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backClose Combat

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Pole-Pole

Member
(19 posts)

well thats true^^
the lightsaber combat (as in JK2 and 3) was just an example for a good close combat system implemented into an id-gameengine.

for myself i'd be satisfied with just punches and kicks ;)
and i think THAT would fit warsow (.. as long as it is not in the normal gamemodes, as it may cause too much chaos)

autophobe

Member
(1045 posts)

yeah implementing a kick like the one in postal 2 would be awesome =D

Pole-Pole

Member
(19 posts)

hmm .. got another idea:

is there any possibility to slide? i mean as it is done in mirrors edge (crouch + slide ... whatever)- not bug-related sliding on ramps :-P
using something like this in midair could also make a powerful kick (opponent and oneself (slightly slower) flying in one direction instead of both in the opposite direction)

SolidFake

Member
(4388 posts)

you can slide on special shader textures called slick

Huksi`

CTF Maniac
(3270 posts)

You can slide on wdm4 ice for example

Pole-Pole

Member
(19 posts)

hmm ... oh yeah that sort of sliding^^ meant straddlling(?) - sorry wrong word (i'm not english, so i sometimes screw things up)

Hero

Kiddy-ho!
(981 posts)

mm.. Warsow need maps with ice..

Rivon

Member
(150 posts)

Do you know Urban Terror (former Q3A mod)? There is sliding - when you have some speed you just crouch and it slides till zero speed. In the game it's very useful because you have limited energy (used on sprinting and jumping) and this saves your speed.

Huksi`

CTF Maniac
(3270 posts)

Hero wrote:

mm.. Warsow need maps with ice..

Like slick on ca maps? Would be way too fast, and you couldn't hit anyone. :(

But for some maps it would be fun :)

Huksi`

CTF Maniac
(3270 posts)

Rivon wrote:

Do you know Urban Terror (former Q3A mod)? There is sliding - when you have some speed you just crouch and it slides till zero speed. In the game it's very useful because you have limited energy (used on sprinting and jumping) and this saves your speed.

I think something like that was on Q4 too.


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