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Topic: Game physics - stick with Q2 style trickjumping |
| D'sparil~rb |
General Member Since: Dec 23, 2006 Posts: 121 Last: Dec 23, 2006 [view latest posts] |
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| Orchid~rb |
General Member Since: Dec 23, 2006 Posts: 11 Last: Dec 23, 2006 [view latest posts] |
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Category: Q4 General Posted: Tuesday, Jul. 12, 2005 05:42 pm |
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| Quote (DizzyMage @ July 08 2005, 9:41 pm) | | I disagree q2 is boring. They should keep it like q3. |
Whoa - great argument  I played Q2 and Q3 for years. I thought they were both great, although I would give Q3 the slight edge - I preferred its speed and intensity. My dream would be for Quake4 to be Q3 with Q2 trick jumps. I remember seeing all those Q2 jumps for the first time and then spending hours on a server with my clan-mates just trying to master them or find new ones. I think the first one I ever saw was the strafe-jump up the side of the steps and onto the rocket ammo platform - by the railgun water on Q2DM1. I pretty much had them all nailed eventually apart from one - the double jump off the Hyperblaster lift and up onto the top........only ever managed that a few times from thousands of efforts  If Q4 is basically the same as Q3 I'll be very happy indeed. If they can throw in Q2-style jumps as well I'll be over the moon. |
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| OhYeah~rb |
General Member Since: Dec 23, 2006 Posts: 9 Last: Dec 23, 2006 [view latest posts] |
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| UniKorn~rb |
General Member Since: Dec 23, 2006 Posts: 1291 Last: Dec 23, 2006 [view latest posts] |
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| rhythmx~rb |
General Member Since: Dec 23, 2006 Posts: 4 Last: Dec 23, 2006 [view latest posts] |
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Category: Q4 General Posted: Wednesday, Jul. 13, 2005 12:11 am |
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I think your throwing q3 tricking a small bone, when it deserves more. q3 tricking wasn't just running around strafing, it took time to master also. Being a ctf player, offense, do you think i picked up the game and was fast as i am now?... no, i worked in defrag and osp everyday on some strafe pad maps, circle jump maps, etc. And i become a very fast competitor. I somewhat remember the q2 physics, but at the same time, im just more drawn to q3. |
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| Orchid~rb |
General Member Since: Dec 23, 2006 Posts: 11 Last: Dec 23, 2006 [view latest posts] |
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| HellWalker~rb |
General Member Since: Dec 23, 2006 Posts: 93 Last: Dec 23, 2006 [view latest posts] |
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| blowfish~rb |
General Member Since: Dec 23, 2006 Posts: 13 Last: Dec 23, 2006 [view latest posts] |
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Category: Q4 General Posted: Friday, Jul. 15, 2005 07:57 pm |
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Perhaps you could qualify trickjumps as a combination of the precision of moment (both in timing and positioning), using the extremities of possible movement, and the interaction of weapon effects? Most of the obvious trick jumps were based on map anomalies, where the various factors listed above were required to move from one point in the map to another where it was normally a difficult move. FPS-affected movement was a problem in Q3 also for a long time, and the pmove solution was not fully utilized by the community since it made movement more jerky (presumably through synchronizations). The FPS factor seemed to take the perceived skill out of some movements since later it was assumed that people were making the jumps simply because of FPS. (I'd hate to see low-level capping of FPS just for this reason though.) Still.. I think that the quantitive understanding of the players' movement limits by the map designers and for them to construct map architecture which facilitates trick jumps is as much part of 'trickjumps' as the combination of control/precision/movement etc by the gamer. I wonder if the Q3 DM6 rail jump was there by chance or design? Certainly it did add a large element of skill for in-match trick jumping and rewarded that. This is of course just one example.. For the base movement though, I think id/raven's apparent choice to go for Q3 movement for MP seems as popular as it could be. (far more so than if they had announced they were using D3 movement at least  ). |
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| TreeKiller~rb |
General Member Since: Dec 23, 2006 Posts: 2 Last: Dec 23, 2006 [view latest posts] |
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Category: Q4 General Posted: Thursday, Jul. 28, 2005 09:33 am |
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I somewhat/totaly agree with this thread. I`m 18 now and in the 12th grade...now back in 5th and 6th grade i started playing Quake 2 in netcafes and i must say that it`s the best of the Quake series so far.Quake 1 was a tad to boring for me and in multiplayer it wasn`t so hot either...as for Quake 3 wich IMHO was utter garbage and a total waste of my money.I mean what dose satanism,pentacles,demons and basicly doom-ish stuff have to do with the Quake universe and it`s story? The Strogg went all sick and twisted and hooked up with the dark lord against us?...oh and let`s not mention the total lack of a campaign. Back to Quake 2. The best multiplayer FPS i`v played up till UT2004 and Halo PC. These 3 games were revolutionary FPS`s. The best ever multiplayer map in Quake must be "The Edge" or "Rogues Edge" so i don`t understand why they are remaking Quake 3 maps for Q4!!! DON`T!!! Remake "The Edge" As for the weapons the Railgun is must(hope it`ll be the Q2 version cause the Q3 one looked cheap). I`m sad to see no SuperShotgun or the BFG since it`s tradition in Quake..and who can forget the grapling hook from Q2 CTF?!  As for the gameplay like the jumping and stuff well it`s not that hard and not too hard to master...just takes a little practice and it`s a lot better then Q3`s boring movement. DO NOT TURN THIS INTO ANOTHER DOOM3 wich was junk. |
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