Hello there. There're already some stuff going on with the movement mechanics, but I still can't find something that feels right for me.
Well... I've decided to mess with the config a bit and I've came up with this.
In this config I'm trying to take further the UT3 formula while taking care of such flaws like "grounded feeling", "heaviness" and kinda single jump "underuse".
Tweaks:
- increased air control & falling acceleration
- double jumping
- primary & secondary walldodges are now equal (with adjustments for double jump)
- snappier dodges & dodge landing, reduced min delay between dodges
- no sprinting
- no landing assist boost
- slight rolling tweaks (no longer slower than walking)
- little increase in crouching speed
Distance comparison:
Default

Tweaks

All credits goes to Sir Brizz for movement prototyper mutator.
Installation:
Unzip mutator to \UnrealTournament\Plugins.
Unzip ini file to \Documents\UnrealTournament\Saved\Config\WindowsNoEditor
MovementPrototyper.zip (03/31/2015)
The goal was to make the movent more fluid, responsive & consistent without going crazy, fun but fair enough.
In my opinion double jumping is no less important than dodging, it's pretty much essential for more engaging face-to-face combat and a wide variety of playstyles. It gives you far more options both in combat and in overall movement without being nesessary to use for everyone or every time (if taken in consideration for the level design).
Some video footage:
Please consider that it's hard to judge only by video
I hope it worth a try. Also I will be grateful for any feedback about what feels good/bad right now.
Well... I've decided to mess with the config a bit and I've came up with this.
In this config I'm trying to take further the UT3 formula while taking care of such flaws like "grounded feeling", "heaviness" and kinda single jump "underuse".
Tweaks:
- increased air control & falling acceleration
- double jumping
- primary & secondary walldodges are now equal (with adjustments for double jump)
- snappier dodges & dodge landing, reduced min delay between dodges
- no sprinting
- no landing assist boost
- slight rolling tweaks (no longer slower than walking)
- little increase in crouching speed
Distance comparison:
Default
Tweaks
All credits goes to Sir Brizz for movement prototyper mutator.
Installation:
Unzip mutator to \UnrealTournament\Plugins.
Unzip ini file to \Documents\UnrealTournament\Saved\Config\WindowsNoEditor
MovementPrototyper.zip (03/31/2015)
The goal was to make the movent more fluid, responsive & consistent without going crazy, fun but fair enough.
In my opinion double jumping is no less important than dodging, it's pretty much essential for more engaging face-to-face combat and a wide variety of playstyles. It gives you far more options both in combat and in overall movement without being nesessary to use for everyone or every time (if taken in consideration for the level design).
Some video footage:
Please consider that it's hard to judge only by video

I hope it worth a try. Also I will be grateful for any feedback about what feels good/bad right now.
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