Question About 2.0

im_lostim_lost TWG Rule Guru Join Date: 2003-04-26 Member: 15861Members
In 1.04 a player can run along next to a wall to go faster than they could otherwise. Is this still possible in 2.0?

Comments

  • SirusSirus Join Date: 2002-11-13 Member: 8466Members, NS1 Playtester, Constellation
    I don't know, but I'll try that out next chance I get.
  • My_Personal_InsanityMy_Personal_Insanity Join Date: 2003-03-26 Member: 14900Members
    edited July 2003
    <!--QuoteBegin--i'm lost+Jul 17 2003, 03:28 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (i'm lost @ Jul 17 2003, 03:28 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> In 1.04 a player can run along next to a wall to go faster than they could otherwise.  Is this still possible in 2.0? <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Ahaha the old TFC wall sliding works in NS?

    *goes to test*

    edit: Well it did appear to work in my LAN game test,
    but just like every other HL mod where wallsliding
    works it's a slight difference that's hardly worth
    the trouble... more so in NS with the bumpy
    walls...
  • MastodonMastodon Old Fogie Join Date: 2003-01-09 Member: 12052Members, Constellation
    Yeah, I have never heard of this but I'll definitely try it.
  • N1ghtN1ght Join Date: 2003-04-07 Member: 15301Members
    yes wall running is still there
  • keep_it_Gangstakeep_it_Gangsta Join Date: 2003-06-23 Member: 17632Members
    lol, ive been doing that one since it came out, damn skulks can run fast thro vents <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->

    PUNISH ME, I CANT TAKE THE GUILT <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> <!--emo&::marine::--><img src='http://www.unknownworlds.com/forums/html/emoticons/marine.gif' border='0' style='vertical-align:middle' alt='marine.gif'><!--endemo-->

    yes... they should fix it
  • ShawnDShawnD Join Date: 2002-11-09 Member: 7827Members
    Why fix it? Wall sliding is as much a part of Half-Life as bunny hopping is. We all love bunny hopping right?
  • coilcoil Amateur pirate. Professional monkey. All pance. Join Date: 2002-04-12 Member: 424Members, NS1 Playtester, Contributor
    Wall running is still viable, and I don't think there are any plans to remove it.

    1) It does not break the atmosphere of NS like bunnyhopping did.

    2) It isn't horribly unbalancing:
    --a) It does not make you significantly harder to hit.
    --b) It cannot be used in conjunction with attacking, really, because your wall-running speed is only higher at a certain angle to the wall.
    --c) It does not significantly reduce travel time. Pre-1.0, one of the playtesters timed himself running from MS to each hive on several maps. On average, he gained 1-2 seconds (on a ~25-second journey) by wall-running - that's less than 5-10% improvement. This is mostly due to the many turns in NS maps as well as the frequent complexity of the walls.
  • bigbadbunnybigbadbunny Join Date: 2002-11-05 Member: 7142Members
    <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo--> + wall = <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
Sign In or Register to comment.