> jump off the wall -> move faster.
    I think everyone is able to see and understand this.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I think the issues right now is that it's not that walljumping is exactly hard to learn, but timing and the constant jumping is.

    Can we agree that
    1). You should be able to constantly jump/hop/conserve momentum by holding the spacebar.

    2). You should be able to stick to walls instantly (no wierd delay) and hop off them at the right angles to get more speed. Without difficult to learn timings or delays before you can hop off the wall again for "maximum boost"

    With those two changes, it would still have a high skill cap in use, but a low entry skill requirement. You would jump at a wall as an entry player and realize jumping off walls made you faster, and hopping let you keep the speed. Simple.
  • LuitjensLuitjens Join Date: 2010-07-26 Member: 73034Members, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, Subnautica Playtester
    edited March 2012
    <!--quoteo(post=1917741:date=Mar 25 2012, 02:07 PM:name=Kama_Blue)--><div class='quotetop'>QUOTE (Kama_Blue @ Mar 25 2012, 02:07 PM) <a href="index.php?act=findpost&pid=1917741"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Can we agree that
    1). You should be able to constantly jump/hop/conserve momentum by holding the spacebar.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Personally, no.. It will take skill away plus its boring.
    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->2). You should be able to stick to walls instantly (no wierd delay) and hop off them at the right angles to get more speed. Without difficult to learn timings or delays before you can hop off the wall again for "maximum boost"<!--QuoteEnd--></div><!--QuoteEEnd-->
    Yea, something along the side of that, skulk movement still needs some work with the timings,
  • Kama_BlueKama_Blue Join Date: 2012-03-13 Member: 148710Members
    <!--quoteo(post=1917743:date=Mar 25 2012, 12:10 PM:name=Luitjens)--><div class='quotetop'>QUOTE (Luitjens @ Mar 25 2012, 12:10 PM) <a href="index.php?act=findpost&pid=1917743"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Personally, no.. It will take skill away plus its boring.<!--QuoteEnd--></div><!--QuoteEEnd-->

    There is no skill in jumping constantly to conserve momentum. Zero.
  • GORGEousGORGEous Join Date: 2012-02-19 Member: 146762Members, NS2 Map Tester
    <!--quoteo(post=1917741:date=Mar 25 2012, 04:07 PM:name=Kama_Blue)--><div class='quotetop'>QUOTE (Kama_Blue @ Mar 25 2012, 04:07 PM) <a href="index.php?act=findpost&pid=1917741"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I did... i've been using it since 199

    You went pretty fast in 200, but in 201 you just kinda zoom around at 9-10ish. It's really easy you just hold two buttons down, no skill involved. To be honest i would post it here if it wasn't against the rules or anything. I mean it just makes you jump constantly, you do all the aiming at walls yourself, but you still get decent movement speed boosts.<!--QuoteEnd--></div><!--QuoteEEnd-->


    Your script gets up to 9-10 speed wall jumping? Wow, that's about one wall jump worth of speed. Thanks for proving that you can't script walljumps to be effective.
  • internetexplorerinternetexplorer Join Date: 2011-10-13 Member: 127255Members
    edited March 2012
    <!--quoteo(post=1917744:date=Mar 25 2012, 04:11 PM:name=Kama_Blue)--><div class='quotetop'>QUOTE (Kama_Blue @ Mar 25 2012, 04:11 PM) <a href="index.php?act=findpost&pid=1917744"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->There is no skill in jumping constantly to conserve momentum. Zero.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Can you do it under a lot of pressure, while navigating environments that have been enhanced with turrets and mines? An activity can be simple in terms of keypresses and complicated in other ways. If something is only complicated in how the keypresses work, it's often boring or goes ignored by players who aren't trying to show off.
  • LuitjensLuitjens Join Date: 2010-07-26 Member: 73034Members, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, Subnautica Playtester
    edited March 2012
    <!--quoteo(post=1917744:date=Mar 25 2012, 02:11 PM:name=Kama_Blue)--><div class='quotetop'>QUOTE (Kama_Blue @ Mar 25 2012, 02:11 PM) <a href="index.php?act=findpost&pid=1917744"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->There is no skill in jumping constantly to conserve momentum. Zero.<!--QuoteEnd--></div><!--QuoteEEnd-->

    What?

    I was referring to holding the spacebar down, that is boring and would require less skill than having to hit the spacebar each time.
  • internetexplorerinternetexplorer Join Date: 2011-10-13 Member: 127255Members
    <!--quoteo(post=1917749:date=Mar 25 2012, 04:14 PM:name=Luitjens)--><div class='quotetop'>QUOTE (Luitjens @ Mar 25 2012, 04:14 PM) <a href="index.php?act=findpost&pid=1917749"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->What?

    I was referring to holding the spacebar down, that is boring and would require less skill than having to hit the spacebar each time.<!--QuoteEnd--></div><!--QuoteEEnd-->

    How much Warsow have you played? You can hold the spacebar down in that game and I assure you it's anything but boring.
  • BicsumBicsum Join Date: 2012-02-27 Member: 147596Members, Reinforced - Gold
    edited March 2012
    <!--quoteo(post=1917741:date=Mar 25 2012, 09:07 PM:name=Kama_Blue)--><div class='quotetop'>QUOTE (Kama_Blue @ Mar 25 2012, 09:07 PM) <a href="index.php?act=findpost&pid=1917741"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Can we agree that
    1). You should be able to constantly jump/hop/conserve momentum by holding the spacebar.

    2). You should be able to stick to walls instantly (no wierd delay) and hop off them at the right angles to get more speed. Without difficult to learn timings or delays before you can hop off the wall again for "maximum boost"<!--QuoteEnd--></div><!--QuoteEEnd-->

    The movement is new and still buggy. I'm sure it will work much better in the future.

    Should it be possible to do by everyone-> yes.
    Should the effectiveness be the same for every skill level -> no.
  • SlithersSlithers Join Date: 2010-07-30 Member: 73368Members
    Personally, I think the wall jumping is kind of tacky, but that's just me. It's like a half ass bunny hop implemented for noobs. UWE is just tryin to find the middle ground to cater to the mainstream crowd all the while handicapping the game which ruins it for the hardcore crowd. If your going to let us speed up doing wall jumps which I am sure the best players can master in a week, you may as well just put in bunnyhopping and get it over with.

    I see it already, game will release, competitive scene will mod the game to what it should be, the mainstream aspect of the game will dither.
  • LuitjensLuitjens Join Date: 2010-07-26 Member: 73034Members, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, Subnautica Playtester
    edited March 2012
    <!--quoteo(post=1917750:date=Mar 25 2012, 02:16 PM:name=internetexplorer)--><div class='quotetop'>QUOTE (internetexplorer @ Mar 25 2012, 02:16 PM) <a href="index.php?act=findpost&pid=1917750"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->How much Warsow have you played? You can hold the spacebar down in that game and I assure you it's anything but boring.<!--QuoteEnd--></div><!--QuoteEEnd-->

    0, I'd rather play quake live where you don't hold the spacebar down.

    edit: forgot to mention warsow looks terribly easy to master :|
  • Kama_BlueKama_Blue Join Date: 2012-03-13 Member: 148710Members
    edited March 2012
    <!--quoteo(post=1917754:date=Mar 25 2012, 12:17 PM:name=Luitjens)--><div class='quotetop'>QUOTE (Luitjens @ Mar 25 2012, 12:17 PM) <a href="index.php?act=findpost&pid=1917754"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->0, I'd rather play quake live where you don't hold the spacebar down.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Opinion ^^^

    I'd rather hold the spacebar down.



    Honestly what is it hurting you, you can still tap the darn key to jump.
  • LuitjensLuitjens Join Date: 2010-07-26 Member: 73034Members, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, Subnautica Playtester
    <!--quoteo(post=1917757:date=Mar 25 2012, 02:21 PM:name=Kama_Blue)--><div class='quotetop'>QUOTE (Kama_Blue @ Mar 25 2012, 02:21 PM) <a href="index.php?act=findpost&pid=1917757"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Opinion ^^^

    I'd rather hold the spacebar down.



    Honestly what is it hurting you, you can still tap the darn key to jump.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Because it is a button you don't have to think about then.
  • internetexplorerinternetexplorer Join Date: 2011-10-13 Member: 127255Members
    <!--quoteo(post=1917754:date=Mar 25 2012, 04:17 PM:name=Luitjens)--><div class='quotetop'>QUOTE (Luitjens @ Mar 25 2012, 04:17 PM) <a href="index.php?act=findpost&pid=1917754"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->0, I'd rather play quake live where you don't hold the spacebar down.

    edit: forgot to mention warsow looks terribly easy to master :|<!--QuoteEnd--></div><!--QuoteEEnd-->

    How much PQL do you play?
  • LuitjensLuitjens Join Date: 2010-07-26 Member: 73034Members, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, Subnautica Playtester
    edited March 2012
    <!--quoteo(post=1917763:date=Mar 25 2012, 02:32 PM:name=internetexplorer)--><div class='quotetop'>QUOTE (internetexplorer @ Mar 25 2012, 02:32 PM) <a href="index.php?act=findpost&pid=1917763"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->How much PQL do you play?<!--QuoteEnd--></div><!--QuoteEEnd-->

    I have played quake since I was 6 years old all the way up to quake 3 and then after that, haven't really touched it because of other games except quake live which put me in T4 (which is veteran? highest on there? only put like 8 hours into that game LOL) Rather play NS2 competitively instead because it is different to me and I played a little bit of NS1 when I was 12.
  • internetexplorerinternetexplorer Join Date: 2011-10-13 Member: 127255Members
    <!--quoteo(post=1917766:date=Mar 25 2012, 04:35 PM:name=Luitjens)--><div class='quotetop'>QUOTE (Luitjens @ Mar 25 2012, 04:35 PM) <a href="index.php?act=findpost&pid=1917766"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I have played quake since I was 6 years old all the way up to quake 3 and then after that, haven't really touched it because of other games except quake live which put me in T4 (which is veteran? highest on there? only put like 8 hours into that game LOL) Rather play NS2 competitively instead because it is different to me and I played a little bit of NS1 when I was 12.<!--QuoteEnd--></div><!--QuoteEEnd-->

    so you don't play PQL but you play quake live

    bind s "+back"
  • LuitjensLuitjens Join Date: 2010-07-26 Member: 73034Members, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, Subnautica Playtester
    edited March 2012
    Rather not pay the monthly fee to go PRO!!!

    Other than that? What is the difference besides what looks like to be freeze tag oh premium arenas?
  • internetexplorerinternetexplorer Join Date: 2011-10-13 Member: 127255Members
    <!--quoteo(post=1917768:date=Mar 25 2012, 04:40 PM:name=Luitjens)--><div class='quotetop'>QUOTE (Luitjens @ Mar 25 2012, 04:40 PM) <a href="index.php?act=findpost&pid=1917768"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Rather not pay the monthly fee to go PRO!!!<!--QuoteEnd--></div><!--QuoteEEnd-->

    how much CPMA do you play?
  • IronHorseIronHorse Developer, QA Manager, Technical Support & contributor Join Date: 2010-05-08 Member: 71669Members, Super Administrators, Forum Admins, Forum Moderators, NS2 Developer, NS2 Playtester, Squad Five Blue, Subnautica Playtester, Subnautica PT Lead, Pistachionauts
    <!--quoteo(post=1917578:date=Mar 25 2012, 09:29 AM:name=Zek)--><div class='quotetop'>QUOTE (Zek @ Mar 25 2012, 09:29 AM) <a href="index.php?act=findpost&pid=1917578"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->To be clear I don't think you should have to jump repeatedly to maintain the boost either. That just seems like a relic of bunnyhopping, if the player wants to just run then why not let them? That would actually make it less predictable.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I've often considered, what if there was a requirement of walljumping to initially gain speed, but then after that, you were a fast skulk as long as you stayed OFF THE FLOOR? (one of the reasons they implemented wallhop in the first place, remember the crazy speed increases that came from just walking on the wall?)

    would be really cool to see an 11 speed skulk running on the ceiling and then leaping into 13, right before he smacks into you.
  • BacillusBacillus Join Date: 2006-11-02 Member: 58241Members
    edited March 2012
    <!--quoteo(post=1917693:date=Mar 25 2012, 08:28 PM:name=Squeal_Like_A_Pig)--><div class='quotetop'>QUOTE (Squeal_Like_A_Pig @ Mar 25 2012, 08:28 PM) <a href="index.php?act=findpost&pid=1917693"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->No, it does not just require WALLS, it requires a change in surface angle/height, or at least that is the intention. So, that includes crates, railings, catwalks, pipes, stairs, tram cars, etc, as well as the floor for a single jump. The maps are filled with stuff that has to be there to visually break up a room and add more cover for aliens, and those same props are meant to be used in the wall jumping mechanic, as well. Admittedly, there are still some issues with this, and jumping off stuff like crates does not work all that well sometimes, and there is a known issue with trying to jump when going up stairs and ramps, as right now it stops your movement almost completely.

    --Cory<!--QuoteEnd--></div><!--QuoteEEnd-->
    For me the question is: Why the change in surface angle/height is required?

    A lifeform like skulk is always most comfortable in cramped spaces and hugging props regardless of the wallhop. The requirement to have a surface for a potentially vital speed boost kind of drives skulks further to a very limited area of effectiveness and adds an extra layer of complexity for seemingly little gain.
  • ArkantiArkanti pub baddie Join Date: 2011-07-22 Member: 111781Members, NS2 Playtester, Squad Five Blue, Reinforced - Shadow
    <!--quoteo(post=1917741:date=Mar 26 2012, 07:07 AM:name=Kama_Blue)--><div class='quotetop'>QUOTE (Kama_Blue @ Mar 26 2012, 07:07 AM) <a href="index.php?act=findpost&pid=1917741"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I did... i've been using it since 199

    You went pretty fast in 200, but in 201 you just kinda zoom around at 9-10ish. It's really easy you just hold two buttons down, no skill involved. To be honest i would post it here if it wasn't against the rules or anything. I mean it just makes you jump constantly, you do all the aiming at walls yourself, but you still get decent movement speed boosts.<!--QuoteEnd--></div><!--QuoteEEnd-->

    That to me sounds like it doesn't work.

    <!--quoteo(post=1917741:date=Mar 26 2012, 07:07 AM:name=Kama_Blue)--><div class='quotetop'>QUOTE (Kama_Blue @ Mar 26 2012, 07:07 AM) <a href="index.php?act=findpost&pid=1917741"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Can we agree that
    1). You should be able to constantly jump/hop/conserve momentum by holding the spacebar.

    2). You should be able to stick to walls instantly (no wierd delay) and hop off them at the right angles to get more speed. Without difficult to learn timings or delays before you can hop off the wall again for "maximum boost"<!--QuoteEnd--></div><!--QuoteEEnd-->

    1). Yes. This part of it requires no skill or thought as it is right now and is only an annoyance.

    2. Sticking to walls instantly after jumps- yes. But they've said in this thread for that to be happening anyway. As far as angles and timings go I'd like to see/hear of their proposed next iteration. Removing variation in success/failure alltogether is a no from me.
  • SlithersSlithers Join Date: 2010-07-30 Member: 73368Members
    I play PQL every single day with a few buddies and randoms. There is no other game to date that has movement and skill that is as good as Quake Live. I use to think it was cs 1.6, but Quake is just on a whole different level, especially when you include rocket jumps in to the bunny hops.

    Regular mode on Quake Live is boring and dull, it's also handicapped game play, many would argue otherwise, but that's fine. PQL is just way too good, which is why NS2 should look in to the movement in that games engine, rather than wall jumping....
  • elodeaelodea Editlodea Join Date: 2009-06-20 Member: 67877Members, Reinforced - Shadow
    edited March 2012
    Wow seriously guys. Skie made a video showing how to wall jump not even a day ago. Lets give walljump a go :s. How on earth did it devolve into this cesspool of offtopic, self-entitled ignorance (i'm not naming names).

    I mean we already have that stupid kdr thread if you need an outlet for your silliness.
  • WheeeeWheeee Join Date: 2003-02-18 Member: 13713Members, Reinforced - Shadow
    <!--quoteo(post=1917781:date=Mar 25 2012, 04:57 PM:name=Slithers)--><div class='quotetop'>QUOTE (Slithers @ Mar 25 2012, 04:57 PM) <a href="index.php?act=findpost&pid=1917781"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I play PQL every single day with a few buddies and randoms. There is no other game to date that has movement and skill that is as good as Quake Live. I use to think it was cs 1.6, but Quake is just on a whole different level, especially when you include rocket jumps in to the bunny hops.

    Regular mode on Quake Live is boring and dull, it's also handicapped game play, many would argue otherwise, but that's fine. PQL is just way too good, which is why NS2 should look in to the movement in that games engine, rather than wall jumping....<!--QuoteEnd--></div><!--QuoteEEnd-->

    are you suggesting we introduce rocketjumping, spraying guns at the wall for accel, and map design geared towards that kind of gameplay too? i really don't think it fits ns. marines are supposed to feel very "grounded," i don't think skulks bouncing around at 1000mph in large cavernous areas is the idea here....
  • TinkerTinker Join Date: 2003-03-11 Member: 14395Members
    Holding the space bar down was the solution in a number of skill based movement games in order to reduce the barrier of entry to new players. Because you know, servers need players to play the game. Games should not be balanced around their most hardcore 10% of the community.
  • WheeeeWheeee Join Date: 2003-02-18 Member: 13713Members, Reinforced - Shadow
    <!--quoteo(post=1917799:date=Mar 25 2012, 05:54 PM:name=Tinker)--><div class='quotetop'>QUOTE (Tinker @ Mar 25 2012, 05:54 PM) <a href="index.php?act=findpost&pid=1917799"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Holding the space bar down was the solution in a number of skill based movement games in order to reduce the barrier of entry to new players. Because you know, servers need players to play the game. Games should not be balanced around their most hardcore 10% of the community.<!--QuoteEnd--></div><!--QuoteEEnd-->

    sure it should, but it shouldn't be balanced exclusively for them, and at the expense of newbies, which is what some people want.
  • swalkswalk Say hello to my little friend. Join Date: 2011-01-20 Member: 78384Members, Squad Five Blue
    <!--quoteo(post=1917332:date=Mar 25 2012, 04:24 AM:name=Jonacrab)--><div class='quotetop'>QUOTE (Jonacrab @ Mar 25 2012, 04:24 AM) <a href="index.php?act=findpost&pid=1917332"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->This is bunnyhop 2.0, different but just as un-intuitive. People dont like the bunny hop because it wasnt something that made any logical sense, and you could not figure it out by just watching someone do it. This is almost the exact same thing. If you want a skill based movement it has to be intuitive, you should be able to watch what someone does in order to figure it out, or it needs to be described as a feature, not some hidden skill that you have to figure out. Youre not going to gain more players by putting new players at a disadvantage to those who know about hidden movement. Theres no tooltip you can write up thats going to explain this skill. Its just bunnyhop in a new pair of shoes.

    Back to square one please.<!--QuoteEnd--></div><!--QuoteEEnd-->
    You can easily figure out how to do what Skie does by looking at his video.
    However, implementing the timing meter on the hud will be crutial.
    People should not type a console command to be able to understand the mechanic.
    And blocking the command without cheats on, makes that even worse.
    There is no "invisible inputs" that you need to do to make it work. Like; "A+D"(+moving mouse left and right.)
    This is way more intuitive than HL1 bunnyjumping.
    But the timing meter is needed on the skulk HUD, asap!
    It's stopping people from learning.
  • internetexplorerinternetexplorer Join Date: 2011-10-13 Member: 127255Members
    I think adding the timing meter would be kinda ugly in the context of the whole game. There's got to be a cleaner way to give players feedback about it (like just making the 'feeling' of doing it more intense).
  • WheeeeWheeee Join Date: 2003-02-18 Member: 13713Members, Reinforced - Shadow
    edited March 2012
    i think visually sinking into the wall a little bit like a compressing spring would be a pretty good visual indicator of it, especially when coupled with more speed afterwards. it would definitely feel more intuitive then. maybe add the mini-leap animation from the earlier patches upon a successful walljump
  • Dragon-GuardDragon-Guard Join Date: 2011-07-25 Member: 112159Members
    the video reminds me of strafe jumping in Painkiller.

    Also, no tweaks yet to alien flashlight?
    You pretty much used it from spawn to death in that video there.
    Wasn't there a plan to change or nerf that?
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