Walking on walls and other questions

EatsEats Join Date: 2002-10-24 Member: 1582Members
<div class="IPBDescription">Is it as we'd expect?</div>So I installed the ns technology thing, loaded up a map.  No weapon(except welder) or anything else of course.  But playing around in this gave me a few questions about the game.  

1) When playing as an alien of course you hold duck to climb walls, but, it didn't seem like avp2.  Like when you hit a wall your orientation doesn't rotate, you just start climbing.  This made it very hard to climb on ceilings, kind of hard to climb on walls, and difficult to climb on slants, or make the transition when the wall changes or turns.  So, is it also like this in the real game?  Or is it the avp way which seems much easier.

2) I was very impressed with the commander gui(very rts like.)  a few quick questions tho.  
   1. can you hotkey groups of marines to give orders?
   2. Are buildings bound to keys? Like how f = farm in    wc3.  If not is it possible to bind them?

Comments

  • PaladinPaladin Join Date: 2002-10-06 Member: 1455Members, Constellation
    1.
    For Version 1 there will be no wall alignment for the skulk. It's currently not possible to do this with the engine. The 3rd person skulk model does also not align to the wall. But as many PT's said before , you won't notice it ingame.

    2.
    a) In one of the RC Changelog stood that they cut it off , cause it just didn't work right. So expect it in a further version.

    b) Sorry I don't know , perhaps a PT can help.
  • Res1Res1 Join Date: 2002-08-18 Member: 1187Members
    whoa whoa you think it's harder to walkon walls/ceilings when your view DOESN"T disorientate.  I found it quite easy (make that incredibly easy) to walk on the walls/ceilings in the NSTR.  To me it would be much harder to walk on the ceilings/walls if your view does disorientate.
  • JedisarJedisar Join Date: 2002-03-03 Member: 264Awaiting Authorization
    To people who have played the alien in AVP, it will be VERY hard to walk without orientating view, Res. I was Mplayer's king of the kill with the alien, and I could climb through pipes/tunnels, Jump and grab walls or land on a marine's head and bite it off, etc, with orientating view. When I played the NSTR2, I could barely move on the wall =op


    It's just that The AVP players are SO used to the view orientation, that it makes it VERY hard to play without it. But Flayra told me that he didn't plan on EVER adding it.
  • EatsEats Join Date: 2002-10-24 Member: 1582Members
    Too bad its a cool effect, and useful.
  • SuperMunchkinSuperMunchkin Join Date: 2002-09-28 Member: 1364Members
    It's so simple!  Really!  Give the alien orientation, and then give him full view of what's above his head!  So you could orient your view to match  looking straight down to drop on things if u like.

    While I have no idea if that's simple or plausible, it seems to make sense to me.  *shrug*
  • NecroNecro &lt;insert non-birthday-related title here&gt; Join Date: 2002-08-09 Member: 1118Members
    it's DIFFERENT. it will take time 2 get used to, im sure one we're used to it, it'll be easier, as for avp and avp2, it's kinda hard if the surface isn't even cause ur view is always moving!  <!--emo&::skulk::--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/skulk.gif" border="0" valign="absmiddle" alt='::skulk::'><!--endemo-->
  • AsranielAsraniel Join Date: 2002-06-03 Member: 724Members, Playtest Lead, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, Retired Community Developer
    yes... there were many topics on that, and everytime, no orientating view... i would like it, and how you say, its not just cool (and it is VERY cool) but its also usefull... perhaps its to hard to code...
  • JedisarJedisar Join Date: 2002-03-03 Member: 264Awaiting Authorization
    Flayra told me he feels it would be too hard to learn and people would have to play for a long time to get used to it. I'm sure it has NOTHING to do with coding.
  • SentrySteveSentrySteve .txt Join Date: 2002-03-09 Member: 290Members, Constellation
    In NS (not NSTR) you will not have to hold down the crouch key, it will always be on.  (Instead, to not walkwalk you would hold crouch)  That will make it easier.

    Seeing how I landed 2nd place on greedo's map for the flaytona (lost 1st to greedo.... grr )  I can tell you that it is not nearly as hard as you would all think, you get use to it.
  • RadiocageRadiocage Join Date: 2002-09-30 Member: 1381Members
    It won't be hard after a few games.
  • JediYoshiJediYoshi The Cupcake Boss Join Date: 2002-05-27 Member: 674Members
    plant_race2? Or the one with the benny-hill theme?
  • humbabahumbaba That Exciting Tales From the Frontline Guy Join Date: 2002-01-25 Member: 86Members, NS1 Playtester, Contributor
    Troops cannot be bound to keys. At least, not for V1. I believe buildings can be bound to keys.
  • SeblySebly Join Date: 2002-08-14 Member: 1156Members
    I would of thought nearly everyone on these forums would of played AvP or AvP2, as soon as I played those games I could wall walk perfectly. Don't see how any of you could not like it.
  • ComproxComprox *chortle* Canada Join Date: 2002-01-23 Member: 7Members, Super Administrators, Forum Admins, NS1 Playtester, NS2 Developer, Constellation, NS2 Playtester, Reinforced - Shadow, WC 2013 - Silver, Subnautica Developer, Subnautica Playtester, Pistachionauts
    I played them a little, and I have played NS a lot. The view rotating is not a major issue for version 1. Keep in mind that NS is a mod, made by guys making no money doing this, all features that you think are "easy and absolutely needed" will not always be in the first release. Down the road, they might come into play, but for, adapt <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
  • MastaKeyMastaKey Join Date: 2002-09-26 Member: 1342Members
    Wait a second... the 3rd person skulk model doesnt align either? so, when a skulk climbs a wall (or ceiling of course), it looks like he's climbing a typical HL ladder? O_o im confused.
  • LazarusLazarus Join Date: 2002-01-28 Member: 122Members, Constellation, Reinforced - Gold
    Will the skulk align to the walls and ceiling in later versions?

    [edit]In 3rd person I mean[/edit]
  • DOOManiacDOOManiac Worst. Critic. Ever. Join Date: 2002-04-17 Member: 462Members, NS1 Playtester
    as far as building bindings go, yes you can bind a key to BUILD the building ala warcraft1/2/3 starcraft, but you cannot hotkey a building like you can in war3. Furthermore, these bindings are in the menu and can be anything you want.

    A short example from my confis:

    B - Build Tab (this is basic buildings)
    V - Advanced Tab (take a guess)
    E - Equipment Tab (this is for dropping health, ammo, weapons, etc)
    A - Ammo
    H - Health
    G - Grenade Launcher
    M - HMG
    etc.

    So for example, to drop a ton of health packs, its so much easier to press E, then hit A while clicking on the ground several times, than it would be to move back and forth from the where you wanted to drop on the screen and the button in the lower right...

    Also, alien buildings are also bindable, but I don't bother with those because the popup menu is so fast to use that it isn't worth the memorizing of all the keys...
  • PulsePulse To create, to create and escape. Join Date: 2002-08-29 Member: 1248Members, Constellation
    Try Rocketcrowbar for an example of an upside down view.  But wait a minute, Aliens in NSTR?  I didn't know they were in NSTR, it simply doesn't let me change teams and the bots only join two teams, marines and spectators.
  • GreedoGreedo Bounty Hunter Join Date: 2002-01-24 Member: 37Members, NS1 Playtester, Contributor
    The AVP style view orientation when climbing on walls <i>was</i> in NS [/i]before[/i] the NSTR ever came out.  It was removed because it was too disorienting.  I've never seen an AVP map, but I'm thinking that they are architecturally simple compared to the maps in NS.  NS maps have numerous small details and lips that could easily cause a player to quit in frustration if his view kept moving back and forth.  It works fine the way it is now.
  • HBNayrHBNayr Join Date: 2002-07-13 Member: 930Members
    <!--QuoteBegin--Paladin+Oct. 26 2002,14:10--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> (Paladin @ Oct. 26 2002,14:10)</td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->For Version 1 there will be no wall alignment for the skulk. It's currently not possible to do this with the engine.<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
    I think he was talking about how to floor is always "down" in NS wall-walking, and "down" is whatever wall or ceiling you're gripping at the time.  I remember someone saying that the AvP style used to be the case, but it was changed to the current view, as it was more intuitive.

    And I don't think Flayra has ever even seen the source code.

    -Ryan!


    Our bombs are smarter than the average high school student.
    At least they can find Kuwait.
    -- A. Whitney Brown
  • bob2bob2 Join Date: 2002-06-15 Member: 772Members
    yea erm.. couldnt you just add another model that is always upside down for the ceiling walking.. or.. not?? seems like it would work, even if you didnt change the view orientation, that would be cool.
  • coldishcoldish Join Date: 2002-10-21 Member: 1561Members
    If you guys are wondering what wallwalking looks like check out this video, was in the news quite a while back at RR.org

    Need DivX - <a href="http://old.fileplanet.com/dl/dl.asp?/planethalflife/news/nothing_lev1bite_combat1.zip" target="_blank">Skulk Wallwalking - Hive Defense</a>

    Don't know why nobody linked to this earlier...has the wallwalking changed? From descriptions I've read it sounds like this...but it looks fairly easy to do.
  • NecroNecro &lt;insert non-birthday-related title here&gt; Join Date: 2002-08-09 Member: 1118Members
    imho that doesn't show it very well
  • coldishcoldish Join Date: 2002-10-21 Member: 1561Members
    Only video I could find showing it partially. Are there any others? I know in the trailer it showed the  <!--emo&::skulk::--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/skulk.gif" border="0" valign="absmiddle" alt='::skulk::'><!--endemo-->  hanging from ceiling and in corners.    The action was too fast but ...just a representation.
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