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NeoRussia's Review

Posted: 13 Jul 2012, 02:21
by NeoRussia
First off I would like to start of by saying who I am. I have been playing U/UT (Unreal Tournament) for I think... 6 years? And TF2 ever since it came out. Both competitively. In my opinion, that sub-genre of shooters is stale at the moment, with only I think Tribes Ascend doing well and being modern currently. Shootmania is a great concept, and several features are unique and can define the game and I have enjoyed playing the multiple game modes. There are several things that I think it can improve on though, if changed are made I could see it being the game for people who are interested in fast-paced quake-style shooters. Here are some things.

The HUD

The first thing I mention because it's the first thing a player looks at when he enters a game. First off, there needs to be a folder for HUD mods. Other then the crosshair this is the next thing that a player would want to make his own. There is another reason however, the default HUD isn't great. It does not display all the information needed in a easily visible manner. I can see it being hard to display it properly, as Shootmania has no real health or ammo values. If I could have it any way I want, I would have the ammo being in strips in a large circle around the crosshair, and the health not actually being on the screen but the crosshair changes from green to red depending on how much hp you have left. The stamina bar takes up most of the lower screen and is clearly visible, bright yellow perhaps.

Game Settings

There needs to be a way to set every setting in the game through both the launcher, ingame screen, and out of game menu. Also, a config file would really be useful for any advanced tweaks such as exact texture resolution and visibility settings and binds. A FoV slider is a must. Proper mouse acceleration is very important, if it's not done right it might as well not exist. Quake is the only game which I know that has gotten mouse accel right. Currently in the game mouse movement seems to be linked to your framerate. Since the game is in a pretty unoptimized state right now a lot of people are frustrated that it's unplayable for them. I can only get my full 120fps in duel servers on minimum settings, and keep it that was at a low resolution. Any competitive game must have players be able to have an even playing field, hardware differences make this hard but thankfully games like Quake and SC2 have low hardware requirements. Even if this makes everybody switch to using them it's better to have no effects and flat 1x1 textures like in quake rather then Shootmania having high recommended hardware for running the game.

Spectating

There NEEDS to be first person spectating. This is what Tribes Ascend originally failed at and along with replays, proper spectating tools are one of the things that make a shooter an esport.

Gameplay{/u]

Now for the meat of this review, if you can call it a review any more rather then a bunch of well-formatted suggestions. The first few problems that I noticed are the framerate and the latency. Latency problems seem to be because of server-side optimization, and for the sake of this being a beta I'm letting it slide as I'm sure it's being worked on. One interesting thing that seems to be happening is that one servers where players get high latency there is this "roller-skate" like movement. Generally you want players to have as much control as possible, this is something that I hated about QL over CPMA, the movement while jumping is way too restrictive, same with Shootmania. I hope this gets tightened up as well as general walking movement, as that seems to not have enough grip as needed too. Everything else I liked a lot. The weapons were great, the game modes were unique and amazing, the arena "pads" for healing and railgun were a great idea. The one thing I felt lacklustre was the map design. It may just be the evolving of the game itself as it's not out yet (lets not forget how horrible the first competitive Brood War maps were) but the maps seem way too open especially since the rocket launcher type weapon has little to no splash damage and can't really be used for "zoning". I feel like the rocket launcher needs to have more explosive recoil, sending the hit player in a certain direction that is easier to predict, and that the splash damage needs reworking so that it is possible to use it for zoning. Another thing, why no rocket jumping? It's worth trying as I feel along with better air control rocket jumping should improve the game a lot especially for duelling or "Jousting". Do you use the rocket to hit your enemy, or do you use it to give you a positional advantage or escape? This should also make the race-like game mode more interesting.

Thanks for reading, you can also check out my YouTube channel for gameplay and stuff:
http://www.youtube.com/NeoRussia

Re: NeoRussia's Review

Posted: 13 Jul 2012, 04:18
by Lim3s
I fully agree with the need for custom HUDs. We have maps, gamemodes, crosshairs, the next best (and most obious) advancement is HUDs. I think map design will definitely pick up once people start understanding the general balance of the game and start designing around that.

Re: NeoRussia's Review

Posted: 13 Jul 2012, 06:15
by CroissantNinja
If I could have it any way I want, I would have the ammo being in strips in a large circle around the crosshair, and the health not actually being on the screen but the crosshair changes from green to red depending on how much hp you have left. The stamina bar takes up most of the lower screen and is clearly visible, bright yellow perhaps.
Wow, I wish I thought of that. I love the minimalist feel of this game, and that hud would be perfect. Maybe make an option to choose between the "standard" or the "minimalist" hud, which you described. Hell, maybe you could even throw out the stamina bar all-together, like in CoD.
Do you use the rocket to hit your enemy, or do you use it to give you a positional advantage or escape?
^All of my yes. The only problem I see with this is if you want to rapid-fire in mid-air. It might end up giving overpowered maneuvering or it could just take you places you don't want to go, but I suppose that could add even more depth to the game. Or, you could make just the first mid-air rocket cause you to move dramatically, while the rest only move you a little, creating a strategic dodge-then-shoot maneuver. :?

Re: NeoRussia's Review

Posted: 13 Jul 2012, 07:22
by TheTKO
I would love an in-game guide to making crosshairs as well, I can't for the life of me find out where to downlod or how to make a custom crosshair of my own, I understand it not being here yet as it's in early beta, but adding that kind of guide would be great.

Re: NeoRussia's Review

Posted: 13 Jul 2012, 08:45
by Kitsunin
CroissantNinja wrote:Wow, I wish I thought of that. I love the minimalist feel of this game, and that hud would be perfect. Maybe make an option to choose between the "standard" or the "minimalist" hud, which you described. Hell, maybe you could even throw out the stamina bar all-together, like in CoD.
CroissantNinja wrote:like In CoD.
Image
In all seriousness though, while it could be nice for the stamina bar to be in a more convenient place, it is seriously important for it to be there. It would so suck to try to do a glide and realize you didn't have the required stamina.

I heard TotalBiscuit say something about the UI being customizable in the future? Could be completely wrong about that though.

Re: NeoRussia's Review

Posted: 13 Jul 2012, 11:36
by kalstrams
Thumbs up for hud customisation.

Re: NeoRussia's Review

Posted: 13 Jul 2012, 11:43
by Omnixor
seriously, why can't you just sit and f**king play?! you need to customise this, customise that... c'mon.

Re: NeoRussia's Review

Posted: 13 Jul 2012, 11:46
by gaertner
Yeah hud customization would be nice, thought about having ammo and that "boost-/glide-thing bar" next to my crosshair would be quite nice as well.

Re: NeoRussia's Review

Posted: 13 Jul 2012, 12:09
by kalstrams
Omnixor wrote:seriously, why can't you just sit and f**king play?! you need to customise this, customise that... c'mon.
I understand you, mate, yet my eyes are capable of seeing the existing interface on 1/4 of it's side, despite the fact that I play in 1080p on 17" screen. Give me at least scaling, because I would definitely like it being a lot smaller, especially the top bar.

I think I'll have to plug notebook to 22.5'' screen to see, what it is actually like on bigger monitors. I think interface will take plenty of place.

Still, I do not say it is band. I just say it might me a bit better.

Re: NeoRussia's Review

Posted: 13 Jul 2012, 12:21
by Omnixor
well, I get your point. just with 1366*768 15" display I don't have those problems ^^