Powerjumps, floaters & things

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roppa
Posts: 47
Joined: 11 Nov 2012, 21:55

Powerjumps, floaters & things

Post by roppa »

Hey,
Again.. some suggestions and reguests, but this time only reguests that really need or are important

# About powerjump block:
Thoughts: I love the features of it and that they are floating and the shape variation. But the thing that makes them feel akward is that the stamina gets used so aggresively with big jump. One wrong move and you get all your stamina sucked and walking gets slow, and then another what ever height jump after and the rest gets used, and its a loop that uses all your stamina after one big jump
It punishes player too hard just to get that big jump, or makes the gameplay too restricted feeling when walking on those surfaces, you have to be scared to jump almost. I think nobody minds about the jump height, but are concerned about the stamina levels. Stamina is still one of the most important features of the game, thats why everybody uses it and dont walk much without it, its that important. Its always good to have more stamina.

> Reguest: I would suggest to make the big jump eat only half of the stamina or even less. Or make it more better in terms of playing comfortability, the lost and the reward balanced in better way. I dont see it bad if player could even do 3-4 big jumps after another.

# One powerjump block that has stable big jump:
Reasons: I really love the effect that you can jump 4-5 blocks high from powerjump blocks, and the idea behind it as small lifthing "device". But in reality, when making transitions to places, you cant know how much stamina the player has before he can jump to that higher place. So some players might have good flow from that transitions, but many might have to wait untill the stamina gets loaded and makes the transition very unstable and unflowy. Another thing is that players have very rarely stamina at fullest in normal gameplays and its about under halfway in 80% cases, so only few people can use that transition in good way and most of players have to just wait there until they can use it, which is not good for the flow or overall comfortability, and makes the powerjump as lifting device not work as it should.

> Reguest: One powerjump block that has stable big jump always. No effect to stamina, or stamina amount wont effect to jump height. Always big jump. Can be used as stable, always working, small lifting "device".

# More blocks on top of powerjump blocks:
Its quite tricky to make good designs on floating areas, you have to only use other powerjump blocks, or grey pillars, and even then the only design will be just walls. Would be great to be able build normally on top of powerjump blocks and it cuts the downportion of it below, and builds only on top of it. This could give much more dimensios because could use same designs as on ground = better looking maps and more options.

# Poles that are not loaded:
Suggestion for poles: to have very very slight glow when are not loaded yet.
Many times poles gets lost into the design when they are not loaded and they are only black sticks in the horizon i(f you cant see pole top). If pole stem would have very very slight glow or similar, it could be more easily seen when just passing by, and dont have to really seek which black stick is the pole and which is design.
Just glancing the slight glow or colour or what works best could be good.

# Powerjump block copper size:
They dont seem to be so graphically detailed blocks that takes much coppers, but using them seems to make map sizes very big. I try to stay around 7000-9000cc so maps runs ok with different computers, but when making roofs or areas with them the map size gets easily to near 11-13 000cc. Still i dont see so much downgrade in performance so i dont know are they that heavy in reality. i still hope it can be improved to lighter. To cover up just a basic area, they can easily take 2000cc which looks like 800cc worth of somehow.

# Castle floating blocks:
This is important. Using only powerjump blocks makes all the higher surfaces have that jump effect, which makes playing bit uncomfortable because you have to be careful all the time to "not hit the jump".
Castle floaters would be very very good to have, almost top important, priority nr 1 from mapping perspective ;)
Also not only the square basic block, but some of those different shapes aswell (thin wall, pillars, etc), so can make different designs and not only square walls as designs. Tilted floating block would be very important too.
Also would be great to build normally on top of it, but the downportion gets cutted underneath leaving it floating.

# Block mixing:
I think, if you need to blockmix, you will find the ways to do it. It would be much more better to have build-in blockmix option in menu. if not full blockmix, but in some way stabilized blockmix with limits in mixes that would leave holes or some similar.

# And not to forget:
- Big bright light for night mood
- Heavy tilted castle block (instead of 8 or 9 normal ones, 3 gets to same height)
- Nucleus or bunker for castle floors (!)

Last words, when floating surfaces was released, i have gotten since then so much more out of making maps and less and less compromizes have to be made, its really useful feature to have floating stuff. Im maybe thinking too much, but if all the blocks could have filled or floating as a option it would give so much more power for mapping.
:thumbsup:
Last edited by roppa on 03 Jun 2013, 01:06, edited 2 times in total.
User avatar
dreammyw0w
Posts: 690
Joined: 04 Jan 2013, 17:34
Location: Antwerp

Re: Powerjumps, floaters & things

Post by dreammyw0w »

good post mate!
I agree with all!

But none of them should be top priority imo!
roppa
Posts: 47
Joined: 11 Nov 2012, 21:55

Re: Powerjumps, floaters & things

Post by roppa »

Yes but not ment top priority but important to have :)
roppa
Posts: 47
Joined: 11 Nov 2012, 21:55

Re: Powerjumps, floaters & things

Post by roppa »

After rethinking i have to change a bit:

About powerjump blocks,
Afterall the problem is not in the powerjump block physics, even tho they feel bit umcomfortable, but the problem is that mappers are forced to use them because they are the only floating floors, and that creates the problem. It also forces all the upper paths have high walls and more thinking, because you can cut easily with high jump and have huge jumps too far away from edges to get unwanted places and some other problems, like stamina consuming.
So after rethinking, the "solution" for this powerjump problem is not in the physics itself, but to be able build with normal feeling surfaces, like castle floaters. Then could make normal feeling walkings, jumps and deny cutting + other things. And then the powerjump blocks could be used as they remain, but more wisely, not forced to every surface, but set into places where they actually fit. It should also make sense to have normal floating block.

I would still like to see "stable bigjump" block and other suggestions that were listed, like could build normally on top of square floaters and the downportion gets cutted, and other suggestions. But just wanted to rephrase this powerjump thing ;)
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