High and Dry - Final
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- Posts: 623
- Joined: Wed Dec 28, 2005 4:31 am
The point to the falling death being pretty sudden in most places (except for perhaps under the RG) is that I personally find it annoying to fall off into the void and think, "Oh well, I screwed up." and then have to wait X number of seconds to actually hit the trigger and die and be able to respawn and jump back into the mix. It seemed sensible to cut that "dead time" somewhat short and allow the action to continue more quickly...and yeah, it's a judgement call. 
I couldn't stand to cut it short under RG only because the area is kind of vertigo-inducing anyway, and it felt to me like the long-ish fall was more appropriate there...
/me rationalizes...

I couldn't stand to cut it short under RG only because the area is kind of vertigo-inducing anyway, and it felt to me like the long-ish fall was more appropriate there...
/me rationalizes...
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- Posts: 623
- Joined: Wed Dec 28, 2005 4:31 am
Relying on this kind of thing (vertex/ambientonly) for good performance is a Nasty Habit -tm-. This shouldn't be an excuse for poor mapping practice (i.e lousy lighting and sometimes lousy vising, which seems less obvious when you're using an ambientonly hack of some sorts) : you'd just be avoiding the issue totally - and anally-screwing people who don't want to use those optionsjester! wrote:It should also be noted that with Q4max bringing vertex lighting as they call it into the game that map makers shouldnt worry overly much about the optimization of lights for lower end systems. If the lightdetaillevel scale is used then the user has that option but really vertex light is awesome for smoothing gameplay.
q4max. :icon25:

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- Posts: 209
- Joined: Sun Mar 28, 2004 8:00 am
Exactly. pjw is probably catering for the poor mortals that rely on dying of natural causes. :P Btw maps like dm17 wouldn't have the nice "falling deep down and shooting a rocket/rail up and still kill an opponent" frags when the death trigger wasn't that far below.Lenard wrote:I always bind a kill key. It is important in fast games when you are falling off ledges.
