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

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Sm00Keh
Posts: 7
Joined: 12 Jul 2012, 09:09

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

Post by Sm00Keh »

i don't think it's a bad idea to add dodgemovement or something like it. It adds another dimension to the game and by that it doesn't get boring playing it. Things like dodging and a smooth gameplay are the reason why unreal tournament was a huge hit back in the days and the servers are still populated after 13 years.
Just my two cents :)
hadriel
Posts: 5
Joined: 12 Jul 2012, 03:54

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

Post by hadriel »

The sliding mechanism in place right now gives plenty room to pickup speed. Those who can't are probably doing something wrong. Agreed on control though, its really hard to pull off the sliding while changing directions. I had some success in releasing my forwards key while trying to turn inbetween slides in the air, but it still feels sloppy/unpolished compared to say strafing in quake. Not that the game needs a full blown cpm air control, but it would be nice to have a bit more flexibility for air movement.
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chipstalaizah
Posts: 25
Joined: 22 Jun 2012, 19:33

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

Post by chipstalaizah »

Walljumps would be pretty epic.
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Kasparov
Posts: 12
Joined: 13 Jul 2012, 21:11

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

Post by Kasparov »

I feel like jumping feels kinda wobbly.. That's because of a lack of air control and/or that weird low-gravity-jumping the models seem to do. I have problems accurately landing on a rail and stop on it because of that.
That's actually my major complaint about the movement by now. SM could use a bit of extra speed as a whole.. but that's not as important.
TheTKO
Posts: 6
Joined: 13 Jul 2012, 07:11

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

Post by TheTKO »

Yea me and my friends kind of joke about how you should never jump to dodge because pretty much the second you jump it's very easy to hit a rail or rocket. Right now having good movement is almost impossible and it is not very game changing if your movement is good.
BobbyTheBuilder
Posts: 2
Joined: 30 Jun 2012, 15:10

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

Post by BobbyTheBuilder »

+1 to strafejump, +1 to aircontrol, +1 to walljumps and emulate UT/Quake movement! I want it all! :3

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

Post by Omnixor »

then go and play them!!!!!!!!!!!!!!!!!
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Froyd
Posts: 26
Joined: 14 Jul 2012, 10:56

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

Post by Froyd »

For one I think shootmania's movement is kinda shallow at the moment compared to other games. Its skill ceiling could be a bit higher, I mean, there is an entire game mode designed around going fast, it should be BALLS hard (or at least possible) to go supersanic.

As of now, besides walking and jumping of course, you can:
-Gain and/or mantain linear speed for a short amount of time by running on those metal tracks or, jumping, falling, or being boosted by a launchpad and using your stamina near the ground.
-Get more air to some jumps (by gliding)
-Change your momentum very quickly upon hitting the ground using the stamina.
-Rocket jump (which is roughly the same as a normal jump but you can do it while using your stamina and on every direction provided if you have an adequate surface to do so)

And while managing you tiny amount of stamina and rockets is very hard, of all those things only the third is actually hard to master and useful at the same time, and even then to be really useful it depends on careful map design (like adding many steps in the most combat-heavy areas so you can be less time in the air, where you are an easy target, before using the stamina).

I think there should be a way (any way) to accelerate to a higher speed, to keep your momentum going, to dodge using your gathered speed at your advantage and to change one's direction without losing much speed, all of that achieved by careful use and very good timing of your stamina or something equally hard. Ever since I started playing I'm tinkering with shootmania's movement system trying to find some way to do it (or anything useful at all that makes me have an advatage to those who didn't spend a neuron thinking about how to move) and I would be much pleased if someone discovered (or deliberately added it in the game *hint* *hint*) a mechanic that allows us to do one of those things (like skiing in Tribes, surfing on CS or, THERE I SAID IT!, strafe jumping in Quake). This would make the game's skill ceiling higher as now you have to think not only about shooting, but also about advanced ways to dodge, not to mention making the Race game mode way more interesting. And no, this isn't about making the game feel more like Quake or UT, the game is very unique and I absolutely LOVE IT that way, I just want to go fast (think about how Tribes and Quake are completely different games/franchises even though you can achieve very high speeds in both of them).

EDIT: You know what. I'm gonna quit whining, I'm gonna learn about this ManiScript thingie and see if I can make a game mode about going really fast using the game's features.
dsi1
Posts: 45
Joined: 26 Sep 2011, 01:46

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

Post by dsi1 »

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.
NoUU
Posts: 2
Joined: 15 Jul 2012, 10:33

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

Post by NoUU »

I spent about 4 hours playing a time trial server today. I learned that there is a lot more to the movement in this game then I thought there was. I think every new player should play those servers for a few hours to learn about the movement.
Also, there is rocket jumps and stuff.


I could do with a teeny more air control. I like the fact that jumping during combat is a bad idea a lot of the time though.
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