<div class="IPBDescription">Has it been made easier?</div> Right now it is pretty awkward to maneuver around bumpy/girdired ceilings without falling off (try going from one end of subspace to the other). Has there been any enhancements to improve this?
Nope, thats a map problem, not a game problem. Go mention it in the mapping forum <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
ByekaName changed from Freak83TorontoJoin Date: 2003-03-13Member: 14484Members, Constellation
edited May 2003
Well it depends on how well and how much you've crawled. If you're really good you can crawl successfully on a platform like <!--c1--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>CODE</b> </td></tr><tr><td id='CODE'><!--ec1--> | | | | | | ^ ------------- | ::skulk:: | <!--c2--></td></tr></table><span class='postcolor'><!--ec2-->
Tricky but very possible, I've done it many times. You just got to know how to crawl, practice practice practice.
Oops that diagram didn't work out right. Uh, how do I put in an image called skulk.jpg off my desktop? C drive.
Its a skill thing not a difficult thing I guess, practice if you really have to <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
KenichiThis is not a pie.Join Date: 2002-11-01Member: 2941Members, NS1 Playtester
Crawling around pipes and roof obstructions is most definitly a map issue and not an game issue. You cant code something to fix that. It's all about the way that particalar section of wall is created.
I agree with the poster. Running on the ceiling is very difficult to use. Yes, I know if you're having trouble with objects blocking you, that is your problem - but it's even difficult to use effectively on flat ceilings.
Why, you might ask? Well as someone else mentioned, you fall the moment you try to move if looking any direction other than directly at the ceiling. This stifles your view by quite a large chunk as well as make sudden mouse movements the most likely cause of accidently falling off the ceiling before you try to get where you were going. Quite hampering, if you ask me. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
Unfortunately, the map with the most obstructions in the ceiling and walls, is ns_nancy, and the source to this map has been lost. No fix for noname hive either.
<!--QuoteBegin--Maian+May 15 2003, 08:29 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Maian @ May 15 2003, 08:29 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Is ceiling crawling any easier, even without any obstructions on the ceiling? Currently, If you look down from the ceiling when moving, you fall. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> aieee that's my problems. Say there's rectangular block coming down from the ceiling. To go over it you can't be too far down or you fall, and can't be too above it or you just run into it. It really requires pinpoint accuracy. Is this what you all mean by "skill"?
ns_eclipse is pretty awful for anything except walking on the floor, even jps have problems (esp in the corridoors which look like this all over except on the floor)
Agreed Jolt. If it was either hold or toggle crouch, it'd be very very useful. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
<!--QuoteBegin--Zarparchior+May 15 2003, 11:33 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Zarparchior @ May 15 2003, 11:33 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Agreed Jolt. If it was either hold or toggle crouch, it'd be very very useful. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> Ya, this is what I was wondering about.
Some button that when held you would 'stick' to the wall, like crouch. Or maybe the other way around. You are by default stuck to the wall, and press crouch to get off (kinda like it is now).
Uh oh, getting dangerously close to the suggestion forum!
I disagree that this is a map issue or skill issue. Some maps have bad designs for wall and ceiling walking, this is true, and you can technically get better at wall walking by learning the faults of the system. But that's not really what's important. The question is really who do you think should bend on the issue. Do you think mappers should make less creative, yet more functional maps, do you think people should learn to walk better on busy surfaces or do you think coders should write better code that makes ceiling walking possible no matter what map they are presented with? I think the last option is true.
Consider this situation, you are ceiling walking and there is a single, square "pipe" running across it.
_________________ --> [ ] -->
Even if that pipe is only 1 inch tall, there is no way to walk over it on the ceiling. It blocks your movement, unless you walk under it. And that can be downright hard. You have to climb down the side of it, fall for a second and reconnect with the bottom of the pipe (which takes a lot of skill or a fair bit of luck).
Now, look at the same situation on the floor.
--> [ ] --> -----------------------------
When you collide with the pipe you don't stop moving. You character automatically moves over it. When you've crossed it you fall back into place. It's the same code for walking up and down steps.
Now would you say that the mappers need to redesign their maps so they don't have pipes running across the floor? Or would you say that people need to be more skillfull when walking across busy floors and up steps? No, you'd say that the coders should just make this sort of movement automatic because it would be automatic in real life.
And you could say the same thing about ceiling walking. That's why it's a game problem. Not a skill problem and not a map problem.
--Frahg
p.s. If you want further confirmation that the wall walking code needs fixing go into the "Cargo" room on the map with the noname hive (I forget the name). In there there are pillars along the wall that curve at a forty-five degree angle to the ceiling. Walk up one and try to transfer from the pillar to the ceiling. The connection is smooth and flat, and looks like it'd be really easy. It's not, in fact it's almost impossible to do and I don't remember if I ever did when I was testing it. THAT should never happen.
[ot] We need some kind of anti-grav plug-in, which turns the map upside down. Let the marines have to walk on all the obstructions for a change <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> [/ot]
see, if anyone has read the mapping forum/mapping guidelines, it tells mappers that make roofs like this <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> ________ ______ _______ |_| |_| <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
to put "null" textures over them, like so <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> ________ ______ _______ \ |_| |_| / \_______________/ <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
the null texture is invisible, and it simply lets skulks wallclimb more effectively.
<!--QuoteBegin--NecromanZer+May 15 2003, 06:26 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (NecromanZer @ May 15 2003, 06:26 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->actually, it IS a mapping problem.
see, if anyone has read the mapping forum/mapping guidelines, it tells mappers that make roofs like this <excluded graphic> to put "null" textures over them, like so <excluded graphic> the null texture is invisible, and it simply lets skulks wallclimb more effectively.
unfortunately, most mappers forget this :\<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
While the null texture might correct some situations, it only fixes SOME situations. It's really just a hack to fix a problem that is greater than a mapper should deal with. There are limitations of wall walking, and to deal with it the designer's said: Mappers you need to make maps to deal with our faults.
With the case of pipes, sure the mapper could fix the problem with a little bridge over them but what if the thing the skulk needs to cross is a big steel girder?
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> ________ _______ a| | | | |____| b <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> Because of inherent issues in the way wallwalking is handled, it's virtually impossible for a skulk to pass corner b. That's an issue that cannot be handled with null texture pieces without significant impact on the appearance and function of the map (no hiding in corner a, for instance).
Anyway, my point is that this is still a game issue. Just because they make it a mapping guideline that you should use the null texture doesn't mean that the problem isn't with the game itself. That's just how they dealt with the problem (ie Make the mappers fix our mistake.)
Personally I'd be more than content just to be able to walk along the ceiling while looking down. Maybe if you only fell off a ceiling when you pressed +use? Otherwise you stuck like glue or had to find a wall maybe.
Personally I'd be more than content just to be able to walk along the ceiling while looking down. Maybe if you only fell off a ceiling when you pressed +use? Otherwise you stuck like glue or had to find a wall maybe.
alos, the avp maps were designed with wall walking in mind (ie no awkward pipes or anything) it does not appear the the ns mappers hand many skulks in mind when they made the maps. i do agree though. instead of changing everysingle map, just change the code.
Asking for an Alien Vs. Predator type of wallwalking is like asking for a Ferrari... It will probably never happen unless you ask Bill Gates and he's in a really good move... or Valve in this case and they're in a really good mood.
I'm amazed that they were even able to implement wallwalking at all with the half-life engine. I guess it might be possible to have an avp system but I doubt it'll happen simply because this is the hl engine we are talking about. BTW avp maps have sharp corners which are damn near impossible to get around as a skulk but is easier done than said as an alien in avp. The aliens in avp stick to the wall like glue and will never ever come off until you either jump or take off the wallwalking toggle button thingy...
Silly people 1. The skulks DO use the crouch button 2. The AVP maps aren't designed with wallwalking in mind ( have you ever played AVP ? ) 3. What the heck does valve have to do with this ? 4. The wallclimbing in AVP isen't a toggle as far as I can remember
Anyway discussions about adding an AVP type system for climbing ( crouch is already used to make you drop but this would make that the only way of dropping ) have been had multiple times already with the same comments
'2. The AVP maps aren't designed with wallwalking in mind ( have you ever played AVP ? '
thats exactly what i was thinking <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
<!--QuoteBegin--Jower+May 16 2003, 03:36 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Jower @ May 16 2003, 03:36 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Silly people 1. The skulks DO use the crouch button 2. The AVP maps aren't designed with wallwalking in mind ( have you ever played AVP ? ) 3. What the heck does valve have to do with this ? 4. The wallclimbing in AVP isen't a toggle as far as I can remember
Anyway discussions about adding an AVP type system for climbing ( crouch is already used to make you drop but this would make that the only way of dropping ) have been had multiple times already with the same comments <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> 2. i have actually, and they were designed with wall walking (esp the alien level 1) more then the ns maps
4. its nto so much a "toggle" as a "hold to wall climb, let go to drop"
<!--QuoteBegin--z.x. bogglestiensky+May 16 2003, 09:51 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (z.x. bogglestiensky @ May 16 2003, 09:51 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> 2. i have actually, and they were designed with wall walking (esp the alien level 1) more then the ns maps
4. its nto so much a "toggle" as a "hold to wall climb, let go to drop" <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> 2. There's lots of stuff in the roofs On many occasions I've been going _|_|_ You get kinda seasick by that...
Comments
<!--c1--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>CODE</b> </td></tr><tr><td id='CODE'><!--ec1-->
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::skulk:: |
<!--c2--></td></tr></table><span class='postcolor'><!--ec2-->
Tricky but very possible, I've done it many times. You just got to know how to crawl, practice practice practice.
Oops that diagram didn't work out right. Uh, how do I put in an image called skulk.jpg off my desktop? C drive.
Why, you might ask? Well as someone else mentioned, you fall the moment you try to move if looking any direction other than directly at the ceiling. This stifles your view by quite a large chunk as well as make sudden mouse movements the most likely cause of accidently falling off the ceiling before you try to get where you were going. Quite hampering, if you ask me. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
it takes practice but its posible to climb over bumps and things
aieee that's my problems. Say there's rectangular block coming down from the ceiling. To go over it you can't be too far down or you fall, and can't be too above it or you just run into it. It really requires pinpoint accuracy.
Is this what you all mean by "skill"?
has the look down when running on a flat ceiling means you fall been adressed?
And usefull
<!--c1--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>CODE</b> </td></tr><tr><td id='CODE'><!--ec1-->
___ ______ ____ ___
|_| |_| |_|
<!--c2--></td></tr></table><span class='postcolor'><!--ec2-->
Ya, this is what I was wondering about.
Some button that when held you would 'stick' to the wall, like crouch.
Or maybe the other way around. You are by default stuck to the wall, and press crouch to get off (kinda like it is now).
Uh oh, getting dangerously close to the suggestion forum!
Consider this situation, you are ceiling walking and there is a single, square "pipe" running across it.
_________________
--> [ ] -->
Even if that pipe is only 1 inch tall, there is no way to walk over it on the ceiling. It blocks your movement, unless you walk under it. And that can be downright hard. You have to climb down the side of it, fall for a second and reconnect with the bottom of the pipe (which takes a lot of skill or a fair bit of luck).
Now, look at the same situation on the floor.
--> [ ] -->
-----------------------------
When you collide with the pipe you don't stop moving. You character automatically moves over it. When you've crossed it you fall back into place. It's the same code for walking up and down steps.
Now would you say that the mappers need to redesign their maps so they don't have pipes running across the floor? Or would you say that people need to be more skillfull when walking across busy floors and up steps? No, you'd say that the coders should just make this sort of movement automatic because it would be automatic in real life.
And you could say the same thing about ceiling walking. That's why it's a game problem. Not a skill problem and not a map problem.
--Frahg
p.s. If you want further confirmation that the wall walking code needs fixing go into the "Cargo" room on the map with the noname hive (I forget the name). In there there are pillars along the wall that curve at a forty-five degree angle to the ceiling. Walk up one and try to transfer from the pillar to the ceiling. The connection is smooth and flat, and looks like it'd be really easy. It's not, in fact it's almost impossible to do and I don't remember if I ever did when I was testing it. THAT should never happen.
see, if anyone has read the mapping forum/mapping guidelines, it tells mappers that make roofs like this
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->
________ ______ _______
|_| |_|
<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
to put "null" textures over them, like so
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->
________ ______ _______
\ |_| |_| /
\_______________/
<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
the null texture is invisible, and it simply lets skulks wallclimb more effectively.
unfortunately, most mappers forget this :\
see, if anyone has read the mapping forum/mapping guidelines, it tells mappers that make roofs like this <excluded graphic>
to put "null" textures over them, like so <excluded graphic>
the null texture is invisible, and it simply lets skulks wallclimb more effectively.
unfortunately, most mappers forget this :\<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
While the null texture might correct some situations, it only fixes SOME situations. It's really just a hack to fix a problem that is greater than a mapper should deal with. There are limitations of wall walking, and to deal with it the designer's said: Mappers you need to make maps to deal with our faults.
With the case of pipes, sure the mapper could fix the problem with a little bridge over them but what if the thing the skulk needs to cross is a big steel girder?
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->
________ _______
a| |
| |
|____|
b
<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Because of inherent issues in the way wallwalking is handled, it's virtually impossible for a skulk to pass corner b. That's an issue that cannot be handled with null texture pieces without significant impact on the appearance and function of the map (no hiding in corner a, for instance).
Anyway, my point is that this is still a game issue. Just because they make it a mapping guideline that you should use the null texture doesn't mean that the problem isn't with the game itself. That's just how they dealt with the problem (ie Make the mappers fix our mistake.)
--Frahg
p.s. LESS FILLING!
it is beyond me as to why its not implemented in NS unless its a practical issue of having the time
the AvP system is absolutley perfect for this - the crouch button isnt used by skulks anyway - so why can't we have it for "sticking" ?
the skulk would be one deadly mother if it could wall and celining walk with ease
I'm amazed that they were even able to implement wallwalking at all with the half-life engine. I guess it might be possible to have an avp system but I doubt it'll happen simply because this is the hl engine we are talking about. BTW avp maps have sharp corners which are damn near impossible to get around as a skulk but is easier done than said as an alien in avp. The aliens in avp stick to the wall like glue and will never ever come off until you either jump or take off the wallwalking toggle button thingy...
1. The skulks DO use the crouch button
2. The AVP maps aren't designed with wallwalking in mind ( have you ever played AVP ? )
3. What the heck does valve have to do with this ?
4. The wallclimbing in AVP isen't a toggle as far as I can remember
Anyway discussions about adding an AVP type system for climbing ( crouch is already used to make you drop but this would make that the only way of dropping ) have been had multiple times already with the same comments
thats exactly what i was thinking <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
1. The skulks DO use the crouch button
2. The AVP maps aren't designed with wallwalking in mind ( have you ever played AVP ? )
3. What the heck does valve have to do with this ?
4. The wallclimbing in AVP isen't a toggle as far as I can remember
Anyway discussions about adding an AVP type system for climbing ( crouch is already used to make you drop but this would make that the only way of dropping ) have been had multiple times already with the same comments <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
2. i have actually, and they were designed with wall walking (esp the alien level 1) more then the ns maps
4. its nto so much a "toggle" as a "hold to wall climb, let go to drop"
4. its nto so much a "toggle" as a "hold to wall climb, let go to drop" <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
2. There's lots of stuff in the roofs
On many occasions I've been going _|_|_
You get kinda seasick by that...
4. That's what I mean