12/27/2023 0 Comments Xonotic forums scripting![]() When Threewave (/me bows down to zoid) came out in q1/qw these maps were designed with grapple in mind. Satisfaction with some sort of contribution to the ultimate goal, is important, and that's what a grapple brought for all comers.Īs long as there are "Less" stupid narrow corridor camper choke points, then everyone has a chance for fun, and less quitters. and this is so frustrating, without grapple. Then the game could be too overpowered in DM (which includes TDM FFA CA) modes, and less retention especially for new comers.īut CTF yes for us movement noobs :), with some of the points mentioned in this post. So if someone who has got excellent CPM skills and grapple, like this 52 second demo from this trick jumper would be rinsing newcomers (nice skillz btw): My only worry is if it is introduced to TDM or CA. I dunno, I think Spidercrossings works just fine as in this demo to show some grapple fluidity 14.35. Will reflex's maps support grappling hook? We don't know, but lots if not all cpm ctf maps didn't really benefit from adding a hook.Ģ.Is it really needed in CPM CTF or in a game based on CPM, with small maps with small areas, fast acceleration, regen and low damaging rocket jumps to the wall (among others)? Probably not.ĭid someone mention grapple!!! I like the ideas of introduction of features that brought a massive community loads of fun at all skill levels.įor example none of QL's maps would work for grapple ctf." In QW ctf is inconceivable without the grappling hook, but a battlefield game with it would be silly, in which it's actually replaced by vehicles.ġ. ![]() Adding a hook is better in some games than in others and adding it is not always a good idea. This means that not only the maps matter, the gameplay does as well. For instance in both you accelerated quite slowly, it was easy to lose speed (remember they didn't have clipping through corners) and the top speed was quite high, while in CPM you accelerate quite faster and you don't lose speed all the time. etc.Įdit: Also another thing to take into account is that in those games the grapple was complementary with the QW and Q2 gameplay, the latter especially in mods with aircontrol. They were vertical with heights non reachable with one rocket jump (QL's maps arent), had circular hallways, long and open areas in which you really appreciate the initial boost of the grapple, distinct sections, etc. ![]() Weirdly enough, in QW and in Q2 the maps clearly weren't made with that intent, but all the default ones happened to work flawlessly with hook + aircontrol. For example none of QL's maps would work for grapple ctf. I'll just say that ctf with grapple/hook requires big maps, made with aircontrolled movement and grapple in mind. Reflex needs to focus on map making, improving the game for hardcore players, and coming up with NEW fun modes for casual players(THE NEXT instagib-type game) if it wants to have a long life as KING. This is what cpm look likes when played on a good map(cpm15 is the best available in cpm).īetter than any of the blowout games from the quakecon finals :)Įveryone wants to blame id software for killing the game, but i believe the gameplay(especially the team gameplay) is why it ultimately failed after 2 years. There are more features that the team could copy from qw, but i'll just leave that for the devteam to find themselves.Īnd what's up with the hate for cpm 1v1? it's a beautiful game, especially when played on a good map Grapplehook ctf? newbies love their devices :) Quakeworld's faster run speed: this will make rockets and lg harder to land and you will see less jumping, which will make the game less random.īackpacks for tdm would be an improvement over the weapon trading-ffa style tdm from q2, cpm, and ql. Inspiration, not quakelive, if it wants to be a success.*
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