Hmm <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo--> It could be a server selectable feature or something. <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo-->
Skulks can wall walk. If you are refering to the switched view it was thrown out because 1.)It would mean walls and cielings on maps must be completely flat, and 2.) The view was just plain an annoyance.
I meant view alignment to the surface of the wall. So that the surface is on the bottom of my view. Maybe it could be even client side switchable.... I don't know but I think I would like it sometimes. Also being able to stick to the walls better with a key would be nicer. Overall I would like to have skulk behave like alien in AvP. <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo-->
The reason why is that Half-Life is not designed for this. It would jerky your veiw horribly on stairs, and whenever you go to a wall/floor meeting place, your view would shift and unshift. Its a recipe for motion sickness.
1. to many poeple are unable to handle a veiw oriantaion thing because that "just the way they are", me not being one one of them.
2. What flay hates hes not gonna put in his game... and he hates the Avp2 wall walk system
3. "supposidly" half life doesnt do this very well
4. maps are would need to be redone, which they do anyway because wall walking kinda sucks now, and noone wants to do it.
5.please use the search feature at the to of the page it will save you alot of flames and the mad old farts on these forums the few hairs they have left.
damnit i wish people would SPECIFY what they mean sometimes!!!
If you want to have the AvP wall-walking like perma-stuck and perma-unstuck on surfaces w/o the view moving (for example you walk forward while facing North and you eventually end up walking South on the ceiling but the view STAYS looking North) i like.
However, if you want to have the AvP wall-walking like perma-stuck and perma-unstuck on surfaces WITH the view moving (for example you walk forward while facing North and you eventually end up walking South on the ceiling but the view CHANGES to look South) i'd like it... Though others may not.
IMO the skulk wall walking needs to be able to detect corners better; if the corner could be "auto walked around" just by pressing forward... WINN! and that is all that needs to be fixed. the view-change is just a "tack on". Quite frankly if you could stop the view from moving relative to the surface you were on in AvP, you could still wall-walk quite effectively. only because the program "moves" you about properly.
[edit-
what it comes down to is this:
View change - Not necessary but nice as a <b>option</b> Corner and generally improved wall walking - Necessary]
I completely agree with the original poster. The orientation would definitely change. I'm one to look at the game and go "WTH? why is my view still upright?" "why the **** am i looking through the teeth?"
I think that it should be a client side command. Let the ones who want a truly interesting experience have the orientation change, and the ones who like it plain and boring and strictly skill-improvement based keep the view level. The skulk's alwasy the same on the server side, the first person view is only a client side thing as far as I know.
Just give us an option. I would absolutley love having the view orient correctly.
Talesin, on technical diffuculties that would occur.
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->No, I don't think there'll be an option, as much as many would like to see one. The most compelling argument for why not, is stairs. If you went up stairs, your view would flip between 90-degrees up, and forward, with each step. Leading to a confusing (and painful) flipping back and forth of the display. Sure, running on ceilings was fine (mostly), until you needed to bypass an archway or ceiling light, at which point your view would flip around and get dizzying.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
<!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo--> Just hold down control and you won't climb <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
Huh, sorry. I didn't want to start flamewar. This is my first post here. Thanks for all the answers. <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo-->
View orientation = a big no-no <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
But if the skulk would "stick" more to the surface it would be great, because it can be really hard to climb on walls atm <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
Comments
It could be a server selectable feature or something.
<!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo-->
But if it's view alignment to surface, no, that would just induce motion sickness and vertigo.
<!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo-->
NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO!
heres the points.
1. to many poeple are unable to handle a veiw oriantaion thing because that "just the way they are", me not being one one of them.
2. What flay hates hes not gonna put in his game... and he hates the Avp2 wall walk system
3. "supposidly" half life doesnt do this very well
4. maps are would need to be redone, which they do anyway because wall walking kinda sucks now, and noone wants to do it.
5.please use the search feature at the to of the page it will save you alot of flames and the mad old farts on these forums the few hairs they have left.
If you want to have the AvP wall-walking like perma-stuck and perma-unstuck on surfaces w/o the view moving (for example you walk forward while facing North and you eventually end up walking South on the ceiling but the view STAYS looking North) i like.
However, if you want to have the AvP wall-walking like perma-stuck and perma-unstuck on surfaces WITH the view moving (for example you walk forward while facing North and you eventually end up walking South on the ceiling but the view CHANGES to look South) i'd like it... Though others may not.
IMO the skulk wall walking needs to be able to detect corners better; if the corner could be "auto walked around" just by pressing forward... WINN! and that is all that needs to be fixed. the view-change is just a "tack on". Quite frankly if you could stop the view from moving relative to the surface you were on in AvP, you could still wall-walk quite effectively. only because the program "moves" you about properly.
[edit-
what it comes down to is this:
View change - Not necessary but nice as a <b>option</b>
Corner and generally improved wall walking - Necessary]
I think that it should be a client side command. Let the ones who want a truly interesting experience have the orientation change, and the ones who like it plain and boring and strictly skill-improvement based keep the view level. The skulk's alwasy the same on the server side, the first person view is only a client side thing as far as I know.
Just give us an option. I would absolutley love having the view orient correctly.
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->No, I don't think there'll be an option, as much as many would like to see one.
The most compelling argument for why not, is stairs. If you went up stairs, your view would flip between 90-degrees up, and forward, with each step. Leading to a confusing (and painful) flipping back and forth of the display. Sure, running on ceilings was fine (mostly), until you needed to bypass an archway or ceiling light, at which point your view would flip around and get dizzying.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
I've played through AvP and AvP 2.
And the Skulk is SO much more playable (and less seasick-inducing) than that Xenomorph thing.
<!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo-->
But if the skulk would "stick" more to the surface it would be great, because it can be really hard to climb on walls atm <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
The gimmick of NS is no view orientation on walls and viewing through your teeth.
Imagine how easy AVP would be if view orient wasnt in?
- RD
<span style='color:red'>***Locked.***</span>