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Clipping for Wallshots?

Balls · 12 · 2659

Balls

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Looking to get some opinions here...

The way I see it there are two methods used for wallshot jumps:
  • A flat surface for the left/right wall (possibly with some marked non-usable areas)
  • A surface which extends out from the main wall, treated as the usable part of the wall.
(Of course it's possible to get an effect looking like #2 but functioning as #1 by using clipping or extended glass walls.)

Do you think any one approach is better than the other (Disregarding jumps where only one method would really be sensible)?

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obsidiian

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Option 3 is definitely the best imo, because it makes it very clear what you can and cannot shoot while still maintaining the smooth feel of option #1, plus it looks really good with dev which I assume you will be using because this is for vex


Torii

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Oatmeal

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I think both are alright, it's just a matter of looks if done right. There is no functional difference. 1 has the advantage that people instantly know that they won't get stuck.


BQE

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If there is player clip in between shootable walls, just don't leave it as an invisible wall.  I have never liked invisible walls, even if they make the jump easier. 


Balls

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Thanks for the input, I think that (for this map at least), I am going to side with obsidiian and Torii and clip all the jumps that make sense. jump_apex and jump_finite were the main inspirations for my map, and I agree that the clipping method does look good with dev textures.

BQE, I do share your feeling about invisible walls in general - however in this case I couldn't add a visible indicator without significantly changing the look and feel of the jumps in question, something which I don't really want to do. I'm hoping that as the clips will only serve to smooth out the surface it will not be too frustrating for players. It's not that they would want to use the clipped area anyway, as they are currently nogrenades walls.


ReMaXeD

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Personally, I dislike the illusion of space resulting from playerclip. Eons spawn area is a big example of that.  It really confines the jumper and hinders any aspirations of creative jumping.  As far as practicality is concerned,  both works, but I'd rather areas of collision be visible.


Dystopia

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How about putting a func_illusionary glass texture over your playerclips?


Balls

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How about putting a func_illusionary glass texture over your playerclips?

I already have some glass set up like this, where I want the glass to be visible. But there are a fair few sections where I don't want the glass to be visible. Having done most of the clipping now, it's worked out that very little was needed just to smooth out a few surfaces, so hopefully the impact will be minimal!


buhnanuh

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Balls

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yes, invis walls are good (bomb last  :'()

It was actually a friend and I discussing that jump that prompted me to post this ;)


BQE

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yes, invis walls are good (bomb last  :'()

That's part of what makes the jump a good last jump.  If there was invisible player clip in between the pillars, that jump would be trivially easy.

By contrast, the last jump of 4starters D course isn't made a whole lot easier with the player clip between the two left walls, because there are other ways to do that part (using the right wall) and the jump is difficult enough with the other elements.