26

Re: [GT] Midair!( new release 9/26/09 )

aircontrol 0 = best, imo.
with aircontrol 1 and 2 scores are little always because a person can just dodge rockets all the match, i saw a 5 minute match yesterday (aircontrol 2) with 1-0 scores; was booring as hell
with aircontrol 0 its common to see 24-19 etc scores.

just hope there will be possibility not to just 1hit kill in the air, but to see 2 air hits = kill etc. Also a variety of rewards for distance of kills, killing spree's, fast kills etc. big_smile

also maybe there is a possibility to include a grenade launcher in midair ? (with no splash damage ofc), just for "juggling" possibilities and more beautiful combos ? :]

and ofc maps with skybox instead of walls made of concrete, this all would be uber cool. looking forward to next releases

Last edited by mester (2009-09-21 14:03)

????? ? ???????? ??? ???????? ????????????? ??????, ?? ??? ????.

27

Re: [GT] Midair!( new release 9/26/09 )

midair updated to the warsow-esport.net servers, along with Josher_1b and btmid1 maps :-) (US servers too)

Re: [GT] Midair!( new release 9/26/09 )

warsownews'ed. I try to keep track of your changes here and update the news from time to time.

www.warsownews.net - Now with NEW content

Re: [GT] Midair!( new release 9/26/09 )

Midair are sooo god damn fun big_smile
Never played it in warsow only in Q1 before it came back to the sow world wink big_smile
About this air control for me its like AC 0 is easy and fun.. the way this gets bad is the spawns.. play against gamma = around 15 spawn kills wink oh well i guess it should be that way. Ac 1 are a bit to hard.. but i guess it will work on smaller maps smile. AC 2 are the original midair control? I find it the best smile Its still challanging but not that hard as AC 1..

AC3??? what is that??

How ever i think i will be stuck in mid air for a while big_smile i love it! I loved it since i was younger big_smile. So see you all in the cups!! smile

Last edited by Falconer (2009-09-23 10:14)

Hugz and *LoVe*
WsW Comedy Inc

Thx sexy Bruns for my avatar <3

30

Re: [GT] Midair!( new release 9/26/09 )

well, its kinda fun
but imo its still a fail midair
played it a bit today again and u still are able to kill someone without airrocket :]
and dunno if there is something like, hight level u have to reach where u are able to die with rocket but had few airrockets without frag smile

quad thingie is still annoyng, dont like that yellowish "aura" around enemy big_smile useless in middair (quad)

and about air control
hmm
dunno if solution without it is best one tongue coz when u play vs someone good with rocketz it smells like 20-0 after one frag

Anthy
#warsow.mapping

31

Re: [GT] Midair!( new release 9/26/09 )

If you mean splash on the wall that can be disabled by mappers (make rockets go through walls)

DeliriuM

#warsow.pickup
wbomb1 tricks

32

Re: [GT] Midair!( new release 9/26/09 )

it should be disable by gametype :> not by mappers

Anthy
#warsow.mapping

Re: [GT] Midair!( new release 9/26/09 )

Anthy wrote:

played it a bit today again and u still are able to kill someone without airrocket :]

play midair_b5 map, no wall splash damage.

Anthy wrote:

and dunno if there is something like, hight level u have to reach where u are able to die with rocket but had few airrockets without frag smile

g_mid_height is default at 152, which is the amount of units that the player must be off the ground before they can be fragged.  I mean, you could set this to 25( server sided only ) and you can be fragged when you just jump, but I didn't find any fun in that, I'm actually getting people telling me to RAISE the frag height.  I guess I will have to make a decision soon on whether to lower/raise it huh? tongue  Not an easy decision btw...

Anthy wrote:

quad thingie is still annoyng, dont like that yellowish "aura" around enemy big_smile useless in middair (quad)

I think there might be a way for me to disable the quads glowing effect via angelscript, I'll look into it.  But at the moment, if you want to play without quad, callvote noquad 1

Anthy wrote:

when u play vs someone good with rocketz it smells like 20-0 after one frag

I'm making some changes to aircontrol 2 which could help prevent this, but aircontrol 0 is staying as is.

Anthy wrote:

it should be disable by gametype :> not by mappers

This is a little bit harder than it sounds( in angelscript at least ) and I am looking into it.

lokirulez wrote:

warsownews'ed. I try to keep track of your changes here and update the news from time to time.

Thanks loki, I bookmarked it. big_smile

It's still a fail midair because it's not even beta 1 yet and I'm still learning what angelscript can/can't do in warsow ;P  I probably wouldn't have released this if it weren't for moonshield harassing me.

34

Re: [GT] Midair!( new release 9/26/09 )

.THRESHER. wrote:

#1 play midair_b5 map, no wall splash damage.

#2 g_mid_height is default at 152, which is the amount of units that the player must be off the ground before they can be fragged.  I mean, you could set this to 25( server sided only ) and you can be fragged when you just jump, but I didn't find any fun in that, I'm actually getting people telling me to RAISE the frag height.  I guess I will have to make a decision soon on whether to lower/raise it huh?   Not an easy decision btw...

#3 I think there might be a way for me to disable the quads glowing effect via angelscript, I'll look into it.  But at the moment, if you want to play without quad, callvote noquad 1

#4 I'm making some changes to aircontrol 2 which could help prevent this, but aircontrol 0 is staying as is.

#1 im quite sure i played b5 and it was still possible
#2 hmm u are right, 25 seems to be no a good idea. Anyway its not so annoyng with that 152. Just wrote my feelings.
#3 tbh, posted only about quad effect but im thinking that quad as item is pointless, players maybe even dont care about it but hp/armors .. hmm why 999/999 :>
#4 imo something like qw air controll tongue

anyway about qw

http://www.freewebs.com/midair/info.html
check "about"
especially this

http://www.freewebs.com/midair/info.html wrote:

"... damage taken is directly proportional to the height the player is above the standard jump height .. "

F1 :>


maybe "files -> source or server files" will help u
and try some "files -> maps" ! (i can try to help u with thiz)

Anthy
#warsow.mapping

Re: [GT] Midair!( new release 9/26/09 )

Anthy wrote:

#1 im quite sure i played b5 and it was still possible
#4 imo something like qw air controll tongue

anyway about qw

http://www.freewebs.com/midair/info.html
check "about"
especially this

http://www.freewebs.com/midair/info.html wrote:

"... damage taken is directly proportional to the height the player is above the standard jump height .. "

F1 :>


maybe "files -> source or server files" will help u
and try some "files -> maps" ! (i can try to help u with thiz)

#1: the whole wall is pretty much a sky tongue  are you sure it was on "midair_b5"?  Keep in mind, I messed up while releasing the midair gametype files and some of them said "0.1.5" as the version number, when this was not the true version number. :x  But yeah, the midair_b5 map doesnt splash at all on the walls.

not sure about the quakeworld control.
But thank you very much for the links to the qw midair big_smile  I have a little bit of experience in QuakeC so this will help very much :>

Last edited by .THRESHER. (2009-09-24 04:52)

Re: [GT] Midair!( new release 9/26/09 )

Anthy wrote:

anyway about qw

QW and wsw midair dont have to be exactly the same. QW like small maps should work well with wsw, but QW like movement imo makes it do-circles-in-air-contest and frags become more luck based, which u can alrdy notice if u play with aircontrol 1 in basewsw. While i dislike aircontrol 0, imo aircontrol 2 plays quite well and that would b the default setting i would use. Midair works as well in QW as it does (imo) bcus the projectile speed is so fast for small maps like the maps there. Obviously QW having no walljump helps too.

QW has cramped maps. Yes, they r tall but cramped and thats how they r supposed to b. There it doesnt take too long to get to opposite corner of the room. Huge maps play slower and airfrags to opposite side of the room at high air become harder the bigger the map is. Obviously smaller maps r more spawnrapish but the gametype IS spawnrapish anyways as long as the spawns r in air (which they dont necessiraly have to be, even tho i for one prefer em in air). I remember q4 also having midair, which was cursed with huuuge maps. It sucked, specially with the slow rl it had. So ye, maps following similar trend as QW maps should work quite well on wsw, but huge maps kinda wont. IMO the default map gt comes currently with should b scaled down 20-30% atleast or something, bcus its huge.

The texturing doesnt have to b eye tearing (even tho that has been the trend always with wsw midair) and imo it sucks if the maps make ur eyes go crossed if u plan to play for more than 3mins.

With aircontrol 2 ledges can make u stuck. Its ez to avoid this when doing the map by doing the ledges like here. Also pay attention to the grey area at the lowest part of the walls, it has splash on and makes it easier to bounce enemy whos too near the wall, which is imo a good thing rather than noimpact walls all the way.


Other thing in QW is the dmg based on height (and thats how it was in old wsw midair too) which imo kinda sucks. After certain height the gameplay becomes like it is atm with the gt: 1shot-kill. While its kinda fun to try to get pinpoint hits with RL on maps with noimpact on walls, i would prefer seeing midair where u have to do combos and have splash dmg on (but with higher minheight) and if the opponent drops back to under minheight, the hp/armor would reset.

Settings which i would use for such midair with splash (i would prefer 3-4 direct rox for kill btw):
minheight: 304 (imo the current default isnt really midAIR)
aircontrol: 2
walljumps: on
ffmod: obviously on cus more fun to use rl, and more knockback and cus no-stun makes it insane

Been playing with these settings now for few days (except splash off and 1hp instead of the combo shit) and it plays really well with ffmod imo.


tl;dr:
- scale the default map down
- make the future maps more cramped
- if ur map has ledges, do em like here cus aircontrol 2
- midair requiring combos > current
- make the minheight for frags 2x higher or something

(@etr) i eat racemaps
(@etr) for breakfast

37

Re: [GT] Midair!( new release 9/26/09 )

dude, i know all these things about qw  big_smile tongue

battletwat wrote:

tl;dr:
- scale the default map down
- make the future maps more cramped
- if ur map has ledges, do em like here cus aircontrol 2
- midair requiring combos > current
- make the minheight for frags 2x higher or something

sounds good for me

Anthy
#warsow.mapping

38

Re: [GT] Midair!( new release 9/26/09 )

How about an aircontrol where you can accelerate in air (320 and maybe strafe too) but not turn?
Or then just change spawns to be at ground -> spawnrapes fixed

DeliriuM

#warsow.pickup
wbomb1 tricks

39

Re: [GT] Midair!( new release 9/26/09 )

shameless bump on request

40

Re: [GT] Midair!( new release 9/26/09 )

i played a few games today. but i had the feeling splash dmg also kills when they are in midair? is that correct or is my rocket aim better than i thought?

(20:00:15) (+reFly) nothing happend
(20:00:17) (@machinemessiah) lolz

Re: [GT] Midair!( new release 9/26/09 )

T-B0N3 wrote:

i played a few games today. but i had the feeling splash dmg also kills when they are in midair? is that correct or is my rocket aim better than i thought?

Sadly, we can't modify weapons with Angelscript, so if you don't use a map that has a noimpact brush around it, you can get splash kills.  But the map I included in the zip has the noimpact brush, and battletwat has been making some maps and releasing them with impact/noimpact versions.  You can also try callvoting healtharmor 1 and noquad 1( which is default now ) and also weakonly 1, this will make it so you have to get multiple shots on your opponent.

42

Re: [GT] Midair!( new release 9/26/09 )

also, i havent tried so i really dont know, does hp always regenerate when touching the ground? Even in versions where you need multiple hits? Cause in the version i played today health would be 1 HP when not touching ground, and 999/999 something when touching the ground. Or does the multiple hit version change the health and armor settings? Cause with 1 hp i cant imagine how its gonna "store" dmg from the previous time you have bene in the air.

(20:00:15) (+reFly) nothing happend
(20:00:17) (@machinemessiah) lolz

Re: [GT] Midair!( new release 9/26/09 )

T-B0N3 wrote:

also, i havent tried so i really dont know, does hp always regenerate when touching the ground? Even in versions where you need multiple hits? Cause in the version i played today health would be 1 HP when not touching ground, and 999/999 something when touching the ground. Or does the multiple hit version change the health and armor settings? Cause with 1 hp i cant imagine how its gonna "store" dmg from the previous time you have bene in the air.

When you callvote healtharmor 1( can only vote this in warm-up ) you will spawn with 100 hp and 100 armor, but it will say 999 health and 999 armor while you are on the ground, but when you are in the air, you will see what you actually have.  Sadly, in Angelscript, we don't have the ability to create new hud modules and the ones they allow us to draw to, won't really do this any justic. sad  So think of healtharmor 1 as more of a 3/4 hit midair.  I suggest trying weakonly 1 with it and maybe aircontrol 0 for starters.

Re: [GT] Midair!( new release 9/26/09 )

T-B0N3 wrote:

also, i havent tried so i really dont know, does hp always regenerate when touching the ground?

Thresher i think hes talking about the thing i ment earlier, but i think u misunderstood. IMO it would b nice to have (votable) combomode, where hp/ap regenerates fast or resets to maximum every time u drop back to below the minimum fragheight, so ur forced to deal enuff dmg to kill the opponent in 1 air to force comboing.

Anyways gj, keep up the good work.

(@etr) i eat racemaps
(@etr) for breakfast

Re: [GT] Midair!( new release 9/26/09 )

battletwat wrote:

IMO it would b nice to have (votable) combomode, where hp/ap regenerates fast or resets to maximum every time u drop back to below the minimum fragheight, so ur forced to deal enuff dmg to kill the opponent in 1 air to force comboing.

Anyways gj, keep up the good work.

callvote jugglemode coming soon!  It's funny because I already planned on adding this as a surprise big_smile  Seems we are "on the same page" wink  And thanks battletwat!

Last edited by .THRESHER. (2009-09-27 21:15)

Re: [GT] Midair!( new release 9/26/09 )

Haha niceness! <3

(@etr) i eat racemaps
(@etr) for breakfast

Re: [GT] Midair!( new release 9/26/09 )

Is there an option to put this reward msgs off ?

Last edited by arktisch (2009-09-28 18:38)

Don't hassel the hoff!

Re: [GT] Midair!( new release 9/26/09 )

arktisch wrote:

Is there an option to put this reward msgs off ?

cg_showawards "0" I think for text

cg_volume_announcer "0" if you want to turn off the announcer sounds.

Last edited by .THRESHER. (2009-09-28 22:20)

Re: [GT] Midair!( new release 9/26/09 )

k, I finally had the time to play some matches on it so here's some critism:
Nice! I really feel like I'm back in 0.21 again, I just freaking love midair!
But there are some things which bother me.
Laggy! The whole mod seems to be laggy, at first I thought it was because my enemy had a ping of 100, but later I recognized that the mod caused this. This is really annyoing and should stand on your first list of improvements! I really can't play this mod with this :&
Then I totally hate the spawning system. I know that you want to reward players for killing others but I think the score is enough award. Especially because you can't do anything as a good player if you were shot once, with this your enemy can easily raise his score quite a lot above yours.
And the last thing is that the mod is a bit buggy with recognizing some midair hits, in one game I hit my enemy four times in midair but got never killed him. (And no, it was not at the wall, it was a direct in the air)

#warsow.mapping
latest mapreview: ws-aztech by Torefos
WASD - WArsow Singleplayer Development

50

Re: [GT] Midair!( new release 9/26/09 )

SolidFake wrote:

Nice! I really feel like I'm back in 0.21 again, I just freaking love midair!

wat
it looks like u didnt play 0.21 enough

0.21 midair is $$$
0.5 :> hmm
crap

Anthy
#warsow.mapping