Thank you everyone.
papercoffee wrote: ↑Thu Jan 23, 2020 3:58 am
You start and get pushed very fast ...when you reach a junction is it pure luck when you can change direction.
As a player you have no control. Or am I missing something?
The idea is really not having control over your own speed, you just keep going until you hit something or someone.
Having that said though, ideally I wanted for the player to be able to move rather freely to the sides, as well up and down, however due to the way UT99 works and how this map was designed, you can only control how much you can move to the sides, whereas up and down are mostly locked by the game (not even jump and crouch help in this case).
However the control you have going from side to side is bound to Air Control, which I believe the standard setting is 5%, and hardcore is 35% (I have tested in hardcore), which is something you can change before starting the match (in the same menu that you select the map, how many bots, etc).
Maybe I can force Air Control to be at a specific value at minimum in the next release.
Furthermore, so you guys understand a bit more the concept I was going for, here's what I said at OldUnreal:
Feralidragon wrote:I actually had this concept in mind for while, although instead of this small kind of map, I had more of a long "free fall through different dimensions with obstacles" kind of idea, almost like a racing gametype.
I did try to toy with the concept last year, to validate how it would play and such, and the thing is, in U227 it plays out wonderfully, like I imagined, but in UT99 it gets all sorts of rendering issues, because of the warp zones and the rendering distance limit from the existing renderers, so I kinda gave up on it for the time being (maybe if v469 fixes these).
In this case, I made a small and indeed "crazy" version of what I had in mind.
In this version the players aren't free falling, so you can only control movements side to side (up to what the air control setting allows you to), which is not as great as what I wanted to do.
As for the gameplay, I have tweaked the zones, kickers and such, so that in the end the speed would be neither too fast nor too slow to handle, and in such a way that different weapons will react differently to the zones, allowing a different kind of gameplay without changing the weapons themselves.
Namely, the biorifle gel and rocket launcher grenades go faster than players when shot, meaning that these are the weapons and modes to use to shoot enemies directly ahead of you.
The ripper blades and rocket launcher normal rockets are best used shot backwards (and are extremely effective), although you have to be careful with the blades since you can headshot yourself by accident.
The flak cannon is a special weapon in which the secondary projectile goes at the same speed as the players, but as such is useful to shoot enemies behind you, but not directly behind you but near the walls (if you shoot them behind you but in an angle, the projectile will make a curve, and hit players nearby and or walls near them hitting them with splash damage).
Whereas the primary mode (shotgun-like) is good to damage players really close to you.
So the gameplay in this map becomes quite interesting.
If players were able to move upwards and downwards it would be a lot more fun and challenging (maybe I could write a mod to make it possible, but didn't feel like it this time around).
I have personally played a lot of games in this map since it's quite fun to use the standard weapons in slightly different ways, and making all sorts of trick shots with the gravity, kickers and warpzones.