More fluid/advanced movement? (like Q3/UT2004)
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Re: More fluid/advanced movement? (like Q3/UT2004)
I agree that the controls are a little sticky. It is most evident when you are moving from left to right and the controls do not respond quick enough resulting in you falling off a ledge or into the electric frag pools.
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Re: More fluid/advanced movement? (like Q3/UT2004)
Maybe if you allowed tapping Jump mid-air to change direction? I'm worried that giving complete air control might go too far, but giving a single air-dodge seems like a balance of those two worlds.
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Re: More fluid/advanced movement? (like Q3/UT2004)
No. The good fast paced FPSs out there have a certain amount of aircontrol compared to groundcontrol (roughly a third by default). This is a very good balance.Extraneous wrote:Maybe if you allowed tapping Jump mid-air to change direction? I'm worried that giving complete air control might go too far, but giving a single air-dodge seems like a balance of those two worlds.
I played a few matches and always came out at the upper third of the scoreboard. So it is not that I am not able to play this game (still active UT2004 player).
But the movement feels so sluggish that I don't have any fun with the game and leave the matches early. Unfortunately I am not planning to come back (enless this is fixed) and I fear that a lot of people from outside will feel the same giving SM less success than it could have.
Re: More fluid/advanced movement? (like Q3/UT2004)
i think the movement in shootmania is already unique and pretty decent. however, for me, it's not really satisfying yet.
things i would like to suggest for nadeo to consider:
rocketjumping:
i really think that projectile weapons should have way more knockback so you could rocketjump or rather "plasmaclimb" (like in quake 3 with the plasmagun) with the rocketlauncher. that would give you good mobility for the cost of reloading time. this could be used to gain height but also to gain speed by rocketjumping/plasmaclimbing vertically.
ramps:
you should gain more speed by running downhill or by jumping onto a downgoing ramp/hill from a great height (again just like in quake 3 or in tribes)
you shouldn't be able to run up hills very fast. however, when going at a upgoing ramp with much speed, you should get some kind of ramping effect from jumping at it (just like quake 3 cpm physics work with ramps, just less extreme.)
keeping momentum and speed:
it really feels weird sprinting until your energy bar is empty and being back at base walk speed until your energy bar fills up again. i think it should be possible to keep the momentum, maybe by something similar to strafe jumping in quake 3.
speedmeter:
PLEASE add an option that enables a display showing you how fast you go at the moment. i think this is essential to learning movement! without this, i can't figure out, what's the most efficient way to use my energy bar in different situations.
- sorry for my very bad english. i hope you get my points =)
things i would like to suggest for nadeo to consider:
rocketjumping:
i really think that projectile weapons should have way more knockback so you could rocketjump or rather "plasmaclimb" (like in quake 3 with the plasmagun) with the rocketlauncher. that would give you good mobility for the cost of reloading time. this could be used to gain height but also to gain speed by rocketjumping/plasmaclimbing vertically.
ramps:
you should gain more speed by running downhill or by jumping onto a downgoing ramp/hill from a great height (again just like in quake 3 or in tribes)
you shouldn't be able to run up hills very fast. however, when going at a upgoing ramp with much speed, you should get some kind of ramping effect from jumping at it (just like quake 3 cpm physics work with ramps, just less extreme.)
keeping momentum and speed:
it really feels weird sprinting until your energy bar is empty and being back at base walk speed until your energy bar fills up again. i think it should be possible to keep the momentum, maybe by something similar to strafe jumping in quake 3.
speedmeter:
PLEASE add an option that enables a display showing you how fast you go at the moment. i think this is essential to learning movement! without this, i can't figure out, what's the most efficient way to use my energy bar in different situations.
- sorry for my very bad english. i hope you get my points =)
Re: More fluid/advanced movement? (like Q3/UT2004)
My only issue with the movement is the lack of maintaining your momentum beyond ground sprinting. It feels like a little bit of your speed is held after your energy is depleted, but without a speedometer there's no real way to tell. One mechanic which I like from the Q3A mod Urban Terror (which also used a stamina system like SM) is being able to powerslide across the ground with a little bit of friction. This didn't deplete any of your stamina and it only gave you a little bit of control as to where you would go.
Obviously I doubt we would get some arbitrary addition to allow a mechanic like this, Urban Terror had you crouching when you hit the ground after jumping to powerslide, and in keeping with Shootmania's simplicity in control scheme it would need to be implemented in a different way. Perhaps through a special block like the metal surface.
Obviously I doubt we would get some arbitrary addition to allow a mechanic like this, Urban Terror had you crouching when you hit the ground after jumping to powerslide, and in keeping with Shootmania's simplicity in control scheme it would need to be implemented in a different way. Perhaps through a special block like the metal surface.
Re: More fluid/advanced movement? (like Q3/UT2004)
There are metal surfaces that enhance movement speed. Or, to be specific, grass surfaces in this game make you slower.
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Re: More fluid/advanced movement? (like Q3/UT2004)
I'm not sure of the first game to utilize any form of advanced movement, but right off the top of my head... the original UT is the earliest I can recall. That means developers have been experimenting with advanced movement system for at least 13 years, and probably more. Integrating movement concepts from other games would not simply be emulating those games, it would be learning from their successes and failures. You can't just ignore past games in order to be different... you take what others have done, use what you like, improve what you can, and ditch the rest. This game, while enjoyable as it is, has already adopted all the "different" it needs; now its time to utilize some tried and true.kalstrams wrote: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.
Edit: Fixed more grammar fails than I care to admit.
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