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Old 05-26-2006, 11:50 AM   #1
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omg ! bumpy midfields !

On the screenshots where you can see the midfields in maps I often see a lot of (more realistic) slopes... won't they negatively effect bunnyhopping ?
(I know that bunnyhopping also benefits from slopes, but it would still be harder)
Okay, most attackers will simply conc over them anyway, but what about Spies and Soldiers and demomen ?

You'd also have to make the "chaos symmetrically" or one team will have an easier path...
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Old 05-26-2006, 12:01 PM   #2
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Grenades and pipes will be a bit more tricky to play with too. I guess it's the price to pay.
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Old 05-26-2006, 12:14 PM   #3
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i've made a similiar comment in the past and i totally agree with you rannibunny. the only thing i can say is, depending on the map it might help balance the offense. if an offensive soldier can get to the enemy base at almost the same time a medic can, theres a problem.

the yard in waterwar utilizes this concept...along with a seperate spawn for defense
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Old 05-26-2006, 12:52 PM   #4
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It wont slow you down that much... As far as im concerned if pipes and grenades are harder to use in the mid map that's a bonus. Bhoping on uneven ground is a skill that many can do, and many need to acquire.
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Old 05-26-2006, 01:58 PM   #5
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won't be a problem with the way the jump timing will work tbh
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Old 05-26-2006, 02:06 PM   #6
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Quote:
Originally Posted by kam
won't be a problem with the way the jump timing will work tbh

Yeah, as I understand it, the new bunny hopping system should make the whole jump timing process a lot more simple and thereby negate the problems of having an uneven surface. I suppose it remains to be seen whether you'll be able to do interesting things with concs using parts of the surface.
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Old 05-26-2006, 02:16 PM   #7
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If bunnyhopping is going to become everyone's primary form of movement, why didn't the devs just increase the movement speed of all the classes to match it?

As for the bhopping soldier outrunning the concers, I believe they fixed that by making the max speed slower than that of concing medics or scouts.
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Old 05-26-2006, 02:27 PM   #8
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Quote:
Originally Posted by Lost
If bunnyhopping is going to become everyone's primary form of movement, why didn't the devs just increase the movement speed of all the classes to match it?
Because bunnyhopping adds a lot of depth to movement which ultimately makes the game more enjoyable. Simply increasing movement speeds is not the same thing.
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Old 05-26-2006, 03:46 PM   #9
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aircontroll ftw imo
and i hope we dont have problems with the bumpy mapps indeed
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Old 05-26-2006, 04:58 PM   #10
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Quote:
Originally Posted by Tercel
the yard in waterwar utilizes this concept...along with a seperate spawn for defense
I've actually completely redone the yard in waterwar for ff.
Still same idea, o spawns in the yard, but much differently.
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Old 05-26-2006, 05:35 PM   #11
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Quote:
Originally Posted by Lost
As for the bhopping soldier outrunning the concers, I believe they fixed that by making the max speed slower than that of concing medics or scouts.
Quote:
Originally Posted by Tercel
if an offensive soldier can get to the enemy base at almost the same time a medic can, theres a problem.
key word being almost

Quote:
Originally Posted by MadJester
I've actually completely redone the yard in waterwar for ff.
Still same idea, o spawns in the yard, but much differently.
im excited to see the new improvement
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Old 05-26-2006, 06:19 PM   #12
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Quote:
Originally Posted by Uncle-Argon
Yeah, as I understand it, the new bunny hopping system should make the whole jump timing process a lot more simple and thereby negate the problems of having an uneven surface. I suppose it remains to be seen whether you'll be able to do interesting things with concs using parts of the surface.
You can try this out to some extent by binding a key to no clip and upping air accell in vanilla hl2, you can launch off of slopes and bumps just as you can in tfc (actually its easier in hl2, because you don't get caught on a lip). I doubt they'd change that aspect of the movement code too much.
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Old 05-26-2006, 08:12 PM   #13
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The big worry with bumpiness is accidental trimping, I'd imagine. Bounce bounce, bounce, big forward bounce as you hit a downward slope, giant upward bounce as you hit an upward slope, sniper tags you while you're helpless in the air...

But that's only if the terrain is really, really bumpy, which most aren't. There's SOME height variation that I can see, but it's relatively smooth and even.
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Old 05-26-2006, 11:31 PM   #14
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And the Defrag said that the problem where pipes and grenades don't stop sliding on slopes is entirely absent from source, so it shouldn't be too hard to use them on the bumpy displacements either.
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Old 05-27-2006, 01:45 AM   #15
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This all sounds so familiar in an odd way...........................
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Old 05-27-2006, 04:30 AM   #16
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Quote:
Originally Posted by [ETF]Mulletman
This all sounds so familiar in an odd way...........................
Yeah b/c it's been mention before
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Old 05-27-2006, 05:02 PM   #17
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It's not a problem in the slightest for any aspect of gameplay (so far).
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Old 05-27-2006, 11:54 PM   #18
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Quote:
Originally Posted by Defrag
It's not a problem in the slightest for any aspect of gameplay (so far).
(in any of your expertly crafted maps)
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Old 05-28-2006, 12:45 AM   #19
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Well, the question was about their maps..
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Old 05-28-2006, 01:14 AM   #20
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True, but it seems that if anyone's going to make a map with an absurdly bumpy midfield, it might be someone who isn't what could be considered a veteran, especially to Source mapping. Someone who sees the displacement tool and wonders, "How bumpy can I make this?"

SOMEONE LIKE ME. Haha. Good thing I gave up on mapping.

But yeah, I mean, why would the dev team of the game make maps with midfields that are detrimental to a key point in the play style?
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