Author Topic: Wallwalking Vision  (Read 6087 times)

Arsonide

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Wallwalking Vision
« on: February 07, 2005, 03:40:43 pm »
It's kind of hard as an alien to pounce on people because the vision resets when you jump of of the ceiling. If it would be possible, it would be much better to have the vision and the player stay looking in the same direction they were looking when they jumped off of the wall. It would make it easier to play the stealthy alien. As it is I get real disoriented and lose a valuable half a second when I try pouncing on humans.

DCB:ETOX

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Wallwalking Vision
« Reply #1 on: February 07, 2005, 10:49:27 pm »
I think that the vision is fine... try to get used to it.. BTW, if the vision didnt change I think it would mess with controls..

Norfenstein

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Wallwalking Vision
« Reply #2 on: February 08, 2005, 09:53:53 pm »
Ideally wallwalk would switch the vision model to be like Descent instead of Quake, where there's no "up" to limit a player's pitch and thus no need to reset the view when "down" changes. Without that, keeping the view direction the same when jumping off the wall would just make it a whole lot more confusing. I imagine this would be a pain in the ass to implement, however.

OverFlow

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Wallwalking Vision
« Reply #3 on: February 09, 2005, 01:11:18 am »
I remember seeing a very early mod that would fill the level with water and allowed you to completely flip around while swimming around.  I don't think it would be that hard to implement, but it wouldn't really be 'right'.  If the alien was looking right side up while hanging onto a cieling, what would that mean?    The body would be right side up while the legs are still sticking to the cieling. :/

If the view staied the same after jumping, then you hit another surface, would you want it to 'snap' to that surface then?  I suppose it might be a good option, but I don't think I'd like it.

Arsonide

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Wallwalking Vision
« Reply #4 on: February 09, 2005, 04:55:38 am »
When I think of looking down, I think of hanging by my back legs, like a spider does, ready to pounce.

laser

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Wallwalking physics
« Reply #5 on: August 27, 2005, 02:00:42 pm »
A trouble that I've come across which I think is a bit more annoying than the camera angels when wallwalking is that you follow every single litte crease and bend on the wall with the camera/player. it's almost impossible to control the alien when wallwalking on a wall with many small details, like small pipes or small blocks and bends.

Wouldn't some invisible wall-details used to smooth out the wall make the gameplay much more interesting for the aliens? Or, maybe make some of the smaller details "transparent" so that you cant walk through them? just so the view is more stable when wallwalking?

Just a thought.
hejdå.

Moofed

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Wallwalking Vision
« Reply #6 on: August 27, 2005, 08:41:08 pm »
While I agree that wallwalking can be frustrating, doing this would remove all of the crevices that dretches can hide in.

Jex

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Wallwalking Vision
« Reply #7 on: September 02, 2005, 08:37:15 pm »
Quote from: "laser"
Wouldn't some invisible wall-details used to smooth out the wall make the gameplay much more interesting for the aliens? Or, maybe make some of the smaller details "transparent" so that you cant walk through them? just so the view is more stable when wallwalking?


This of course is up to the individual mapper. The majority of  "official" maps have had this done to them as much as possible, but there will always be some surfaces that are difficult to navigate. If too much "clipping" is used it can give the impression of flying aliens rather than wall-walking aliens.