More fluid/advanced movement? (like Q3/UT2004)

Discuss everything related to Shootmania.

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Froyd
Posts: 26
Joined: 14 Jul 2012, 10:56

Re: More fluid/advanced movement? (like Q3/UT2004)

Post by Froyd »

dsi1 wrote:Play some of the Time Attack maps if you think it's impossible to go fast, or the movement is shallow.

The ground affect from glide is crazy.
I have already played it, and spen't a LOT of time tinkering with movement in this game trying to discover something new and ground-breaking, and as a Quake and Tribes player I still think it is shallow in comparison. The skills involved are very easily mastered and almost none of them are really useful in combat, read what I said earlier.

Which, of course, is not saying it doesn't have SOME amount of depht to it and even as it is now it is FAR more interesting than many "realistic" shooters. I find it curious how the stamina effect seems stronger the faster you are already going, or how it completely overwhelms inertia when used near enough the ground, or how you can use rockets to give a not-so-useful horizontal wall boost.

My point is: you can learn about and master everything about Shootmania's movement in less than a day. It should be: you can still learn all about it in one day, yes, but it should take years, not hours, to master.
dsi1
Posts: 45
Joined: 26 Sep 2011, 01:46

Re: More fluid/advanced movement? (like Q3/UT2004)

Post by dsi1 »

Froyd wrote:
dsi1 wrote:Play some of the Time Attack maps if you think it's impossible to go fast, or the movement is shallow.

The ground affect from glide is crazy.
I have already played it, and spen't a LOT of time tinkering with movement in this game trying to discover something new and ground-breaking, and as a Quake and Tribes player I still think it is shallow in comparison. The skills involved are very easily mastered and almost none of them are really useful in combat, read what I said earlier.

Which, of course, is not saying it doesn't have SOME amount of depht to it and even as it is now it is FAR more interesting than many "realistic" shooters. I find it curious how the stamina effect seems stronger the faster you are already going, or how it completely overwhelms inertia when used near enough the ground, or how you can use rockets to give a not-so-useful horizontal wall boost.

My point is: you can learn about and master everything about Shootmania's movement in less than a day. It should be: you can still learn all about it in one day, yes, but it should take years, not hours, to master.
If you've already mastered everything I want to see some record times of yours from the TA servers.
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Froyd
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Re: More fluid/advanced movement? (like Q3/UT2004)

Post by Froyd »

dsi1 wrote:If you've already mastered everything I want to see some record times of yours from the TA servers.
You don't seem to understand the points I'm trying to make. There is no way someone who spent a lot of time training movement techniques to significantly outrun or outmanoeuvre someone who just got into it, especially in combat where it's most important. That way map knowledge becomes much more important than movement skill, and I think they should be both equally important. Again, I just want to make this entire game's skill ceiling higher, I want something to get really good at that really pays off in combat or pole-capturing. Those trick jumps in TA servers are really fun and all, and some of them require a good bit of training, yes, but it's all useless against someone trying to shoot you.

You can observe a consequence of what I'm saying trying best times in a local TA server: the difference between your best times after practicing one day and after practicing one entire month will probably be very small unless you find another way around the map, and that is knowledge, not skill.

And another thing, you don't get punished with a huge loss in speed if you fail in your movement because you can never mantain a lot of speed anyway, or change it's direction. The ways I found out to go really fast in this game are using a forward launchpad, using your stamina in a downward slope or using your stamina when falling very fast and I find those very limited in a map design perspective.

Or I am missing the ground-breaking set of techniques I wanted so much to see?
drtywrks
Posts: 2
Joined: 16 Jul 2012, 05:49

Re: More fluid/advanced movement? (like Q3/UT2004)

Post by drtywrks »

loving the game so far, but I really want to see another mechanic added to the movement or have the force that shooting a rocket against a surface near you push you more! Not alot, but enough to widen the skill ceiling a bit. I was thinking wall jumps, but if you implement it please allow for it to be an option that servers can toggle.

+1 very slight increase in air control. +1 more boost off rocket shots.

Note: I like the ammount of push u get when someone is shooting at you it feels good. So if possible please code it so that your shots give more force whereas the force caused by others shots is the same as it is now otherwise game modes like royal might become unbalanced in the sense that its too easy to ring out other players.
kalstrams
Posts: 348
Joined: 06 Jul 2012, 22:56

Re: More fluid/advanced movement? (like Q3/UT2004)

Post by kalstrams »

Increased rocked explosion would require to rewrite Royal game mode, because everyone would be just kicked out to the shield on the pole finals.
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slugish
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Re: More fluid/advanced movement? (like Q3/UT2004)

Post by slugish »

First off, let me make the disclaimer that I did play UT 2004 seriously for roughly two years, so that style of movement is what I have the most experience in. I played UT 99, UT3, and basically all iterations of Quake to at least some extent, but not seriously. This game is obviously meant to fit into the same general category as those games, although it does have some neat twists to differentiate it. I have many other complaints about things "missing" from the game, but I will reserve those for another forum.

As a few others have mentioned, the movement in Shootmania feels very shallow. Though the current movement system works fairly well for navigation around maps and "some" long range fighting, the movement system does absolutely nothing for medium/short range fighting, which comprises the vast majority of battles. Jumping while fighting close range is a horrible idea, as it obvious after playing for a few minutes. It only gives your opponent an easy target as you have no control after leaving the ground. This leaves simple strafing as the only movement option for mid/short range fighting.

I would love to see UT2k4's exact movement system integrated into this game, but I don't expect that to happen as it would be an obvious attempt to copy. I do, however, think that, at the very least, dodging could be added. Many MANY games have used a dodge feature... so many in fact that it would be impossible to say that it is a copy of any specific game.
kalstrams
Posts: 348
Joined: 06 Jul 2012, 22:56

Re: More fluid/advanced movement? (like Q3/UT2004)

Post by kalstrams »

Integrating any movement in SM is a terrible idea.
Much better would be to create it's own style of movement.

Because, what is the point of making new games, if all ends up with making them similar to Q or UT.
Sm00Keh
Posts: 7
Joined: 12 Jul 2012, 09:09

Re: More fluid/advanced movement? (like Q3/UT2004)

Post by Sm00Keh »

well uhm, imho SM is a mix of a couple of games so it's nothing really 'new'.. and ppl don't need 'new' games.. most new games suck arse. Ppl who are into competitive games just want a fast game with great gameplay like UT and a game who is pretty hard to master because that's the challenge for most ppl.

I like the game and imo it has potential but i find the movement a bit boring.. There is no depth in the moving system. if you jump in close fights, you're dead. The movement works only in long range fights like mentionend earlier.If you add some sort of dodging style to it, close combats would be much more interesting and much more fun.

That's the only thing i miss in this game.
kalstrams
Posts: 348
Joined: 06 Jul 2012, 22:56

Re: More fluid/advanced movement? (like Q3/UT2004)

Post by kalstrams »

Any new things are well forgotten old things. Yet still we must strive for perfection through progress.
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bondeulv
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Re: More fluid/advanced movement? (like Q3/UT2004)

Post by bondeulv »

Sm00Keh wrote: I like the game and imo it has potential but i find the movement a bit boring.. There is no depth in the moving system. if you jump in close fights, you're dead. The movement works only in long range fights like mentionend earlier.If you add some sort of dodging style to it, close combats would be much more interesting and much more fun.
.
+1
Close combat is not as fun as it could be.
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