Author Topic: q2dm1 jumps: intelligent design or evolution of game physics?  (Read 18248 times)

Offline [BTF] Reflex

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Re: q2dm1 jumps: intelligent design or evolution of game physics?
« Reply #15 on: May 04, 2006, 02:23:08 AM »
go back to playing on vanilla  :raincloud:

Go back to playing Deuling Banjos,

OMG,
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Re: q2dm1 jumps: intelligent design or evolution of game physics?
« Reply #16 on: May 04, 2006, 02:25:39 AM »
Quote from: {SX}Reflex on May 04, 2006, 02:23:08 AM
Quote from: {SX}Reflex on May 04, 2006, 02:23:08 AM
go back to playing on vanilla
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Offline [BTF] Reflex

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Re: q2dm1 jumps: intelligent design or evolution of game physics?
« Reply #17 on: May 04, 2006, 02:27:26 AM »
Why dont we play some quake instead of dicking around on the forums?
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Offline [BTF]DeathStalker

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Re: q2dm1 jumps: intelligent design or evolution of game physics?
« Reply #18 on: May 04, 2006, 08:59:47 AM »
I'm sorry, did yawl say sumthin ??? What was the question again ??? I wasn't paying any attention. :'( :'(


go back to playing on vanilla
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Offline [BTF] Reflex

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Re: q2dm1 jumps: intelligent design or evolution of game physics?
« Reply #19 on: May 04, 2006, 12:10:43 PM »
On a serious note.. 

Looks to me like NOTHING as far as jumps was planned on edge...

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Offline [TC]Granny

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Re: q2dm1 jumps: intelligent design or evolution of game physics?
« Reply #20 on: May 04, 2006, 04:35:28 PM »
looks to me that out of sooo many maps released, edge has more than 10-15 times as many jumps, so i will keep my doubts
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Ghost9

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Re: q2dm1 jumps: intelligent design or evolution of game physics?
« Reply #21 on: May 04, 2006, 04:45:51 PM »
I'm sure the jumps were pure luck.  The edge is a great open map with a lots of small boxes, stairs, and other edges. 

If the game wasn't so good to begin with a lot of those jumps would have never been discovered.

It's pretty cool that Tim Willits responded to you.  Its amazing to me that out of all the thousands of first-person-shooter maps, he created one that is arguably the best.
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Offline UUD-40

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Re: q2dm1 jumps: intelligent design or evolution of game physics?
« Reply #22 on: May 04, 2006, 05:02:11 PM »
I'm sure its true.

There have been much more astonishing things in life... The Slinky is a great example.  ;)
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Offline [BTF] Reflex

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Re: q2dm1 jumps: intelligent design or evolution of game physics?
« Reply #23 on: May 04, 2006, 07:38:38 PM »
Some ppl are like slinkys.  Not worth a damn for anything usefull,
but still fun to watch em fall down the stairs  :)
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Offline [BTF] Reflex

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Re: q2dm1 jumps: intelligent design or evolution of game physics?
« Reply #24 on: May 05, 2006, 01:40:38 PM »
I've thought about this some more..  and remembered a point I made to myself
that seems too reek of inteligent design.

How many Q2 maps are there that were made b4 the added physics,
that have an Item you can ONLY get with a weapon jump?

 
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Offline console

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Re: q2dm1 jumps: intelligent design or evolution of game physics?
« Reply #25 on: May 05, 2006, 01:54:22 PM »
Quote from: {SX}Reflex on May 05, 2006, 01:40:38 PM
Quote from: {SX}Reflex on May 05, 2006, 01:40:38 PM
How many Q2 maps are there that were made b4 the added physics,
that have an Item you can ONLY get with a weapon jump?

Well, there's invuln on dm3.  Also invuln on some single player maps, like base3, ware1, ...


Regards,

:mrgreen:
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Offline [BTF] Reflex

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Re: q2dm1 jumps: intelligent design or evolution of game physics?
« Reply #26 on: May 06, 2006, 02:13:43 AM »
True,..

   :ilysign:
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Offline Om3ga

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Re: q2dm1 jumps: intelligent design or evolution of game physics?
« Reply #27 on: May 06, 2006, 08:36:13 AM »
i gotta take fyzix.

gifted or not.
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Offline ReCycled

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Re: q2dm1 jumps: intelligent design or evolution of game physics?
« Reply #28 on: May 06, 2006, 06:08:59 PM »
There is no way those original maps were designed with today's jumps in mind. The concept of movement back then was simple - arrow keys to move and spacebar to jump. The megahealth on DM1 was expected to be reached via rocket jump as well as the invul on DM3. All the other stuff had mini boxes to assist reaching higher places. In 1997 processors weren't much greater than a Pentium 100 and stock video cards had 1 meg of memory.  When CPU's rose above 1000 Mhz and vid cards had 16Mb plus memory, everything changed. And of course going from dial-up to cable/DSL.
The Edge is such an overplayed map that every pixel of it has been explored thru millions of games to reveal every possible way to stretch a jump from objects, via today's high performance PC's. I started Quake 2 on a 486/100 running in software.

 :bigshades:
   
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Offline [TC]Granny

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Re: q2dm1 jumps: intelligent design or evolution of game physics?
« Reply #29 on: May 06, 2006, 06:58:27 PM »
the small ammo box and 2 large boxes connected to it, there is zero reason for that setup besides 15 different jumps, now i will say that 13-14 of those jumps im sure werent planned. but the dj to top box to mega seems like it was destined to be.  there is no reason for that perfect setup except for an insanely easy and convienient way to get the mega without rl.  u couldnt circle to it from y/a box back then so i would have to say the dj was preplanned
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