When Q3 came out it was so different from Q2 we fealt wronged and angry.
I don't think the jumps deepen the gameplay, it just makes it a different game.
Quote from: Robot on August 16, 2007, 06:36:24 PMI don't think the jumps deepen the gameplay, it just makes it a different game. Interesting. We may just disagree on this. When 3.15 came out in mid-1998 I had been a professional game developer for 9 years. And when the q2 community started figuring out the deeper and deeper jumps made possible by these physics, I went around in a frenzy jabbering at all my colleagues, "OMG! This is the most f'n amazing accidental feature in the history of gaming!!!"Quote from: Robot on August 16, 2007, 06:36:24 PMI think strafe jumping (most of the time) is a sign that someone is trying really hard.I believe I understand how that could be the case. On the other hand, once you learn the jumps, there's a feeling of effortessness to them. (And I say this as a relative n00b compared to people who are really good at jumps.)I think there's a beauty to the q2 jumps... I think they're probably more difficult to master than if someone in a game designer capacity had spec'd the jumps as a "feature". But there's a transcendence to them. Once mastered, one can float through structures on the level as if buoyed on the wings of a GOD, next to the mere mortals still going hop, hop. hop up the crates.I think q2 physics is an oft-underappreciated accidental human interface miracle. Regards,quadz
I think strafe jumping (most of the time) is a sign that someone is trying really hard.
Well, I think Id software made them different for a good reason
my understanding is the q2 point releases coding/maintenance had been handed off to Dave "Zoid" Kirsch...