Skulk Wall Walking Like Aliens In Avp?

WilXWilX Join Date: 2004-01-09 Member: 25191Members
Is there a chance that Skull will be able to grab onto the walls like aliens can in AvP?

Comments

  • GwahirGwahir Join Date: 2002-04-24 Member: 513Members, Constellation
    no, tried and hated in game
  • MrMojoMrMojo Join Date: 2002-11-25 Member: 9882Members, Constellation
    Errr...explain? If you mean walking on walls and cieling, the skulk <b>can</b> do that...
  • GwahirGwahir Join Date: 2002-04-24 Member: 513Members, Constellation
    I think he means the skulk staying on the wall like a magnet, which would jerk the view
  • WilXWilX Join Date: 2004-01-09 Member: 25191Members
    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-->
  • CronosCronos Join Date: 2002-10-18 Member: 1542Members
    Or he means making skulk wall walk more "Sticky" so that you dont fall off if you meet a one unit bump in the ceiling or look down while wall walking.

    But if it's view alignment to surface, no, that would just induce motion sickness and vertigo.
  • CommunistWithAGunCommunistWithAGun Local Propaganda Guy Join Date: 2003-04-30 Member: 15953Members
    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.
  • WilXWilX Join Date: 2004-01-09 Member: 25191Members
    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-->
  • MrMojoMrMojo Join Date: 2002-11-25 Member: 9882Members, Constellation
    This has been "discussed" a lot and the overwhelming answer is : no. It would be very disorienting and just won't work.
  • rennexrennex Join Date: 2002-11-01 Member: 2688Members
    Someone brought this up like a few days ago.

    NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO!
  • Ashaman_JoeAshaman_Joe Join Date: 2003-11-11 Member: 22559Members, Constellation
    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.
  • NightCrawlerzNightCrawlerz Join Date: 2003-04-18 Member: 15609Members
    Omg dicussed to death....

    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.
  • MavericMaveric Join Date: 2002-08-07 Member: 1101Members
    edited January 2004
    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]
  • curlydavecurlydave Join Date: 2003-10-21 Member: 21855Members
    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.
  • Ashaman_JoeAshaman_Joe Join Date: 2003-11-11 Member: 22559Members, Constellation
    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-->
  • ShadowcatShadowcat Join Date: 2003-01-18 Member: 12443Members
    <!--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-->
  • XenoBwtaliSXenoBwtaliS Join Date: 2003-06-13 Member: 17343Members
    No. No. No.


    I've played through AvP and AvP 2.


    And the Skulk is SO much more playable (and less seasick-inducing) than that Xenomorph thing.
  • SoulSkorpionSoulSkorpion Join Date: 2002-04-12 Member: 423Members
    My god. People, <b>read the thread</b> before posting. It's now been said six times, in various different ways, what the situation is.
  • WilXWilX Join Date: 2004-01-09 Member: 25191Members
    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-->
  • coriscoris Join Date: 2003-07-08 Member: 18034Members, Constellation
    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-->
  • Roger_DodgerRoger_Dodger Join Date: 2003-03-11 Member: 14392Members
    The gimmick of AVP(2) was the view orientation on walls.

    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
  • Nemesis_ZeroNemesis_Zero Old European Join Date: 2002-01-25 Member: 75Members, Retired Developer, NS1 Playtester, Constellation
    I guess everything has been said by now.

    <span style='color:red'>***Locked.***</span>
This discussion has been closed.