Also, I experimented with "realstic" movement in quake 2 and I came to the same conclusion as DDAY mod. There's no use changing movement since it is fun. You just have to find a simple limitation that prevents it from being a common exploit.In Marine DM/CTF I simply made adjustments to speed during bunny hops only so that players eventually slowed down. Previous versions that didn't allow double jumps, ramp jumps, and normal jump heights was never ever fun in that regard.
usual limitations for good movement with restriction to promote more "realistic" play, would be stamina to prevent how much you can jump in one go (seen in rtcw, which worked out great), or you could just kick up the air friction to start effecting players sooner...
Can the jump height also be tweaked via a server-side setting?This "realism" comment has been gnawing away at my soul for the past few months. It's difficult for me to write about this without ranting, as this is a huge peeve of mine... but I'll try to just stick to bullet points:It's my opinion that 'realism' is about the worst of all possible reasons to make changes to gameplay of an FPS like Quake2.(Especially if something fun/whimsical is lost in the process, such as being able to jump on other players' heads.)I absolutely loathe the feeling in games (Unreal and Rage come to mind) where one walks up to what looks like a relatively small ledge, and can't jump on top of it. That's called "realism?" Only in a Stephen Hawking simulator, for fuck's sake.In short: Reject the temptation to lower jump height for the sake of realism unless it's compensated for by adding a Tomb Raider or Crysis style ability to haul oneself up onto a ledge that you could obviously climb onto. Otherwise you've increased anti-realism, not realism.
i probably have a 1% chance of ever winning in duel against you