[Shootmania physics and something

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sadzealot
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[Shootmania physics and something

Post by sadzealot »

So there are a few things I'm wondering if will ever be addressed or not (since they're not exactly new and haven't been addressed yet)

Rocks and other grass doodads
These are simply broken. You can get stuck/trapped in between the tiny rocks, they're slippery, if you jump on top of them you just "glide" off them without being able to jump/move until you fall off them etc.

Getting stuck in small trees
If you're unlucky you can end up getting stuck in these small trees (The small ones on the map Nightwatch by Nadeolive has examples), even the slightly bigger ones (the one next to railpad on old CC for instance).

Falling off ledges/fence
Ok, this is another one that simply does not make sense. If you get on top of a fence, or stand on the edge of any block there is and jump straight up, you move a little bit every time you land. With the end result often being you falling off said fence/block.

Chipped/broken castle blocks in B3
This is the same as rocks. Slippery and god awful physics on them. Sometimes you land on them perfectly, other times you just glide along them, sometimes you slide off them. Does not feel right or good at all.

The end result of the first two means that (in my opinion) none of those can ever appear in the playing area of any competitive map ever because you can end up getting stuck (has atleast happened inbetween the rocks on grass on a few occasions in public/practice games) The end result being a lost round because of this.

And if you can't use the small/medium trees and most rocks on grass maps, then grass maps will end up looking very bland and boring. Not that that is a problem, personally I don't think grass belong in the game at all because of how it slows down gameplay and makes people near silent untill they're right next to you (I'm talking about Elite only in this thread. As a defender you need sound to know where attacker is since you can't exactly peak out in the open to look at him very often. Thus grass the way it works now is a bad idea)
Last edited by sadzealot on 12 Sep 2013, 16:22, edited 2 times in total.
Bonfi96
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Re: [Shootmania physics and something

Post by Bonfi96 »

I hate small rocks and bushes it just feels like you don't have control of what you are doing in every instant of your interaction with them
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Rots
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Re: [Shootmania physics and something

Post by Rots »

Most of the things you talk about bring a dynamic gameplay feeling. Still, you are right that some situations feel buggy by the fact that you get stuck or whatever.

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sadzealot
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Re: [Shootmania physics and something

Post by sadzealot »

Rots wrote:Most of the things you talk about bring a dynamic gameplay feeling. Still, you are right that some situations feel buggy by the fact that you get stuck or whatever.
I disagree. It's more like playing on an uneven soccerfield. (Munglos metaphor extended from Hylis' metaphor comparing Shootmania to soccer). They were all about "fixing" B2 walljumps because of randomness, so they should stick with that line and sort this out as well. (Yet somehow rockets hitting through fences, which is another random factor was deemed unnecessary to fix because it was "fair for both teams". Well, so were B2 walljumps, I'm just saying... a lot of inconsistencies in the arguments used for fixing some things while leaving others in the game)

*edit* added one I forgot to OP
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Re: [Shootmania physics and something

Post by Rots »

Yes you are right :) But if there is a rock on that soccer field, something has to happen when you get in contact with it. If you end up on the buggy* rock by mistake its your problem, rocks are there for something. The same happens on the uphill climb block, there are "rock parts" and you have to jump multiple times or avoid them to prevent getting stuck. This is what I call dynamic gameplay. (dynamic != random)

*Obviously, It should not be buggy (getting stuck or blocked for some seconds)
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viperozza
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Re: [Shootmania physics and something

Post by viperozza »

Rots wrote:Yes you are right :) But if there is a rock on that soccer field, something has to happen when you get in contact with it. If you end up on the buggy* rock by mistake its your problem, rocks are there for something. The same happens on the uphill climb block, there are "rock parts" and you have to jump multiple times or avoid them to prevent getting stuck. This is what I call dynamic gameplay. (dynamic != random)

*Obviously, It should not be buggy (getting stuck or blocked for some seconds)
Totally agree that if you get in contact with a rock something should happen..But of course not get stucked or bugged! You should be stopped if you are running or something like that but not stucked..

On spitfire if u stay behind the tree near the pole the first thing you have to care about is not enemies' rockets but thos buggy rocks :|
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plopp
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Re: [Shootmania physics and something

Post by plopp »

Rots wrote:Yes you are right :) But if there is a rock on that soccer field, something has to happen when you get in contact with it. If you end up on the buggy* rock by mistake its your problem, rocks are there for something. The same happens on the uphill climb block, there are "rock parts" and you have to jump multiple times or avoid them to prevent getting stuck. This is what I call dynamic gameplay. (dynamic != random)

*Obviously, It should not be buggy (getting stuck or blocked for some seconds)
Well, Hylis said that he had to change the walljumps because they were random, that the geometry of the wall changed the outcome of the walljumps. But when this is on the ground it "adds dynamic gameplay"?
sadzealot
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Re: [Shootmania physics and something

Post by sadzealot »

plopp wrote:
Rots wrote:Yes you are right :) But if there is a rock on that soccer field, something has to happen when you get in contact with it. If you end up on the buggy* rock by mistake its your problem, rocks are there for something. The same happens on the uphill climb block, there are "rock parts" and you have to jump multiple times or avoid them to prevent getting stuck. This is what I call dynamic gameplay. (dynamic != random)

*Obviously, It should not be buggy (getting stuck or blocked for some seconds)
Well, Hylis said that he had to change the walljumps because they were random, that the geometry of the wall changed the outcome of the walljumps. But when this is on the ground it "adds dynamic gameplay"?
Yes, that's what Hylis said (which is why I think they should be consistent and adress these issues as well. If not they basically prove that "fixing" walljumps was all about nerfing them to be noob and casual friendly (in my opinion)), but this is Rots saying that it makes for dynamic gameplay and as far as I know he's not involved with Nadeo or the development of the game :)
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Re: [Shootmania physics and something

Post by djhubertus »

Shootmania needs faster overall movement (mainly on grass) because it's not fast paced for now and maybe posibility to catch higher edges like in Mirrors Edge.
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