<!--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...
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-->
coilAmateur pirate. Professional monkey. All pance.Join Date: 2002-04-12Member: 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.
Comments
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...
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
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.