Posted: Sun Jan 08, 2006 8:21 pm
sure i may be up for another game now 

Don't flame on this board, please.primaltheory wrote:
wrong boards dumbfuck
Pff, beaten 25-40 by spite 60 at nmx2... Good practice though.CrinklyArse wrote:rofl, gg
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.
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.
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).
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.
What about the RA3 maps (which are supported by CPMA btw)?Survivor wrote: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.