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Teiman
Joined: 03 Jun 2007 Posts: 309
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Posted: Mon Mar 29, 2010 5:09 pm Post subject: |
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Spike wrote: | is it any worse than rocket jumps? |
bad in what sense? I kind of think is a awesome tactic.
not player created, since some original DM id maps need rocketjumps to get some items.
If rocket jumping is bad... then grenade jumping is bad.. and rocket arena is bad and running maps fast is bad, and games like nexuiz and warsow are bad. and the universe destroy itself. So these things can't be bad. |
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Chip

Joined: 21 Jan 2009 Posts: 314 Location: Romania
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Posted: Mon Mar 29, 2010 6:54 pm Post subject: |
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Teiman wrote: | if ( self.nickname == "Junrall" ) damage *= 0.5; |
Lol! I do this with PHP programming, but never knew it's possible with QC.
Teiman wrote: | Maybe the real problem here is not "cheating" but "content skipping".
There are games where jumping is disabled, to force players experience the maps in a linear way. Something akind to that.
And yes, "user made stairs" can be abused on most maps to avoid the mapper design and "content skip". |
What if the ONLY way of reaching a certain ledge would be to use such a gun? Like a puzzle level? An empty room with a hole way up, and a spike gun in the corner? Whatcha gonna do?
What about certain camping/sniping /powerup locations, reachable ONLY using a spike gun?
I really like this idea and I fully support it.
@Junrall: Give us more details about your mod. Is it a singleplayer one? Is it based on exploration or finding certain areas or items? Is it exclusively multiplayer? Is it Tomb... er... Quake-Raider?
Do you think that a multiplayer scenario would allow the time to shoot and climb spikes on a wall and risk getting caught in an awkward position somewhere halfway on the wall?
Are there monsters that might catch you while climbing? Are you going to die if you fall from the wall? Is it too high? Are there intermediary ledges to rest and shoot a new round of spikes?
 _________________ My Projects: Quake 1 Mods | OpenQuartz 2 | ChipQuake |
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Junrall

Joined: 21 Sep 2009 Posts: 136 Location: North West Oregon, USA
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Posted: Tue Mar 30, 2010 6:24 am Post subject: |
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Teiman wrote: | Or putting in the code something like if ( self.nickname == "Junrall" ) damage *= 0.5; to get a adventage to yourself. |
Lol! You guys are killing me!
But, you are right that would be cheating.
frag.machine wrote: | @Teiman: I suppose Junrall is talking about breaking the expected flow in some maps, not exactly cheating. This question has a very similar answer to that ajay made about changing zombies behavior in his mod: as long you're playing in maps made with these facts in account (and it's something available to everyone) I don't see any problem on that. Actually, new gameplay is always refreshing and welcome. |
Yes, this is along the lines of what I was considering. I have seen a few comments, in this post and others, in regards to being able to break the flow of certain maps. In the case of single player maps... I guess the author might get a tiny bit miffed, but perhaps the person who really is being cheated is the person who tries to blast through a map, for the first time, with a grappling hook (or walkable spikes) without first trying to follow the intended flow of the map. I suppose this can be true, as well, for multi-player maps.
We all know... if you give someone a tool, they are going to use it. Often times they'll use it in ways you never expected it (rocket jumping).
Chip wrote: | What if the ONLY way of reaching a certain ledge would be to use such a gun? Like a puzzle level? An empty room with a hole way up, and a spike gun in the corner? Whatcha gonna do?
What about certain camping/sniping /powerup locations, reachable ONLY using a spike gun?
I really like this idea and I fully support it.
@Junrall: Give us more details about your mod. Is it a singleplayer one? Is it based on exploration or finding certain areas or items? Is it exclusively multiplayer? Is it Tomb... er... Quake-Raider?
Do you think that a multiplayer scenario would allow the time to shoot and climb spikes on a wall and risk getting caught in an awkward position somewhere halfway on the wall?
Are there monsters that might catch you while climbing? Are you going to die if you fall from the wall? Is it too high? Are there intermediary ledges to rest and shoot a new round of spikes?
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Haha, I'm not really working on any sort of mod per-say. I'm targeting specific areas of the Quake code that interest me and am going over it with a fine tooth comb... trying to learn how things work together and why things are done the way they are.
For instance, for a little while, the traceline interested me and so I studied and tweaked with the traceline and eventually created some modules/functions that can be used to look at the surrounding terrain and return info such as walkable/jumpable gaps, jumpable/non-jumpable blocks, walls and whatever... hopefully saving someone time on creating navigation code.
Now I'm on a ricocheting/sticking/bouncing spikes kick, using Darkplaces... which is how I ended up discovering a way to traverse walls.
I save each of these new things that I think are cool in hopes that sometime down the road I can utilize them in an all out "kick butt" mod (or so I imagine it might be!).
I have other ideas and areas of the code and Darkplaces I wish to study and explore and hopefully discover a new twist here and there!
Though, I must admit... I have been giving it some thought and would like to explore the idea of creating a mod that has some semblance of direction.
After reading everyone's comments I have become excited in pushing the "walkable spikes" to the next level. I think it would be a good step in the right direction towards my first attempt at a mod.
One Idea I have is to lengthen the spikes to something more believable... possibly rebar, as in Halflife, that can be used to traverse walls. And for an upgrade to the rebar... what if a person obtained a rope as well? The upgrade could be a rope with a rebar attached to either end... shoot one rebar across a gap/cliff and the other at your feet... voila! Instant tight-rope that can be walked across.
Multiplayer could be interesting. Suppose there were two teams... each trying to traverse a large vertical cavern/crevice with one goal in mind... to touch a flag and win the game. Maybe there is a limited supply of rebar... slightly more than enough to get to the top of the cavern. So now, not only do you have to survive gunfights, the climb to the top, you'll have to gather and kill for rebar! Maybe only an explosion near a rebar will dislodge it from the wall... can you imagine the game play? You would have people fighting to climb, others guarding the climbers, people fighting for and gathering rebar, and teams shooting rebar into hiding spots, thereby hording rebar until they have enough. If you discover a cache or rebar... blast it out of the wall with a rocket!
Heheh, sounds fast and furious to me! _________________ Good God! You shot my leg off! |
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