Q2
#21308 posted by ijed on 2012/02/03 21:51:13
I didn't like the movement, but there was still great level design in there.
Overall I'd say the game design was the only part off-kilter, although thats also the most important.
I remember the power station and warehouse as being very good.
ReMakeQuake2..? :)
Warehouse
They sorta dropped the ball on forcing the order of placing the cubes instead of making it open ended.
#21310 posted by necros on 2012/02/03 22:13:13
movement in q2 is weird... for example, it's possible to slide, almost out of control, down a very gentle slope.
noticed that a few times in spogsp1.
also, if you mantle up when jumping against a low ledge, you conserve your horizontal momentum, which can send you flying out of window or somesuch. very strange decisions were made when the physics were coded up.
OTP
#21311 posted by ijed on 2012/02/03 22:56:39
You need a project to apply insights like that to.
Physics.
#21312 posted by Shambler on 2012/02/03 23:08:27
I liked Q2 physics. It was a bit softer than Q1, like hitting edges and stuff, and the double jump bug, but I still liked it in it's own way.
#21313 posted by necros on 2012/02/04 01:39:36
the thing i mentioned about the mantling/conserving momentum... i think that has to do with the hitting edges and double jump stuff...
because it'll treat the ledge as a step so you keep moving forward, but the ledge is thin, so you end up flying right out a window... i dunno, it's hard for me to explain. :P
I love bunny hopping, so I dislike Quake 2 heh. It feels like a more stiff version of Quake 3 going back to it.
#21315 posted by rj on 2012/02/04 11:00:01
I love bunny hopping, so I dislike Quake 2 heh.
bunny hopping in q2 is a piece of piss. actually more effective than in q1 too due to the aforementioned weird physics (you maintain more momentum when landing)
Although I Should Add
#21316 posted by rj on 2012/02/04 11:03:47
it's only more effective in straight lines. you can't jump round a corner in q2, which is where q1 physics quirks prevail :)
#21317 posted by Nitin on 2012/02/04 13:46:53
Alright peeps, off to tanazania. I expect some releases in my absence :)
Bunny hopping != strafe jumping (:
Ok
#21319 posted by rj on 2012/02/04 19:57:43
i'll stick my hands up and say i don't know what the difference is :Z
Is...
#21320 posted by Shambler on 2012/02/04 20:14:55
Bunnyhopping is just repeated strafejumping, using the initial maintenance of increased speed when you first hit the ground after a jump.
Bunny hopping: Holding a strafe button only and turning to get air control (and some accel)
Strafe jumping: Holding strafe and forward and holding the mouse at the right angle to accelerate.
Perhaps I should say air control then :p
Only game that truly has both is CPMA.
#21322 posted by spy on 2012/02/04 22:32:47
never been able to perform neither BH nor SJ
maybe i'm just suck
Actually
#21323 posted by megaman on 2012/02/05 13:53:17
Bunny hopping: Holding a strafe button only and turning to get air control (and some accel)
Strafe jumping: Holding strafe and forward to accelerate.
Circle jumping: Holding strafe and forward and moving the mouse at the right speed the correct angle to accelerate even more (only works for the first jump).
#21324 posted by gb on 2012/02/05 14:46:40
In Quake 1, monkeying around in the air makes you go faster than pure strafe jumping. Basically turning = acceleration. Q1 bunny = using air control to accelerate, switching strafe/turn direction in midair. Netquake requires you to use the Forward key as well.
In Q2/Q3 it's more of a continuous strafing as far as I remember, changing strafe only occasionally to keep your general direction.
Technically a strafe jump is any jump where you strafe while in the air, though.
The term bunny hop just means hopping repeatedly, I think.
The term bunny hop just means hopping repeatedly, I think.
It does now when people talk about games like CoD or Halo where people just bounce for no reason.
In Quake/oldie Half-Life and TFC/CPMA/Warsow it is a specific combination of mouse movement holding a strafe button into the turn to maintain speed through corners.
Also the air control in Painkiller is nothing like it either really. S'why PK's movement sucks :P
Fresh Reviews By Tronyn
#21326 posted by Spirit on 2012/02/05 18:48:06
Thanks For The Review Tronyn
#21327 posted by RickyT33 on 2012/02/05 19:01:17
U are too kind :)
Daz Is Now In 3D! ;)
#21328 posted by sock on 2012/02/05 21:22:06
My Life Is Complete
#21329 posted by DaZ on 2012/02/05 22:35:52
The Altar Of Storms
#21330 posted by DaZ on 2012/02/06 07:09:43
By Necros
http://youtu.be/tiDb7ZMk9BI
Awesome atmosphere, forgot how great this map was :) Thx Necros!
#21331 posted by necros on 2012/02/07 00:27:41
thanks for the playthrough! :)
i'm glad i put in that anti-death system... saved you twice against those shamblers. ^_^;
Argh
#21332 posted by DaZ on 2012/02/07 00:39:29
I KNEW IT! :D
I thought I was just the luckiest guy in the universe :P
<Daz_> does ne_ruins have some strange thing where you cannot die or something? I got hit down to 1hp on two different occasions and was amazed I survived :)
<worktore_> The answer to that question is necros.
<Daz_> well that was very illuminating
<Daz_> :D
<worktore_> I can personally guarantee that it is possible to die in ne_ruins. :\
<Daz_> I must have been the luckiest guy in the world then, twice, on the same run :D
<Daz_> fuck the odds, I am awesome
<worktore_> Add sunglasses. All skill!
<worktore_> ...
<Shitbler> daz when i've watched your demos you do seem to have some sort of innate survival talent
<Shitbler> combined with a general air of unobservant spastication that makes it all the more impressive
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