First and all: my apologies to Hunter. I really don't want to make more polls than needed and this one is pretty similar to his. But with things going pretty close (over a hundred votes for each and VERY CLOSE), it's probably best to vote things in a bit more detail. Hence this poll.
Here's a breakdown of the options (for those not too familiar with UT):
Double jump: has been around since UT2003. A second Jump at the highest point of a previous one. Note that the gained height of a normal jump is decreased a bit, so not voting for the double jump actually means you want a higher regular jump.
Dodge jump: jump directly after making a regular dodge. Probably the main reason UT200x is considered floaty, as professional players probably spend more time in the air than actually touching the ground with this move.
Walldodge (UT2kx): another introduction since UT2003: you don't need to stand on the ground to dodge. Being close to a wall works as well.
Walldodge (UT3): like previous. Except that in UT3, you keep your vertical speed, so if you're falling fast, it won't make you go from a vertical to a horizontal movement. It's certainly more realistic, but it's up to you to decide if it's more fun. Note: please don't vote both for this and the previous option.
Boost jump: I haven't played UT2003 enough to have first hand experience, but I'm told that if you could somehow press the jump button in between the two direction presses of a dodge while ALSO doing a walldodge, this would result in a huge-*** jump. I remember a video of a bombing run run in the base of BR-bifrost, but alas...I can't find it again.
(note: while this move is still in UT2004, it apparently is nerfed so much it's sort of the same as not there anymore)
Slope dodge: dodging up a steep slope would make you climb it. Even faster if you run in one direction then dodge sideways into said steep slope. Has been around since the original unreal, but pretty much removed in UT3. Best example map is DM-Rankin, which had plenty of opportunities for this move thanks to all the plates lying around.
Shield/impact hammer jump: hold the primary fire of the device, point at the ground, release. Has been with us since we had a melee weapon.
Impact hammer launching: has something to do with watching the skies while holding the impact hammer's alt fire down and then having a teammate jump into it, launching him across...wherever he needed to be.
Rocket/goo/other weapon jump: yes...other weapons could also be used for jumping. Took more health (except goo jumping+shieldgun alt fire) and was hard to aim, and generally took way too much time when fighting, but hey...it's an advanced move.
I think those are all the moves (I'm sorry if I'm missing something...it's after midnight here). Well...except the following two which haven't been changed whatsoever in any entry. I hope everyone agrees these can stay, as I was running out of options for the poll:
Dodge: doubleclick a direction to 'jump' sideways in that direction. Pretty basic. Has been around in all UT series and even unreal
Lift jump: jump when riding an elevator upwards and you'll be pushed much higher than average. Not sure if this started out intentionally in the original unreal, but it has always been here (and many maps with elevators have an 'extra platform' to lift jump to)
EDIT: while voting is still possible, it's important to know that there's an update on the movement mechanics by Epic. So don't come in and expect to radically change the way they think now.
Here's a breakdown of the options (for those not too familiar with UT):
Double jump: has been around since UT2003. A second Jump at the highest point of a previous one. Note that the gained height of a normal jump is decreased a bit, so not voting for the double jump actually means you want a higher regular jump.
Dodge jump: jump directly after making a regular dodge. Probably the main reason UT200x is considered floaty, as professional players probably spend more time in the air than actually touching the ground with this move.
Walldodge (UT2kx): another introduction since UT2003: you don't need to stand on the ground to dodge. Being close to a wall works as well.
Walldodge (UT3): like previous. Except that in UT3, you keep your vertical speed, so if you're falling fast, it won't make you go from a vertical to a horizontal movement. It's certainly more realistic, but it's up to you to decide if it's more fun. Note: please don't vote both for this and the previous option.
Boost jump: I haven't played UT2003 enough to have first hand experience, but I'm told that if you could somehow press the jump button in between the two direction presses of a dodge while ALSO doing a walldodge, this would result in a huge-*** jump. I remember a video of a bombing run run in the base of BR-bifrost, but alas...I can't find it again.

(note: while this move is still in UT2004, it apparently is nerfed so much it's sort of the same as not there anymore)
Slope dodge: dodging up a steep slope would make you climb it. Even faster if you run in one direction then dodge sideways into said steep slope. Has been around since the original unreal, but pretty much removed in UT3. Best example map is DM-Rankin, which had plenty of opportunities for this move thanks to all the plates lying around.
Shield/impact hammer jump: hold the primary fire of the device, point at the ground, release. Has been with us since we had a melee weapon.
Impact hammer launching: has something to do with watching the skies while holding the impact hammer's alt fire down and then having a teammate jump into it, launching him across...wherever he needed to be.
Rocket/goo/other weapon jump: yes...other weapons could also be used for jumping. Took more health (except goo jumping+shieldgun alt fire) and was hard to aim, and generally took way too much time when fighting, but hey...it's an advanced move.
I think those are all the moves (I'm sorry if I'm missing something...it's after midnight here). Well...except the following two which haven't been changed whatsoever in any entry. I hope everyone agrees these can stay, as I was running out of options for the poll:
Dodge: doubleclick a direction to 'jump' sideways in that direction. Pretty basic. Has been around in all UT series and even unreal
Lift jump: jump when riding an elevator upwards and you'll be pushed much higher than average. Not sure if this started out intentionally in the original unreal, but it has always been here (and many maps with elevators have an 'extra platform' to lift jump to)
EDIT: while voting is still possible, it's important to know that there's an update on the movement mechanics by Epic. So don't come in and expect to radically change the way they think now.

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