
Mid-Air Mode
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- Posts: 5493
- Joined: Sat Feb 19, 2005 12:57 am
It's hard to attain that balance because you aren't able to control the players, someone who wants to stay on the ground won't use the JP and someone who wants to go bounce bounce is zipping in the air. It's the player's choice. Maybe that I'll plan a new layout which puts some JPs in a more central area for a mar3 but don't bet on it.Oeloe wrote:Pff, beaten 25-40 by spite 60 at nmx2... Good practice though.CrinklyArse wrote:rofl, ggAll bounce is too much though but mar2 is too much ground battle. It should be more balanced.
Edit: and in this light I ask what would you want and preferably also a how, but this isn't a promise that I'll make a new one.
Well, you could balance it by reducing the amount of ground surface. Make it harder to camp there. Bouncing all the time drives you crazy after 20 minutes, but fighting on the ground mostly isn't what midair mode is about. Way too many frags happen at a foot above the ground. With the cpma 1.32 knockback system it would be different though, because you get much more upwards kb there when you shoot someone below the waist (with a rocket or nade).Survivor wrote:It's hard to attain that balance because you aren't able to control the players, someone who wants to stay on the ground won't use the JP and someone who wants to go bounce bounce is zipping in the air. It's the player's choice. Maybe that I'll plan a new layout which puts some JPs in a more central area for a mar3 but don't bet on it.
Edit: and in this light I ask what would you want and preferably also a how, but this isn't a promise that I'll make a new one.
Take a look at the polish midair maps. nmx2 for example has plenty of opporunities to shoot people in mid-air. Other map to look at are ThePit and http://www.spatter.net/quake3/maps/'own'arama.pk3 (url tags don't work for this link because of the quotes in the filename).
You'll have to figure out a way to make it possible for players to force eachother to go on JP's and also make it doable for them to shoot eachother in mid-air.
What might be a nice idea too, as an improvement of the air rox practice map oBounce, is to put in some glowing 'lines' to indicate the path that players take when they go on the JP's (without moving when in the air). That way one can concentrate on timing rockets without having to predict the path of an opponent as well. Might be a good way of making people grasp the ballistics of player movement more.

Spiterbot has the g_midair variable. I put it at 1 for our game meaning max height is 1 rj. I put it at 9 for testing in q3tower and a couple of times i got hit so hard i flew to the top of the twin towers, that's 4096 gameunits at the least out of one shot.Oeloe wrote:Way too many frags happen at a foot above the ground. With the cpma 1.32 knockback system it would be different though, because you get much more upwards kb there when you shoot someone below the waist (with a rocket or nade).
Take a look at the polish midair maps. nmx2 for example has plenty of opporunities to shoot people in mid-air. Other map to look at are ThePit and http://www.spatter.net/quake3/maps/'own'arama.pk3 (url tags don't work for this link because of the quotes in the filename).
The polish midair maps is exactly what i want to avoid. In spiterbot you have to get your opponent up with the first shot and hit him with the second. The polish maps just have several very large jumppads and so little room to stand still on besides the fact that half the time you're jumping almost synchronous with your opponent which mutes the height difference. If you want to practice for real dueling in either vanilla, osp or cpma there just aren't any arena's there that conform to that kind of training.
g_midair only seems to be effective when you give someone knockback when he's already above the ground. It also seems to have the unwanted side-effect of blowing players that are falling, back up in the air even when you shoot a rocket behind them against the wall.Survivor wrote:Spiterbot has the g_midair variable. I put it at 1 for our game meaning max height is 1 rj. I put it at 9 for testing in q3tower and a couple of times i got hit so hard i flew to the top of the twin towers, that's 4096 gameunits at the least out of one shot.
It doesn't really make sense either to practice airrox on a normal map in midair mode, because in normal duel's people are (strafe)jumping all the time, which gives opportunities for shooting someone in the air. In midair mode everyone will do the opposite by staying on the ground at all costs (never jump). That's why i think you players should be able to force each other to go in the air by artificial means (jumppads). Not to the same degree of the Polish midair maps of course.If you want to practice for real dueling in either vanilla, osp or cpma there just aren't any arena's there that conform to that kind of training.
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Last edited by Oeloe on Mon Jan 09, 2006 5:36 pm, edited 1 time in total.
The pure target of the map is best present in the first mar. It wasn't truly meant for practice, more a duel map for the midair part of spiterbot.
It enabled you to not only practice midair rockets but also use the wall to rj away from incoming shots, go to the upper level to seek some cover from a good groundlevel player. The jumppads where there for enabling you to go up but also for getting away.
If you wanted to practice midair all you would really need is 1 part where you are able to walk the ground and 1 part where you too are jumping with a third part where you just put some bots on a jumppad pattern.
It enabled you to not only practice midair rockets but also use the wall to rj away from incoming shots, go to the upper level to seek some cover from a good groundlevel player. The jumppads where there for enabling you to go up but also for getting away.
If you wanted to practice midair all you would really need is 1 part where you are able to walk the ground and 1 part where you too are jumping with a third part where you just put some bots on a jumppad pattern.
Ok.
I think oBounce is one of the most useful maps for gaining skill at airrox though. Very often you'll have to carefully judge a target's speed and compensate for that when timing a shot. Not a map you'll want to play very often, but it certainly pays off if you want to get the feeling you need to be able to do that 'swing of the crosshair' you see people do in RA3 movies (on Overkill) to do air rox.
I think oBounce is one of the most useful maps for gaining skill at airrox though. Very often you'll have to carefully judge a target's speed and compensate for that when timing a shot. Not a map you'll want to play very often, but it certainly pays off if you want to get the feeling you need to be able to do that 'swing of the crosshair' you see people do in RA3 movies (on Overkill) to do air rox.
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