Wallwalking needs fixing badly

Its use is severely limited in maps with cool stuff in them, because the view tends to shift so much on well-decorated walls that it’s impossible to navigate, and aliens also tend to fall off such walls for no apparent reason. Fixing it would be another stepping stone to ending the reign of ugly box maps like ATCS. For the record, here’s how Natural Selection 2 does it.

3 Likes

@Xembie has suggested to me a little while ago the NS2 approach to wall walking, where the view remains level relative to gravity so to speak. This might be in part from playing with Trem’s wall walking for so many years, but I do still like that approach many times. There are advantages to using trem’s “rolling” view in many situations with building, and perhaps in situations of combat as well (I haven’t played NS2 yet, so I can’t say if that view would be better in all combat situations yet).

What if there was an option to switch between those two kinds of views for wall walking? If we went that route, what would be the best manual way to switch? Would there be situations where an automatic switch would be best, and if so how can we detect such specific situations?

Are there other ways we can improve wall walking in addition too and/or instead of the NS2 approach?

3 Likes