wall-jump is a slap in the face of NS1 vets
hotd0g
Join Date: 2004-03-19 Member: 27419Members
I constantly find myself trying to bunnyhop as a skulk but unable to. Wall jump is useless and will continue to be so. Put bunnyhop in for skulk and we will all be happy. I know this is a trademark of the HL1 engine but i'm sure you can simulate it on Spark as well.
Comments
We settled the bunnyhopping argument months coming on years ago now. You're not going to accomplish anything beyond self-gratification by complaining about it. UWE isn't bringing it back, and you can either help come up with new ideas to replace it, learn to deal with the fact that it isn't in NS2, or go back to playing NS1 if it's absolutely essential to you.
Or, of course, make a mod when the game comes out.
Nope, not going to happen.
That is how wall jumping was at one point. I think it may be broken now but it definitely looks useful in that tutorial video.
I like the idea of wall jumping, but it still needs some work to become a bit more intuitive.
If you don't like it, don't read it. As long as people keep walking in here expressing their extreme ignorance as if it were a fact, there will be people to tell them that things work differently around here. It's usually fairly obvious which threads are started by people talking out of their bums, so if you hate hearing this so much you should just steer clear of them.
The whole forum doesn't need to change itself to suit your preferences, and if you really think it's such a terrible thing, then you should take a stand and make a thread listing your reasons instead of just complaining about it and expecting that to work.
Are you sure theres a speed limit this build? I have not experienced it. Or are you talking about the internal builds.
Recent dev tweet said it's capped at 9 now
From the tweets:
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Regarding wall-jumping needing to be "fixed": you can currently attain speeds of ~9 (base speed 7), no longer 20-50. I think this is good.<!--QuoteEnd--></div><!--QuoteEEnd-->
Also everyone who argue that we don't need skill based movement for this game makes my face look like this :DASKWADJAWD
It's just not working right now. It needs more oomph.
I do miss the bunnyhops as well.
The tweet is a lie. The hard cap is 11.75.
Agree with the other posters that just walljumping is not cutting it. Combining it with bunnyhopping and proper goldsrc air control would be frickin amazing.
Also lol at thread title. Flayra slapz u with hiz walljumpz.
I would love to see bunnyhop combined with wallhop :(
Agree with the other posters that just walljumping is not cutting it. Combining it with bunnyhopping and proper goldsrc air control would be frickin amazing.<!--QuoteEnd--></div><!--QuoteEEnd-->
Yeah, 9 is not a hard cap, but it's what's possible to attain with some difficulty. About 3-4 successful walljumps in a row. But even that is difficult to maintain.
Too bad it's useless in its current form.
You gain a bit of an increase in speed, how is that useless? Isn't that what it's supposed to do? What more do you want it to do?
Sorry I've been here for a long time and this discussion has progressed not at all in that time. Something should be done proactively about it
This is actually pretty interesting question right now. Certainly bhop has a lot of controversial thingys in it, but does it have something that the wallhop didn't already include?
The argument is that bunny hop can just "start out of nowhere" and that walljump makes more sense because it "starts on a wall and doesn't go on indefinitely."
The problems bunnyhop had are miniscule, walljump is far more flawed in comparison. It rarely works technically speaking, it ONLY works when walls are around, it feels more annoying fighting a skulk bouncing around on walls than a skulk who moves slightly faster until his momentum-generation is halted, wall-jumping is skill-less and spammy, etc
One big problem with wall jumping is the discontinuous efficiency curve. If you jump say 0.2 second too late you get maybe 50% bonus, 0.1 second gives you 70% and 0.001s 100%. If you jump 0.00001 seconds too early however you get 0%.
This discontinuity and asymmetry makes it much more difficult to learn, and make it appear buggy.
*
About the mouse movement, I'm not sure what it optimal. But my guess is that if you want to maximize the jump distance you have to look completely up when you press jump, in order to get closer to the optimal 45 degree angle.
Maybe it would be more intuitive if looking 45 degree up would be optimal.
<a href="http://upload.wikimedia.org/wikipedia/commons/thumb/6/61/Ideal_projectile_motion_for_different_angles.svg/512px-Ideal_projectile_motion_for_different_angles.svg.png" target="_blank">http://upload.wikimedia.org/wikipedia/comm..._angles.svg.png</a>
Outside of the practicality arguments, air acceleration is the foundation on which all skill based movement is based. A decisive diagnosis of the problem is complicated because who is to say what the "golden number" is?