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[Gameplay Feature Idea] Ledge Hang
#1
Posted 01 January 2016 - 07:07 AM
So we all know and love the UrT ledge grab and ledge climb, however currently there is no way to simply let your player hang from a ledge and then choose when to climb said ledge. I think it would be a nice addition to the game to allow a player to hang from a given ledge and possible move along a ledge they are hanging from.
Now this kind of addition would end up ruining a few jump maps that focus on ledge climbing and require the player to do those ledge climb jumps or ledge climb drops to move laterally on ledges. While this would end up negating some of that, I think some really cool possibilities could come up from allowing a player to hang from a ledge, and then possibly move side to side on said ledge.
This sort of ledge hang should not change the standard gameplay much as it makes you a sitting duck, and you would have to actually climb up on the ledge to use your weapon. Also, I think it would be kinda fun to force the player to fall if they were shot while hanging from a ledge, and maybe even if they are shot part way through climbing on the ledge.
Anyway, I think the ledge mechanics could be a place to expand the features a bit. At the moment I can't really think of any super innovative ways to use this in jump maps, but I feel like this could open up some cool options even if I cant think of them at the moment.
Now this kind of addition would end up ruining a few jump maps that focus on ledge climbing and require the player to do those ledge climb jumps or ledge climb drops to move laterally on ledges. While this would end up negating some of that, I think some really cool possibilities could come up from allowing a player to hang from a ledge, and then possibly move side to side on said ledge.
This sort of ledge hang should not change the standard gameplay much as it makes you a sitting duck, and you would have to actually climb up on the ledge to use your weapon. Also, I think it would be kinda fun to force the player to fall if they were shot while hanging from a ledge, and maybe even if they are shot part way through climbing on the ledge.
Anyway, I think the ledge mechanics could be a place to expand the features a bit. At the moment I can't really think of any super innovative ways to use this in jump maps, but I feel like this could open up some cool options even if I cant think of them at the moment.
#2
Posted 01 January 2016 - 05:25 PM
I'm more interested in more dynamic ways of extending ledge climbing / mantling. This is something I plan to work on now.
Like you said hanging would rarely be a good idea during gameplay so I'm not a fan of that. Also dropping when shot may be realistic, but I think it would ultimately be more frustrating than fun (like being zoomed out when shot... meh). I want players to feel more in control and more dynamic, not less. So I am mostly thinking about elegant ways of crossing obstacles smoothly and swiftly.
Like you said hanging would rarely be a good idea during gameplay so I'm not a fan of that. Also dropping when shot may be realistic, but I think it would ultimately be more frustrating than fun (like being zoomed out when shot... meh). I want players to feel more in control and more dynamic, not less. So I am mostly thinking about elegant ways of crossing obstacles smoothly and swiftly.
#3
Posted 01 January 2016 - 05:35 PM
Just another idea I think would be cool to add onto this topic: While you are on ledges you can shoot with only your pistol and it would be blankfire.(no aiming) Though I don't picture UrbanTerror to be the type of game to add these type of features in, it would definitely be cool to see them in the game. I just don't see UT to be the type of game with those ideas, it doesn't suit it.
Happy new year!
Happy new year!
This post has been edited by Twofortheseven: 01 January 2016 - 05:44 PM
#4
Posted 01 January 2016 - 07:53 PM
Yeah that would only really make sense with ledge hanging, and that would add a lot of complication for something that is rarely useful. I'd rather make ledge climbing in general a faster process.
To me, Urban Terror is about constantly staying in moving. Think parkour, not rock climbing.
Jump mode is a bit of an odd addition to 4.x, which is mostly community driven. For HD, I expect it to become a more core aspect of the game. That means hopefully more detailed levels, probably renaming the mode to "Parkour", and at least in official parkour maps I expect a bit more focus on speed rather than simply difficult jumps. That way beginners can also enjoy the mode while they gradually improve their skills and completion times. We can then add features like medals to earn on each map based on your completion time, possibly coupled with rewards like cosmetic items, badges, or weapon skins. And highscore lists obviously.
Of course the super hard trickjump maps will not disappear, and I would again expect them to be mostly community driven.
To me, Urban Terror is about constantly staying in moving. Think parkour, not rock climbing.
Jump mode is a bit of an odd addition to 4.x, which is mostly community driven. For HD, I expect it to become a more core aspect of the game. That means hopefully more detailed levels, probably renaming the mode to "Parkour", and at least in official parkour maps I expect a bit more focus on speed rather than simply difficult jumps. That way beginners can also enjoy the mode while they gradually improve their skills and completion times. We can then add features like medals to earn on each map based on your completion time, possibly coupled with rewards like cosmetic items, badges, or weapon skins. And highscore lists obviously.
Of course the super hard trickjump maps will not disappear, and I would again expect them to be mostly community driven.
#5
Posted 01 January 2016 - 10:05 PM
Yep, I agree with Zenity here. I like the idea of more parkour movements in the game that are smooth and quick. I want walljumps like the ones Dottie does in Agent Carter. She does three down a hallway and lands on her enemy's shoulders and breaks his neck with her legs. She also walljumps down a stair well. Gotta love it when the comic book TV shows do our movements!
The perfect ending to a series of walljumps.
At 1:20 she starts to ledge grab and then she walljumps off of the railings all the way down the stair well. hehe
The perfect ending to a series of walljumps.
At 1:20 she starts to ledge grab and then she walljumps off of the railings all the way down the stair well. hehe
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#6
Posted 02 January 2016 - 08:42 PM
Zenity, on 01 January 2016 - 07:53 PM, said:
I'd rather make ledge climbing in general a faster process.
To me, Urban Terror is about constantly staying in moving. Think parkour, not rock climbing.
To me, Urban Terror is about constantly staying in moving. Think parkour, not rock climbing.
but it would be nice to as your about to grab to press <key> and do an action that consumes stamina (jumping, crouching etc), which would allow you to pass the object while maintaining momentum.
Obviously normal grabbing will still be situationally useful in a lot of cases.
#7
Posted 02 January 2016 - 09:22 PM
Fredrik, on 02 January 2016 - 08:42 PM, said:
Zenity is removing stamina confirmed.
but it would be nice to as your about to grab to press <key> and do an action that consumes stamina (jumping, crouching etc), which would allow you to pass the object while maintaining momentum.
Obviously normal grabbing will still be situationally useful in a lot of cases.
but it would be nice to as your about to grab to press <key> and do an action that consumes stamina (jumping, crouching etc), which would allow you to pass the object while maintaining momentum.
Obviously normal grabbing will still be situationally useful in a lot of cases.
As a matter of fact, I already implemented this in HD (with <key> being Jump). :o I'm not totally happy with it yet however, so I'll experiment more. That's the general idea though: Press a key and consume stamina for a speed bonus / lack of slow down.
#8
Posted 02 January 2016 - 09:36 PM
Zenity, on 02 January 2016 - 09:22 PM, said:
hat's the general idea though: Press a key and consume stamina for a speed bonus / lack of slow down.
and just one way normal grabbing is still useful.
Stamina is at 20% once you grab, you do this action to keep momentum. but since you were so low before the grab, it makes you run out of stamina so you won't get to keep momentum anyways and have to rest 2-3 seconds.
While if you grab normally, you still have stamina and can simply do a jump and powerslide to cover more distance.
In UrT you really have to think "If I use this much stamina from point A to B, will I have enough from point B to C?"
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