Walljump + Para

Cereal_KillRCereal_KillR Join Date: 2002-10-31 Member: 1837Members
edited March 2004 in NS General Discussion
<div class="IPBDescription">skulk abilities</div> I was wondering if skulks jumping off walls would ever be included. It'll add so much to their movement abilities. I think the wallrun is being taken from the ladder climb code, so why doesn't it act as so? Jumping on a ladder makes you jump off of it, and trying to move away from it doesn't make you fall off.

I think the skulk wallrun abilities should be revised to allow jumping off (a sort of mini-leap) and continue sticking to the wall even when you look away from the wall, or down from the ceiling.
I don't think the changes would be that hard to add in, as they're actually part of the way how ladders are made in HL. And they'd add a lot of mobility to the skulk as you don't need to adapt your movements to stick to the wall, and don't need to fall to the floor before moving away from it.


edit: sorry my second part has been answered by a little search <!--emo&::nerdy::--><img src='http://www.unknownworlds.com/forums/html//emoticons/nerd.gif' border='0' style='vertical-align:middle' alt='nerd.gif' /><!--endemo-->
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Comments

  • BobTheJanitorBobTheJanitor Join Date: 2003-12-10 Member: 24228Members, NS1 Playtester
    This would make ambushing a lot more fun. As it is you can hide by a door or other cramped area, but if you go after a marine you first have to hit ground before you can even move in his direction. Being able to jump off the wall would be a big plus, along with being able to actually stick to the wall/ceiling while following a marine without using some odd combination of 12 keys.
  • MajinMajin Join Date: 2003-05-29 Member: 16829Members, Constellation
    I support this Idea, but only because Bob is all for it
  • ForlornForlorn Join Date: 2002-11-01 Member: 2634Banned
    I like this idea.

    It will make skulks stronger without actually increasing their hitpoints.


    I remember max talking about this once in some beta thread in some beta forum.


    He said he would look at it and see how you could code it in.
  • rknZrknZ Join Date: 2003-10-23 Member: 21885Members
    It would be nice if this was implemented <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
  • gophergopher Join Date: 2003-08-01 Member: 18657Members, Constellation
    Nice idea, i'm all for it :>
  • Umbraed_MonkeyUmbraed_Monkey Join Date: 2002-11-25 Member: 9922Members
    Wall jumping has been asked for since the beginning of time, really. I remember discussing it with fellow forumites before we hit the 2.0 mark. Its actually a matter of bugging Max till he implements it. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->
  • ZekZek Join Date: 2002-11-10 Member: 7962Members, NS1 Playtester, Constellation, Reinforced - Shadow
    Making skulks stick to walls like ladders would be especially nice for ceiling walking, but it could be a pain if you accidentally brush against a wall or something(just like it is for ladders).
  • FirewaterFirewater Balance Expert Join Date: 2002-12-12 Member: 10690Members, Constellation
    sounds reasonable.
  • LuminairLuminair Join Date: 2002-11-04 Member: 6785Members, Constellation
    I think that would be a pretty good idea. Before I played NS I actually just assumed it would work that way.

    As it is, wall/roof-walking is problematic enough that the floor remains the primary means of transportation for almost all skulks.
  • FirewaterFirewater Balance Expert Join Date: 2002-12-12 Member: 10690Members, Constellation
    sounds reasonable.
  • ZekZek Join Date: 2002-11-10 Member: 7962Members, NS1 Playtester, Constellation, Reinforced - Shadow
    <!--QuoteBegin-Luminair+Mar 13 2004, 01:25 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Luminair @ Mar 13 2004, 01:25 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> As it is, wall/roof-walking is problematic enough that the floor remains the primary means of transportation for almost all skulks. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    It always will be, for good skulks at least, unless someone comes up with a way to bunnyhop on the ceiling...
  • JowerJower Join Date: 2003-02-12 Member: 13448Members
    <!--QuoteBegin-Cereal_KillR+Mar 12 2004, 07:18 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Cereal_KillR @ Mar 12 2004, 07:18 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Jumping on a ladder makes you jump off of it, and trying to move away from it doesn't make you fall off. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Trying to move away from a ladder has always made ME fall so now I´m wondering what version of half-life you have
    hehe
  • Cereal_KillRCereal_KillR Join Date: 2002-10-31 Member: 1837Members
    er, I have a normal version of HL, whatever it is. Try it again, go take a marine or whatever, go on a ladder, look away from the wall, and go forward.
  • gophergopher Join Date: 2003-08-01 Member: 18657Members, Constellation
    <!--QuoteBegin-Zek+Mar 13 2004, 06:06 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Zek @ Mar 13 2004, 06:06 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Making skulks stick to walls like ladders would be especially nice for ceiling walking, but it could be a pain if you accidentally brush against a wall or something(just like it is for ladders). <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Just leave the "sticky" part like it is right now, so that you can hit your duck key (I believe <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->) and won't stick to the wall.
  • NightCrawlerzNightCrawlerz Join Date: 2003-04-18 Member: 15609Members
    this would improve my score 20 + kills. implement NOW!!
  • ServilcatServilcat Join Date: 2002-11-02 Member: 4897Members
    I like this idea.

    Anything to make the skulks wall movements a bit more intuitive.

    llllllllllllll
    <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html//emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif' /><!--endemo-->


    <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html//emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif' /><!--endemo-->
  • ssjyodassjyoda Join Date: 2002-03-05 Member: 274Members, Squad Five Blue
    I've been waitin for this to be put in, its the only reason I don't use the walls so much. I can't attack off of the walls well enough.
  • That_Annoying_KidThat_Annoying_Kid Sire of Titles Join Date: 2003-03-01 Member: 14175Members, Constellation
    I have always thought that jumping off the walls would be a cool feature
  • NGENGE Join Date: 2003-11-10 Member: 22443Members
    We should impliment this because it will improve my score. <!--emo&::nerdy::--><img src='http://www.unknownworlds.com/forums/html//emoticons/nerd.gif' border='0' style='vertical-align:middle' alt='nerd.gif' /><!--endemo-->



    ...Regardless, I do like this idea. Feels like it's been missing from NS for a little while now, actually.
  • That_Annoying_KidThat_Annoying_Kid Sire of Titles Join Date: 2003-03-01 Member: 14175Members, Constellation
    Any comments or phasing to proper areas or continuing discussion or offical say?
  • DraconisDraconis Join Date: 2003-02-18 Member: 13722Members, Reinforced - Onos
    Neat and simple idea.
  • Cereal_KillRCereal_KillR Join Date: 2002-10-31 Member: 1837Members
    <!--QuoteBegin-That Annoying Kid+Mar 22 2004, 08:52 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (That Annoying Kid @ Mar 22 2004, 08:52 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Any comments or phasing to proper areas or continuing discussion or offical say? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    indeed.

    They have to be thinking about implementing this sooner or later since we've been asking for this forever <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo--> (remembers the AvP vs NS wallrun debates)

    Of course, the sooner the better, as the skulk is the main unit of the aliens. We wouldn't want a near-perfect balance then fall with a superskulk able to dodge bullets from wall to wall and start all over.
  • NikonNikon Join Date: 2003-09-29 Member: 21313Members, Constellation
    they could just make a toggleduck bind, so when you wanted to stick to the walls, you just press the button, but if you want to B-hop around, you just press it again and you wont get stuck to the walls. (that is assuming they use the ladder idea)
  • Wyattx3Wyattx3 Join Date: 2003-07-23 Member: 18386Members
    or make it so in order to get off a wall u either press a drop, or "jump-off" button" that way you can actuall look down at your prey and chase after him from the ceiling, rather than having to look back up and go forward, or strafing.
  • oOgAoOgA Join Date: 2004-01-29 Member: 25715Members
    I support this idea too..reasonable and skulks more manuverable

    hope it gets implemented <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->
  • That_Annoying_KidThat_Annoying_Kid Sire of Titles Join Date: 2003-03-01 Member: 14175Members, Constellation
    I sent a PM to max a while back asking if he could please swing by this thread and give us some info, but he hasn't show <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo-->
  • MaxMax Technical Director, Unknown Worlds Entertainment Join Date: 2002-03-15 Member: 318Super Administrators, Retired Developer, NS1 Playtester, Forum Moderators, NS2 Developer, Constellation, Subnautica Developer, Pistachionauts, Future Perfect Developer
    Sorry, I'm no longer working on Natural Selection.

    Max
  • Gecko_God_Of_DooomGecko_God_Of_Dooom Join Date: 2004-02-10 Member: 26353Members
    pressing <duck> as a skulk makes it so you dont stick to walls, and you fall off any surfice other than remotely level
  • AlignAlign Remain Calm Join Date: 2002-11-02 Member: 5216Forum Moderators, Constellation
    <!--QuoteBegin-Max+Apr 9 2004, 07:12 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Max @ Apr 9 2004, 07:12 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Sorry, I'm no longer working on Natural Selection.

    Max <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    When did this happen?
  • ForlornForlorn Join Date: 2002-11-01 Member: 2634Banned
    <!--QuoteBegin-Align+Apr 9 2004, 02:52 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Align @ Apr 9 2004, 02:52 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Max+Apr 9 2004, 07:12 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Max @ Apr 9 2004, 07:12 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Sorry, I'm no longer working on Natural Selection.

    Max <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    When did this happen? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    I'm guessing awhile ago, as I haven't heard from max for quite some time.


    Bye Max you were the best programmer <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo-->
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