With the increase in polygon number, maps have increased the number of objects like chairs, boxes, fences, tubes, girders, … and the walls and the ceilings are more and more sophisticated. The only surfaces that are still flat are on the floor. The maps are more beautiful and are nice if you want to hide. But wallwalking becomes difficult.
Sometimes when I think how hard it is for me to wallwalk in some places on some maps, I can easily imagine how painful and frustrating it must be for new players to begin with aliens…
Wallwalking was one of my favorite feature of this game. I could often play as dretch and basilisk, giving my evos to other players until the final rush, just because to me it was a lot of fun. But in the more recent maps, wallwalking becomes too random: just go in any direction by pressing keys randomly and use your radar to try to bite before you are killed. There is nothing else you can do. The view is constantly moving and is much more often looking at the walls rather than the direction you are going or what you want to look at.
I have no idea what should be done in regards to this problem. I think a good start is to discuss it and to be aware of it. So I have been thinking about a few ideas.
For mappers, a few things that help:
- few angles. Curved surfaces and curved corners or corners that are not at 90 deg are difficult to manage at high speed, especially with small surfaces.
- use different polygons for graphics and for walking when needed. For example a very sophisticated wall can use a flat walkable surface on it.
- don't add borders everywhere: borders to the sides of the walls, of the doors, of the tables, of the stairs, etc. Or make them only graphic: when you walk on them, they are flat.
- when there are too many edges and corners close to each other, running straight may result in chaotic directions. A few can be good to quickly turn around and go back to the attacker with another angle of attack, but too many and you are lost.
- please don't put girders and beams (especially those with holes in them) on the ceilings and the walls. It slows you down, gets you lost and often make you fall. It's even worse when you end up going around them in circles… Still, girders and beams can be useful to hide yourself or to make shortcuts, so put them in places where you can easily sidestep them.
- when a room has platforms and pillars, be careful with the connections between the pillars, the walls and the platforms. Make them large enough, easy enough to spot them while you are running (whether you want to take them or avoid them)
- fences and rails. I think I hate 95% of them all… Especially if they are thin and there is no way around them. In some place they can be useful for protection or hiding. Humans can crouch behind, shoot over, etc. But most of the time they are just decorative and painful while a bit of reflection could make them decorative and useful or avoidable.
Also maybe the current wallwalking mechanics could be enhanced to make the camera movements more predictable and/or make them better comply to the will of the player. Some ideas:
- walwalking pitching (the fact that the view accommodates to changes in terrain orientation) could be made better with more smoothing on rough terrains.
- wallwalking pitching could be reserved for greater changes in terrain orientation, so your vision stays more stable on lightly uneven surfaces.
- wallwalking pitching should never end up making you look at a wall if you weren't already doing it.
- the wallwalking key could become a "drop from wall" key: it only stops you from wallwalking when you press it.
- a new key could prevent wallwalking pitching when pressed. So you can continue looking at a target while you change surface.
- maybe a sign somewhere on the HUD indicating the direction of the ground and the average direction you are (or were) following can help you quickly recover your sense of orientation.
- the path you are going to walk if you keep going in the current direction could be drawn on the surface. As dretches are very fast, 1 second of precomputed path may be enough.
I think dretches should always be wallwalking. Not only because it is too easy to kill them on the floor, but also because aliens can't avoid each others and many tyrants and others have been killed because of their teammates while they where trying to retreat. So if we could have a game were wallwalking is good enough that it could be used at all time, then we would have made a nice (though maybe utopian) step, that would make all players only want to join aliens :)