Author Topic: Walljump  (Read 4525 times)

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Offline p0ppin

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Walljump
« on: May 23, 2009, 06:06:27 pm »
I think you should be able to kick yourself off from solid vertical walls, and perhaps cling onto the wall if you hold the right/left directional button while against it (this is basically what happens when you do that to a wall anyway, why not make an animation for it?).

This would grant a player more mobility options, instead of losing speed to turn around when faced with a wall, a player could jump towards it, and kick off in the opposite direction (see the picture).

This idea was inspired by the N game (http://www.jeffwu.net/games/ngame.swf).  Ironically, in the credits, this game was inspired by Michal's soldat :P
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Offline scarface09

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Re: Walljump
« Reply #1 on: May 24, 2009, 01:41:55 am »
This reminds me in Super Metroid...hmmm I wouldn't mind see thing tho...wouldn't require heaps of skill?
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Offline |_ancer

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Re: Walljump
« Reply #2 on: May 24, 2009, 02:27:13 am »
Well this could be cheap or good in climb. Just say ok.

Offline Platehead

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Re: Walljump
« Reply #3 on: May 24, 2009, 03:33:32 am »
When mapmaking, option: "Enable walljump?"
Climb would change too much otherwise :P
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Offline ~Niko~

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Re: Walljump
« Reply #4 on: May 24, 2009, 04:34:58 am »
N... old times :P

I don't think the walljump would work... what's the point of it?

Offline |_ancer

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Re: Walljump
« Reply #5 on: May 24, 2009, 05:13:30 am »
When mapmaking, option: "Enable walljump?"
Climb would change too much otherwise :P
I probably go for that idea.

DarkCrusade

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Re: Walljump
« Reply #6 on: May 24, 2009, 05:14:55 am »
When you think of the move itself in reality you can do a kickoff with a normal backflip or with a rotation. What do you think of in Soldat? If you would have the rotation in Soldat aiming would be impossible after kickoffing a wall, the cursor would have to move with the kickoff rotation then, otherwise you would aim in an other direction than you see :)

I wouldnt like to see this implemented. Normally it is better to a polygon in an angle with a Y-branch where you can backflip with more speed, so I F11 this if you canĀ“t retune me ;)

Offline ~Niko~

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Re: Walljump
« Reply #7 on: May 24, 2009, 05:24:20 am »
When you think an idea won't like all the people and probably won't work, then you say: "let's just make people decide whether they want to enable it or not"

That's fail. No need for this. Didn't you have enough with backflips?

Offline STM1993

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Re: Walljump
« Reply #8 on: May 24, 2009, 06:20:42 am »
It's cool, but I am not sure whether to support it or not.

How do you determine whether a poly is wall-jumpable? Must it be vertical like a wall, or can it also be horizontal like the ground? If they can be wall-jumped from, what is the angle of wall-jumping? Those are some problems.

A reason to support this is that wall-jumping actually allows for greater variety of movement and it is practical in some situations. However, polys are always avoided when in combat in Soldat because they restrict both movement and aim, and I don't think the move is going to be used a lot as a result.
« Last Edit: May 24, 2009, 06:26:49 am by STM1993 »

Offline demoniac93

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Re: Walljump
« Reply #9 on: May 24, 2009, 09:03:44 am »
No, sorry, this would change the game play style too much, too "Matrix"-ish...
It's this kind of complex actions that don't fit the simplicity of soldat.
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Offline p0ppin

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Re: Walljump
« Reply #10 on: May 24, 2009, 09:06:18 am »
And the midair late-backflip isn't "matrix-ish"? :P

I can see what you guys are saying though, I was just looking for a new option of motion for the game.  Perhaps this just seemed like a good idea for me because my style of play requires me to be a movement freak.  Lol :-[
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Offline Lord Frunkamunch

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Re: Walljump
« Reply #11 on: May 24, 2009, 01:14:20 pm »
Actually, it's fairly easy to walljump off of all but the most vertical walls. The second you land on it, do a backflip.
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Offline demoniac93

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Re: Walljump
« Reply #12 on: May 24, 2009, 01:22:37 pm »
Actually, it's fairly easy to walljump off of all but the most vertical walls. The second you land on it, do a backflip.

^This.
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Offline tehsnipah

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Re: Walljump
« Reply #13 on: May 25, 2009, 08:04:54 am »
Wall jump? Sounds actually cool. It gives players more ways of movements/dodges.

I'll have to say F12.
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Offline scarface09

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Re: Walljump
« Reply #14 on: May 25, 2009, 05:35:12 pm »
how is this matrix...wth it's not in slow motion or anything. And soldat has "matrix" in it too like bullet-time. This might actually help gameplay you can't just jump to conclusions.
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Offline p0ppin

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Re: Walljump
« Reply #15 on: May 25, 2009, 05:44:19 pm »
@ Lord Frunkenberries - yes, as a climber for almost 2 years, I'm aware of that :P  Was thinking of something with a lil more kick though :D
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Offline Gnoblar

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Re: Walljump
« Reply #16 on: May 26, 2009, 04:39:04 am »
You could make 1337 mirrors edge style maps. That'd be fun. But F11, it's just not soldat, they're grunts, not ninjas.

Offline AussieJay

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Re: Walljump
« Reply #17 on: May 27, 2009, 12:38:55 am »
No way, what's the point of jet if you can simply jump up walls? Just not going to happen.
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Offline poodleinacan

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Re: Walljump
« Reply #18 on: May 27, 2009, 08:18:17 am »
I have the game "N+" on my pc....but if we put the wall jump in soldat, well alot of player who does jumping attacks and stuf, so it would only be more pissing because they would be able to do more anoying jumping maneuvers....
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Offline demoniac93

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Re: Walljump
« Reply #19 on: May 27, 2009, 09:19:54 am »
I have the game "N+" on my pc....but if we put the wall jump in soldat, well alot of player who does jumping attacks and stuf, so it would only be more pissing because they would be able to do more anoying jumping maneuvers....

So? The point here is actually to increase the difficulty level of gameplay by means that wouldn't go out too far from the original "infantry man" style of soldat...

So saying it's only gonna make people harder to kill means you'll have to practice aiming better, and not whine about it.
I do not mind this idea at all, it could be used in sub modes only maybe, if you'd want it to. But the main issue here is that we currently cannot be thinking about adding more far fetched features than we already did...We have to fix a lot of bugs and glitches, until we have the resources and motivation to make soldat more versatile.

So don't flame this post because it's just the opinion of someone who feels like soldat needs a rest for a while.
b&