Ceiling Crawling
killswitch
Join Date: 2003-02-05 Member: 13141Members, Constellation
Join Date: 2003-02-05 Member: 13141Members, Constellation
Comments
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::skulk:: |
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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
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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.
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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.
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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
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to put "null" textures over them, like so
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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?
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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