UrT HD map destruction
#1
Posted 04 December 2015 - 03:26 PM
Wo ist Schmidt?
#2
Posted 04 December 2015 - 05:01 PM
So i would say maybe, but definitely leave it to the mapper. Also i personally don't really think it would fit UrT.
I mean blowing a hole into a wall to get another route open, sure, but blowing up half the building? No. (except for the bomb explosion in bombmode maybe)
destroying a fence or a small wall? maybe. but that's the most i would want. A server Cvar would be a nice thing as well.
So most simple solution: keep it like it is right now, and we are all good. (maybe allow for an automated creation of fragments though)
This post has been edited by Iye: 04 December 2015 - 05:03 PM
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#3
Posted 04 December 2015 - 08:18 PM
#6
Posted 05 December 2015 - 01:26 AM
Quote
i was referring to the mapper being able to select with parts of the wall can be blown out(aka not the whole wall being blown but it being destructible in "pieces") , sure they then get scattered in pieces.
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#7
Posted 05 December 2015 - 12:52 PM
Simply amazing
This post has been edited by Dark-knight: 05 December 2015 - 12:53 PM
#8
Posted 05 December 2015 - 10:31 PM
I am a bit concerned about HD when we start moving towards projectiles rather than hitscan.
Most games have slow moving players where slow moving bullets aren't that big of a deal, and leading shots is based on bullet velocity.
Urban Terror has instead lightning-fast moving players where our hitscan weapons have to deal with leading shots based on player velocity.
If we make bullets too slow combined with fast movements, every single gunfight looks like a bad A-Team shootout with Matrix dodging.
Tribes: Ascend. Nobody ever takes a hit unless it's explosive or sniper round. Or something stealthy.
Battlefield 4. All bullets are slightly faster than thrown balled-up socks and it takes multiple headshots to kill.
I'm not against a tiny amount of it, but Urban Terror has been glorified laser tag with it's hitscan and no penetration gunplay. Even a small amount of either bullet travel time (and worse, DROP) or penetration drastically changes most every aspect of how the game is played.
Both penetration and projectile-bullets are treacherous in twitch shooters. People that memorize the maps need only to shoot at the wall where the choke points are.
With no penetration, any time you are hit you were on Somebody's screen for at least a frame.
You know that bitch who shoots you in the head every time you round the corner? Imagine if you didn't have to come around the corner.
Yes it all goes both ways and we all learn to adapt, but that's the point: It changes everything.
Yes Urban Terror is much smaller in scale to either of those games, and the comparison was never great.
There are many things to improve about Urban Terror that should come with HD. New-tech bullet physics is not high on my list, not if we want to have the same game.
#9
Posted 05 December 2015 - 11:19 PM
Quote
True words being told. I do like bullet penetration. its a fun thing. but ballistics? That would be too much of a change imo. (i guess thats what "-gravity and travel time" was meant to say)
i guess i could live with the possibility of bullet penetration, but only with greatly reduced damage (aka -80%+), and only through very thin objects, or maybe wooden crates. Best option: just leave its usage entirely to the mapper.
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#10
Posted 06 December 2015 - 12:58 AM
beautifulNihilist, on 05 December 2015 - 10:31 PM, said:
I am a bit concerned about HD when we start moving towards projectiles rather than hitscan.
No way no how is that going to happen in vanilla UrT.
For consideration though under UE4 Urban Terror is no longer a mod in the shadow of Quake 3 so all of the stuff we would say no way to are back on the table.
Personally I'm looking forward to doing some real fun stuff for jumpers once what has to say Urban Terror is done. :D