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Anti Gravity Catwalk (Prey)

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    #16
    Originally posted by W4RH4WK View Post
    as soon as you jump or dodge you disengage with the catwalk. no fancy maneuvering on it, just running
    I was actually thinking we could use either a visible "field" that's slightly above the floor so you can jump/dodge on other surfaces. (either that, or show a visible spark under player's feet to show they're clinging).

    This way, players using the wall gravity are not at a serious disadvantage, and map designers can make interesting maps with no visible "core"
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    clstirens
    Level Designer

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      #17
      Originally posted by SwiftMalachi View Post
      I was actually thinking we could use either a visible "field" that's slightly above the floor so you can jump/dodge on other surfaces. (either that, or show a visible spark under player's feet to show they're clinging).

      This way, players using the wall gravity are not at a serious disadvantage, and map designers can make interesting maps with no visible "core"
      sounds interesting, i guess we really do need a prototype soon

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        #18
        Originally posted by W4RH4WK View Post
        as soon as you jump or dodge you disengage with the catwalk. no fancy maneuvering on it, just running
        I know, i played through whole game . I just wanted to point out that if such catwalk prevents dodging and jumping, then players will suffer great immobility while walking on them.
        Unofficial Enforcer Model
        Redesigning Enforcer Firemodes

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          #19
          reviving this thread in hope it's still relevant ^^, would really like to see these concepts in-game

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            #20
            I really hope Epic do look into adding functionality like this to the engine. It appears that there is quite a bit of demand for it!
            Here's my original thread on the exact same topic: https://forums.unrealtournament.com/...on-to-gamelpay
            Feel free to add your thoughts!
            Unreal Old Friends
            My previous Unreal work

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              #21
              There are some engine changes on the roadmap that would support this type of functionality. Once those are in (hopefully in UE 4.5) I will be playing around with this since I would really like to see this feature.

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                #22
                bump, is this idea still relevant or lost in limbo?

                i'd really like to see at least a prototype

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