Debriefing > Impressions & Feedback

Jumping

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teekay2010:
I searched the forum but couldn't find anything all that relevant.

What's the deal with jumping? The jump height has been reduced from hl2... probably because the original GoldenEye didn't allow jumping... right? I'm assuming this was a decision made to make the new GE:S more similar to the classic game. Though, in GE:S, you can still get over most obstacles with the hacky crouch-jump.

As I'm designing maps, I find myself more often than not wanting the player to be able to jump a tad higher. I have a platform on the ground that any human being in real life step onto... it has no railings or anything... probably around 32 units high, but I don't have my map open to verify (since I'm at work on break). It's just slightly too high to walk or jump onto. If it's any shorter of a platform, it wouldn't look right. Now I'm stuck placing invisible steps around the platform's perimeter if I want to keep the map looking as-is and solve the problem.

Is there any chance that the jump height can be revised?

It seems like most classic maps don't allow you to jump off ledges anyway... so jumping probably wouldn't affect classic map gameplay all that much.

I know it might be a little difficult to change at this point because certain maps may need to be reworked a bit.

A possibility? Or is everyone else okay with jumping?

Mangley:
Jumping in general is a big 'meh' from me, I can see why crouch-jumping is necessary for navigating over obstacles, but it shouldn't be the feasible way of dodging bullets/cheating death that it is. Especially given that jumping was no part of the gameplay of the original.

The main problems I see with jumping at the moment are:

* Jumping has no impact on weapon accuracy compared with moving normally
* Jumping conserves your momentum, making it a viable way to dodge and jump around at wall-run speed.
* Crouch-jumping is glitchy and needs animations so that the player doesn't shoot up 5ft in the air.
Personally what I'd like to see in the future is some kind of penalty of reduced movement speed and accuracy when jumping.. meaning that someone can't so easily jump around like an idiot trying not to get shot, at the moment jumping gives a huge advantage for people with spraying weapons over people with accurate weapons. Jumping should be purely navigational.

killermonkey:

--- Quote ---Crouch-jumping is glitchy and needs animations so that the player doesn't shoot up 5ft in the air.
--- End quote ---

This is not true in 4.0. I totally rewrote jump-duck code in 4.0 to add in a delay (a crouch/uncrouch delay if you will) when you press or release the crouch button. Secondly, I totally disabled the ability to "unduck" in midair. Once you are ducked, you stay ducked until you land. This was the main cause of the popping into the air 5 ft (thanks Valve!).

Furthermore, there is a dynamic re-jump delay that is put into place everytime you jump (regardless of ducking). If you jump and land at the same height or lower the delay is at maximum (~1.5 seconds) and if you jump and land higher than you started it is minimized by a function of that height difference. This encourages the use of jumping to clear obstacles while preventing bunny-hopping style jumping.

Now, as for the duck height. It is PERFECTLY set to allow a player to mount a standard sized box/prop using a properly timed jump-duck. No more, no less. It will not be changed. I forget the exact unit height, but I believe it is 36 units. It was tuned to be high enough to jump-duck into the windows on cradle and to leap over railings without excessive difficulty.

Mangley:
From the player's perspective, yes crouch jumping works that way.. But to other players, when you're crouch jumping your player model does shoot up to a ridiculous height.

Here I took screenshots to compare the apex of the jump to the crouch jump:

Jonathon [SSL]:
The standard size for railings in Source is 40 units, as used in every HL2, CSS, and GES map. This is easily jumpable with a duck-jump.

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