Well the game is still in pre-alpha. There arent that many that are playing reguarly because it still changes a lot for each update. Guess the game will grow when epic starts to promote it a bit more :)
Read his whole post, he said remake for Browsers.
UT4 is a remake of 3 like CS:GO is a remake of 1.6. Which is a comparison with a lot of baggage but I still think it's appropiate.
I would say that you cant really compare UT4 with QL.
UT4 is community driven development with full access to source code and a new engine (latest avail). The community has already done a lot of maps (tho mostly remakes so far)
But as I said..Quake 3 was such a good game so not much changes were needed compared to the latest iterations of UT ;)
It might look a lot like UT3 atm but that is just because of some reussed skins and models, I would say that the game plays more like UT1 which I guess is a good thing but I hope that they try some more new stuff. :)
such a shame that the developers aren't more open to movement changes or improvements and are sticking with the deceleration-on-land 'penalty'. i think that with only a minor ability to chain movements more fluidly they could've reached a far greater playerbase.
and i'm not even talking about strafejumping. i always really liked the dodge mechanic, and i like the new slide.. but for the love of god, just let us build up some momentum from earlier moves up to a certain speed, nothing more. :]
too bad, cause the game looks insanely good otherwise.
i did actually :] and even though one can see he has mastered the movement to near-perfection as a player, for me watching it, the game still at times makes it look like he's struggling to get to that item or weapon far away across an open space with nowhere to wall-dodge off. like a hare with a broken leg, or.. idk, a grasshopper that can't do another jump without stopping for a short moment. i don't know exactly how to describe it, but that stopping power as the player hits the floor is bothering me.
this is of course all completely subjective, and i might be delusional. :]
People made some pretty cool movement prototypes when the game was first announced but everyone on the forums was completely against anything that wasnt UT99 or something that the developers suggested.
I would totally play it more if it had the dodge bounce mechanic that funeral came up with and if it could be combo'd with sliding. That looked insanely fun
yeah, that's actually what i had in mind when i wrote that post, but didn't have the time to look those videos up and link them. :] there were many legitimate approaches to said problem and the developers dismissed them all, or they simply got scared of the UT community feedback. was also about to experiment and propose some solutions of my own, but seeing how all these guys got ignored i kinda gave up on that. perhaps i'll give it a go this month if i find the time.
i remember seeing one user movement prototype variant that allowed for seamless chaining of jumps, dodges and slides without ever getting that "glue pullback" effect, but with a restriction to specific combinations of moves and a reasonably capped max speed. now i can't find it anywhere no matter how hard i look. typical. :\
nope, not the one. ^ this is good, but the one i remember was better as it allowed for faster covering of distances in large open areas. nevertheless, i think anything in this direction would be better than what is implemented now. :]
Freakin' knew it ! :) Interesting how trickers usually do so well in "shooting modes" as well / apart from me ^^ /, i remember when Holy was in cLosE for some CB cup, he was wicked as well, good times ! Glad to see a fella prospering in new ut :)
He is, they mention it in one of the VODs (his semi match, I think). He did some moves and Zacc was like "that's the trial knowledge helping" or something like it