Author Topic: Walljump  (Read 4506 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.

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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.
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Offline AussieJay

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Re: Walljump
« Reply #20 on: May 28, 2009, 12:43:30 am »
Quote from: poodle
have the game "N+" on my pc....
When I first heard of "wall jumping" it reminded me of the N game. I don't play it much, but it has the same concept.

We have to fix a lot of bugs and glitches, until we have the resources and motivation to make soldat more versatile.
True, very true. I didn't realise this until you posted it...
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Offline poodleinacan

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Re: Walljump
« Reply #21 on: May 28, 2009, 06:48:21 am »
I don't mind the idea, but putting this in a mod is better......
My point was, for exemple in the game Unreal Tournament , when there's people who are jumping to avoid you, well it anoying, so ("combat" jumping) (don't know the real name for that) is kind of not really accepted.....but in soldat, that thing should in a mod, if it goes in the game.
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Offline Snake

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Re: Walljump
« Reply #22 on: May 31, 2009, 09:23:21 pm »
Meh that's why we have jets... No?

Offline AussieJay

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Re: Walljump
« Reply #23 on: June 01, 2009, 05:00:45 am »
Exactly ;)
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Offline Lt. Sprizz

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Re: Walljump
« Reply #24 on: June 02, 2009, 10:59:43 am »
well, I'm not sure about wall jumping, but I think the whole grabbing onto walls would be cool. I mean, only if you made like a ladder or something to grab on the wall, or a ledge.

Yes, exactly like super metroid, but i think it would be fun. I'm not saying this needs to be implememnteed right away, or that it's even necessary at all to soldat.

But i like the idea, if it can be done easily.
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Offline CrayAB

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Re: Walljump
« Reply #25 on: June 03, 2009, 09:12:47 pm »
Wouldn't that require like..adding something to the engine of the game?

Soldat is closed source I believe.

Offline ValiS

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Re: Walljump
« Reply #26 on: June 04, 2009, 02:36:01 am »
Sorry for offtopicness, but this grabbing the walls etc stuff made me think of liero, why dont you suggest soldats shooting spiderman-like ropes and swinging on them like in liero.. that would be hella funny(fun).
I know its a useless thing to say but what the hell.
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Offline poodleinacan

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Re: Walljump
« Reply #27 on: June 04, 2009, 06:43:38 am »
Valis that should be as a mod...the rope grabing thing.....but for the bots...it's some thing alse.........complicate programming.
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Offline Moirae

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Re: Walljump
« Reply #28 on: June 09, 2009, 07:58:16 pm »
Hmm, how about introducing a new polygon type called "sticky". This would allow players to stick to vertical walls and even tilted walls without falling down and without ruining the gameplay of current maps. Not to mention the possibilities introduced in custom maps (which might find their way to default eventually).

Offline demoniac93

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Re: Walljump
« Reply #29 on: June 10, 2009, 03:38:14 am »
Hmm, how about introducing a new polygon type called "sticky". This would allow players to stick to vertical walls and even tilted walls without falling down and without ruining the gameplay of current maps. Not to mention the possibilities introduced in custom maps (which might find their way to default eventually).

Still, new polyworks would take too much time until they'd be introduced to default maps and they might even become unpopular or unplayed.
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Offline Zegovia

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Re: Walljump
« Reply #30 on: June 10, 2009, 09:16:43 am »
Walljumping would be cool, though it should require a certain level of skill to pull of...

Offline L[0ne]R

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Re: Walljump
« Reply #31 on: June 17, 2009, 10:42:27 pm »
Nice idea, but implementing it would make it much easier to dodge, which will turn a shooting game into ninja madness. It will also kill such tactics as boosting the enemy into the wall/pit on purpose to slow him down - he'll just jump off the surface and keep on moving without loosing much speed.
Soldat's physics allow polygons to be both your friend and your enemy, depending on situation. With wall jumps they'll be way too much of a friend and way too little of an enemy.

At least that's the way I see it.. :S
So, F11
« Last Edit: June 17, 2009, 10:44:23 pm by L[0ne]R »

Offline Neosano

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Re: Walljump
« Reply #32 on: June 29, 2009, 05:25:14 am »
Any improvement which changes the controls/adds more ways to move IS GOOD!

For example BACK FLIP!

Anyway.. this one was suggested before! The thread was called WALL KICK it looks like it was denied...

But still I'll f12 for any suggestion that changes controls!
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Offline RaiRass_Rosato

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Re: Walljump
« Reply #33 on: July 01, 2009, 07:28:25 pm »
While this idea may seem cool and appealing, if you just look at it for a second, it serves no purpose. Soldat has Jets for a reason: To make navigating a 2D world easy. N is a great game, but this isn't a pacifist Ninja game... this is Soldat.

And if you might think to bring up maps without Jet availability... Then there's no walls to wall jump on them in the first place, or the whole point of it is to be difficult to get up anyway.

Wall Jumping has no purpose; it would only look cool.

Offline Xxypher

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Re: Walljump
« Reply #34 on: July 02, 2009, 10:41:19 am »
I fot a big 'n hefty F11 on this.

Offline Neosano

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Re: Walljump
« Reply #35 on: July 07, 2009, 10:44:42 am »
Eh, one of my maps had a vertical wall and I was able to jump out of it.. if you press WD or WA jump in the wall direction you can climb up easily :D Gonna post it soon :)
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Offline Snow

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Re: Walljump
« Reply #36 on: July 07, 2009, 12:08:07 pm »
If I remember correctly, Demonic once stated that this was possible or at least easier in earlier versions of Soldat. I'll have to find his post.
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Offline p0ppin

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Re: Walljump
« Reply #37 on: July 07, 2009, 01:19:10 pm »
It is possible at the moment, only if the wall is broken into segments (polystructure-wise).  Its not really reliable and you have to land exactly on where the 2 edges meet for it to make your gostek kick off the wall.
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Offline Neosano

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Re: Walljump
« Reply #38 on: July 08, 2009, 07:21:56 am »
It is possible at the moment, only if the wall is broken into segments (polystructure-wise).  Its not really reliable and you have to land exactly on where the 2 edges meet for it to make your gostek kick off the wall.
Some time ago I was trying to do it in this way - it works crappy!

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Offline Shard

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Re: Walljump
« Reply #39 on: July 08, 2009, 08:55:58 am »
You know, whether this has been mentioned, it sounds like he wants to mix N with Soldat. F12 imo, maybe have an option for it to be turned on or off.