Wall-climbing (Skulk) nerfed in NS2?
Smasher
Join Date: 2005-03-06 Member: 43732Members
Is it just me or has the Skulk's ability to climb walls/ceilings been "nerfed" in NS2? I seem to lose my grip all the time, falling down to the ground (and get shot in the face=P).
I never had any problem wall-climbing in NS1, I could even take 90° corners in full speed with no issue at all. In NS2 however, I even find the transition wall-cieling to be difficult without losing my grip:s
Is it just me, or has anyone else experienced this aswell?
I never had any problem wall-climbing in NS1, I could even take 90° corners in full speed with no issue at all. In NS2 however, I even find the transition wall-cieling to be difficult without losing my grip:s
Is it just me, or has anyone else experienced this aswell?
Comments
The key thing I think, is to add a property to the floor so that the skulk view indicates this as the 'right way up'. You should also be able to easily leap off different surfaces, and your view should orient itself smoothly. Jumping between X,Y,Z is disorientating.
But in general the wallclimbing should be improved, it's a bit finicky.
Indeed. It's the only way I'd implement it.
If the floor has a funny glow to it, that would resolve the issue. The main issue though is that realistically you probably have to write a very complicated script and create special surfaces all over the map. Probably not worth it.. however, it just does not feel right still. New players will find this disappointing.
Not that this game is not great, but just the little details always make the difference.
But in general the wallclimbing should be improved, it's a bit finicky.<!--QuoteEnd--></div><!--QuoteEEnd-->
This would be nice, actually. I think the Unreal Tournament line of games has something like that where if you hold down duck or walk, you won't walk off any platforms. I do like the skulk's current option to hold a key to stay OFF walls, but it'd be great to have a key to guarantee you'll stay ON a wall, too.
Personally, I'll be very sad if it won't happen. Makes utilizing surfaces soo much more natural. As an avid fan of AVP games, I've always felt like I'm missing a limb, sort of speak, when playing as Skulk.
Hell, I'd even be fine with making it toggleable. Would surely result in a lot of variety in how Skulks move about and fight... at the very least.
Also in AvP2 the alien wallwalking is very manageable and extremely fun, rotating view included. It takes a bit to get used to, but it pays off quite quickly (except in vents) and you get a "gravity" arrow telling you which way is down: <a href="http://www.youtube.com/watch?v=vVWpiSwzwqw" target="_blank">http://www.youtube.com/watch?v=vVWpiSwzwqw</a> (Also, you get exosuits :)
Ohhh Nooo C'mon !
This is reality ! Please rotate the view while skulk hanging on the ceiling.
No I am having trouble walking on walls as well.
Skulks need to be more sticky.
Walking on walls should not necessitate extra keys presses...it should just be.
A jump or a leap is intuitive enough to detach from a wall.
Also, oh gawds the pain from the view rotation implementation on Tremulous. All the textures look the same so WHICH WAY WAS DOWN????? I heave AvP is sweet, but never played it.
That's right,
Let's take ideas from a game that failed it's expectations/community and was a total mess.
Especially multiplayer wise where it was so bad it turned veterans/people off the series forever.
And considering NS2 is a multiplayer only game,
I don't think we want the same result as the new AvP.
The system in NS2 is better than AvP by miles.
Don't fix that which isn't broken.
Sooner or later the map geometry will be tweaked and the wall climbing will be perfected.
ya i've experience a hard time sticking to surfaces.