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Author Topic: srFIXty - Straferun fix mod  (Read 17232 times)

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January 13, 2014, 02:09:26 AM
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Offline JaxOf7

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srFIXty - Straferun fix mod
« on: January 13, 2014, 02:09:26 AM »
https://allfearthesentinel.net/zandronum/download.php?file=mm8bdm-srfixty-v5d.pk3

No matter which way you run, you go the same speed. You go as fast as a straferun by... running forward! *gasps of alarm*
The speed you always run is SR40 speed.

Also, it uses Powered-Up's new jump cancel script.

Jump maze is quite fun when you don't have to strafe your jumps.

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January 13, 2014, 05:22:47 AM
Reply #1

Offline Bikdark

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"but sr50 is a bug and is cheating!"haha no it's fucking not
« Reply #1 on: January 13, 2014, 05:22:47 AM »
So you went ahead and made a mod that completely removed a good feature... Huh, interesting.

January 13, 2014, 05:41:25 AM
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Offline Hallan Parva

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Re: srFIXty - Straferun fix mod
« Reply #2 on: January 13, 2014, 05:41:25 AM »
add to core y/y :ugeek:


but seriously
this would be a general improvement altogether if only because you don't have to run diagonally all the time like some loser


EDIT: actually wait one concern
does this work with custom movement values
(e.g. Scorch Wheel, Time Slow, coughcoughCLASSEScough)

January 13, 2014, 05:43:57 AM
Reply #3

Offline Bikdark

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Re: srFIXty - Straferun fix mod
« Reply #3 on: January 13, 2014, 05:43:57 AM »
So you're in favor of making the core even more dull, Smash?

January 13, 2014, 05:47:26 AM
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Offline Hallan Parva

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Re: srFIXty - Straferun fix mod
« Reply #4 on: January 13, 2014, 05:47:26 AM »
wow way to add constructive criticism *slow applause*


new players can keep up with other players (at least speed-wise)
you can strafe in any direction at full speed
you can ACTUALLY RUN FORWARD
the game is effectively given more of an even playing field

I really don't see why not to add this besides "baww keep our SR50"

January 13, 2014, 05:50:37 AM
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Offline Orange juice :l

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Re: srFIXty - Straferun fix mod
« Reply #5 on: January 13, 2014, 05:50:37 AM »
That argument only really holds water if our goal is to lower the skill/experience cap for MM8BDM entirely. Is that what we're really aiming for? Because if it is, I'm sure the Saxton Squad would adore that.

January 13, 2014, 05:53:33 AM
Reply #6

Offline ice

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Re: srFIXty - Straferun fix mod
« Reply #6 on: January 13, 2014, 05:53:33 AM »
with straferunning it was easy to dodge meleeing SR's, and plus,it made bots somewhat cheap yet still chalanging. I have mixed oppinions more or less

January 13, 2014, 05:58:38 AM
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Offline Hallan Parva

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Re: srFIXty - Straferun fix mod
« Reply #7 on: January 13, 2014, 05:58:38 AM »
but that's the thing

does it really take more skill to hold two buttons and look slightly to the right instead of just holding one button
does it really take skill to use (commonly acknowledged, but still) an exploit present in the engine since 1994

I honestly think this would be an improvement to the core despite what the old duel fogies say
and unless you have any sort of foundation for your claims, your argument doesn't hold much water itself

that's my say on the matter, really

January 13, 2014, 06:10:25 AM
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Offline Orange juice :l

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Re: srFIXty - Straferun fix mod
« Reply #8 on: January 13, 2014, 06:10:25 AM »
Quote from: "SmashBroPlusB"
wow way to add constructive criticism *slow applause*


new players can keep up with other players (at least speed-wise)
you can strafe in any direction at full speed
you can ACTUALLY RUN FORWARD
the game is effectively given more of an even playing field

I really don't see why not to add this besides "baww keep our SR50"

So Straferunning itself takes no skill, yet is something new players can't do well. I think we're moving dangerously close to making the game play itself. Personally, I find a lot of new players getting caught up on charging Atomic Fire and figuring out how to color their names. Should we go after those next?

January 13, 2014, 06:10:32 AM
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Offline Bikdark

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Re: srFIXty - Straferun fix mod
« Reply #9 on: January 13, 2014, 06:10:32 AM »
Quote from: "SmashBroPlusB"
does it really take more skill to hold two buttons and look slightly to the right instead of just holding one button
It's not difficult to hold down an extra button on paper, but it IS difficult to properly implement such a feature successfully in combat.
does it really take skill to use (commonly acknowledged, but still) an exploit present in the engine since 1994
You can barely call it an exploit. It hasn't been fixed over the course of 20 years, and AFAIK explicitly supported by a ZDN dev.
I honestly think this would be an improvement to the core despite what the old duel fogies say
Removing a feature that improves gameplay overall is not an improvement.
Also, if you're in favor of removing sr50, (something anyone can do, noob or vet) I suggest the removal of weapon slots, weapon binds, or any custom controls of the sort. They stem from the same branch, and are something new players have difficulty with. It'll most certainly even the playing field.

January 13, 2014, 06:18:21 AM
Reply #10

Offline Laggy Blazko

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Re: srFIXty - Straferun fix mod
« Reply #10 on: January 13, 2014, 06:18:21 AM »
While I find this "fix mod" an interesting idea, I wouldn't like it in the core because I like straferunning and all those engine tricks.
Maybe it would be funny if someone made an opposite mod, adding trick jumps or something.

January 13, 2014, 06:38:13 AM
Reply #11

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Re: srFIXty - Straferun fix mod
« Reply #11 on: January 13, 2014, 06:38:13 AM »
This thing feels kinda pointless since maps should never be (and as far as the core is concerned, aren't) built with straferunning in mind, anyway. And that is not to mention that making people faster in a game where most of the weapons are projectiles will make them even harder to hit.

If it simply did away with SR50, that would be great, though. Never was a fan of it.

January 13, 2014, 07:17:06 AM
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Offline JaxOf7

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Re: srFIXty - Straferun fix mod
« Reply #12 on: January 13, 2014, 07:17:06 AM »
So uhm, all I'm really going to say about what I made is
If your game discourages the simple act of running forward, something's gone wrong.

And as for straferunning being a skill, it's an input barrier.
Just makes your character harder to control, not good for an online fps environment. There are so many better skills to be devoting brain cpu to.

It's a doom holdover and unheard of in the modern fps.

I am done and now apathetic of this topic.

January 13, 2014, 07:25:13 AM
Reply #13

Offline Orange juice :l

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Re: srFIXty - Straferun fix mod
« Reply #13 on: January 13, 2014, 07:25:13 AM »
I'm sorry, what? That entire argument could be said about aiming and it'd be exactly as valid. As for it being a Doom holdover, what's wrong with that? This isn't a modern FPS, this is a Megaman mod for a Doom source port. There are droves upon droves of games that have mechanics unheard of in other games. It's something called trying to be unique.

And I don't mean to be pugnacious, but being so eager to say you're dropping the subject like that just shows how unwilling (unable?) to respond to criticism you are about this.

January 13, 2014, 07:30:57 AM
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Offline Ivory

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Re: srFIXty - Straferun fix mod
« Reply #14 on: January 13, 2014, 07:30:57 AM »
If you are saying that an input barrier is a unique gameplay element, there are better ways of being unique. MM8BDM is filled to the brim with unique elements you don't generally see in FPS games, artificially increasing your speed beyond the intended amount isn't one of them.