<!--quoteo(post=1814810:date=Dec 10 2010, 07:38 AM:name=peregrinus)--><div class='quotetop'>QUOTE (peregrinus @ Dec 10 2010, 07:38 AM) <a href="index.php?act=findpost&pid=1814810"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Are they going to put a button in that lets you stick to walls no matter what? In NS1 when you walked as a skulk you couldn't fall off.<!--QuoteEnd--></div><!--QuoteEEnd-->
Yes please.
Oh and regarding NS2HD's last video I can't say I saw any improvement on the wallwalking part for 159, just the same we have now.
<!--quoteo(post=1814803:date=Dec 10 2010, 04:08 PM:name=PaiSand)--><div class='quotetop'>QUOTE (PaiSand @ Dec 10 2010, 04:08 PM) <a href="index.php?act=findpost&pid=1814803"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Go and check the latest NS2HD video on the B159 upcoming release. It looks amazing how you can wall-run now.<!--QuoteEnd--></div><!--QuoteEEnd-->
In a perfect world, the view would change, the ground would glow and shimmer in an alien like way (to indicate orientation) and you would stick to all surfaces.
You could also hold forward, and theoretically be able to run the whole level like that - i.e. without having to physically 'move' round an object.
<!--quoteo(post=1814816:date=Dec 10 2010, 05:14 PM:name=Runteh)--><div class='quotetop'>QUOTE (Runteh @ Dec 10 2010, 05:14 PM) <a href="index.php?act=findpost&pid=1814816"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Looks the same as all previous versions to me...<!--QuoteEnd--></div><!--QuoteEEnd-->
He went from wall to ceiling, I have yet to manage that.
aeroripperJoin Date: 2005-02-25Member: 42471NS1 Playtester, Forum Moderators, Constellation
They could just implement it like NS1, where holding down the walk key will stick you to the ceiling or difficult geometry. Ideally there would be a button that forces you to stick to the ceiling or wall, but I always liked the control the walk key gave you.
<!--quoteo(post=1814849:date=Dec 10 2010, 01:52 PM:name=aeroripper)--><div class='quotetop'>QUOTE (aeroripper @ Dec 10 2010, 01:52 PM) <a href="index.php?act=findpost&pid=1814849"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->They could just implement it like NS1, where holding down the walk key will stick you to the ceiling or difficult geometry. Ideally there would be a button that forces you to stick to the ceiling or wall, but I always liked the control the walk key gave you.<!--QuoteEnd--></div><!--QuoteEEnd--> Wasn't it to hold Shift, which didn't do anything else. As a skulk, you don't really want to be stuck walking slow on surfaces. You wanna be able to stick and move quickly.
ScardyBobScardyBobJoin Date: 2009-11-25Member: 69528Forum Admins, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
I think the default should be that you stick to whatever surface you are touching unless you jump or do the attack leap. Although I'm getting better, its still frustrating to fall off into the business end of a marine shotgun just because you hit a ledge in the wrong manner.
<!--quoteo(post=1814820:date=Dec 10 2010, 05:28 PM:name=Runteh)--><div class='quotetop'>QUOTE (Runteh @ Dec 10 2010, 05:28 PM) <a href="index.php?act=findpost&pid=1814820"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->In a perfect world, the view would change, the ground would glow and shimmer in an alien like way (to indicate orientation) and you would stick to all surfaces.
You could also hold forward, and theoretically be able to run the whole level like that - i.e. without having to physically 'move' round an object.
In a perfect world..<!--QuoteEnd--></div><!--QuoteEEnd-->
<!--quoteo(post=1814868:date=Dec 10 2010, 04:34 PM:name=ScardyBob)--><div class='quotetop'>QUOTE (ScardyBob @ Dec 10 2010, 04:34 PM) <a href="index.php?act=findpost&pid=1814868"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I think the default should be that you stick to whatever surface you are touching unless you jump or do the attack leap. Although I'm getting better, its still frustrating to fall off into the business end of a marine shotgun just because you hit a ledge in the wrong manner.<!--QuoteEnd--></div><!--QuoteEEnd--> I think this would be great as an option.
IMO, AvP wallwalking (that is true wallwalking, 100% stick and rotating camera view) had the best skill curve and the most potential for skill based movement control.
<!--quoteo(post=1814940:date=Dec 10 2010, 11:21 PM:name=NovusAnimus)--><div class='quotetop'>QUOTE (NovusAnimus @ Dec 10 2010, 11:21 PM) <a href="index.php?act=findpost&pid=1814940"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->IMO, AvP wallwalking (that is true wallwalking, 100% stick and rotating camera view) had the best skill curve and the most potential for skill based movement control.
*opens up can of worms*
Have at it.<!--QuoteEnd--></div><!--QuoteEEnd-->
I think that would be a little nauseating, but I'd like to give it a try. An option to turn that on would be nice.
<!--quoteo(post=1814940:date=Dec 11 2010, 02:21 PM:name=NovusAnimus)--><div class='quotetop'>QUOTE (NovusAnimus @ Dec 11 2010, 02:21 PM) <a href="index.php?act=findpost&pid=1814940"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->IMO, AvP wallwalking (that is true wallwalking, 100% stick and rotating camera view) had the best skill curve and the most potential for skill based movement control.
*opens up can of worms*
Have at it.<!--QuoteEnd--></div><!--QuoteEEnd--> Charlie has tested it in the past, but considering he hasn't added it by now I think it's safe to reckon the view wont be rotating
<!--quoteo(post=1814974:date=Dec 11 2010, 01:51 AM:name=FuzionMonkey)--><div class='quotetop'>QUOTE (FuzionMonkey @ Dec 11 2010, 01:51 AM) <a href="index.php?act=findpost&pid=1814974"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I think that would be a little nauseating, but I'd like to give it a try. An option to turn that on would be nice.<!--QuoteEnd--></div><!--QuoteEEnd-->
Have you ever played shattered horizen? Well its basically an FPS like Counter Strike In space...zero gravity... nauseating at first... but you get used to it, and learn to love it.
<!--quoteo(post=1814995:date=Dec 11 2010, 11:34 AM:name=PersianImm0rtal)--><div class='quotetop'>QUOTE (PersianImm0rtal @ Dec 11 2010, 11:34 AM) <a href="index.php?act=findpost&pid=1814995"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Have you ever played shattered horizen? Well its basically an FPS like Counter Strike In space...zero gravity... nauseating at first... but you get used to it, and learn to love it.<!--QuoteEnd--></div><!--QuoteEEnd-->
Haven't played SH but do they move at speeds as fast as skulk? Furthermore I have played AvP and it is the only game that ever managed to pull it off and imho ever since no game could ever reach the same result without the feeling of disorentation (including AvP2 & 3). I don't mind that the camera isn't rolling as it's more clear, but if uwe is going to experiment I'm gonna give it a try.
Comments
Also, in NS1, you were able to go around a convex corner but that doesn't seem to be possible in NS2. You will fall off no matter how slowly you go.
Yes please.
Oh and regarding NS2HD's last video I can't say I saw any improvement on the wallwalking part for 159, just the same we have now.
Looks the same as all previous versions to me...
You could also hold forward, and theoretically be able to run the whole level like that - i.e. without having to physically 'move' round an object.
In a perfect world..
Geometry "brushwork" is probably the main thing that will make this better... Alongside Max magix!
He went from wall to ceiling, I have yet to manage that.
Remember, when you play as alien, you need to press a button ( like ctrl ) to walk/run and be hang up on wall/roof ...
sorry poor english french guy here
Wasn't it to hold Shift, which didn't do anything else.
As a skulk, you don't really want to be stuck walking slow on surfaces. You wanna be able to stick and move quickly.
You could also hold forward, and theoretically be able to run the whole level like that - i.e. without having to physically 'move' round an object.
In a perfect world..<!--QuoteEnd--></div><!--QuoteEEnd-->
HELL NO
HELL NO
HELL NO
HELL NO
I think this would be great as an option.
You as skulk should walk easily from floor to wall to ceiling
A newb should be able to do it.
Jump and or Leap should release you.
This should allow you to do things like bounce back and forth on the walls of a narrow hallway.
No special keys... it should just do it ....or it should be an upgrade (carapace, melee, and stickiness???)
That's my opinion.
Agreed that it should be stickier.
*opens up can of worms*
Have at it.
*opens up can of worms*
Have at it.<!--QuoteEnd--></div><!--QuoteEEnd-->
I think that would be a little nauseating, but I'd like to give it a try. An option to turn that on would be nice.
*opens up can of worms*
Have at it.<!--QuoteEnd--></div><!--QuoteEEnd-->
Charlie has tested it in the past, but considering he hasn't added it by now I think it's safe to reckon the view wont be rotating
Have you ever played shattered horizen? Well its basically an FPS like Counter Strike In space...zero gravity... nauseating at first... but you get used to it, and learn to love it.
Haven't played SH but do they move at speeds as fast as skulk? Furthermore I have played AvP and it is the only game that ever managed to pull it off and imho ever since no game could ever reach the same result without the feeling of disorentation (including AvP2 & 3). I don't mind that the camera isn't rolling as it's more clear, but if uwe is going to experiment I'm gonna give it a try.