Well, the problem is: Even if you make the perfect balanced mod, who is gonna play it?
But, while were at it: Shotgun as spawnweapon is nice, but I would like to experiment further. How about:
1. Starting Shotgun should be like Quake 1 and Pickup Shotgun like Super Shotgun in Quake 2.
2. Remove Rail and LG. (Completely)
3. Instead have a Chaingun like in Quake 2.
4. Armorsystem and Megahealth like in Quake 1.
5. Maps like Quake 1/Quake 2.
6. Weaponrespawn 30 seconds.
7. Weapon change speed like in Quake 3.
8. Rockets like Q2.
9. Pickup machinegun like QL standard.
10. QL standard Movement.
The list is not complete. But man, wouldn‘t that be interesting?
2. Keeping jump pressed in flight doesn't stop you from accelerating (this is the worst thing that kept millions of people from ever being able to strafe jump for 10+ years)
3. Also, the small vertical speed bonus from double-jumping (so it's not a double-jump in the Q2 sense, nor is it QW ramp jump, as the z speed isn't just added when jumping, but capped to something like 125%).
4. There are also slight differences from making physics independent of FPS, but no one except really obsessive defraggers will realistically notice those minute changes in stuff like jump height or acceleration. Meanwhile, everyone instantly notices how awesome QL feels thanks to airsteps.
(That's also the main difference between pm1 and pql. CPMA players think all edges are glue. QL's airsteps are way more natural feeling, but PQL preset sacrifices some silly jumps from pm1, like Aerowalk stairs to RA which work thanks to that glue)
So remember in QW how you can't just jump on stairs? Your feet will inevitably find a single pixel of a vertical surface, you hit it and stop.
(This is also true in QC at places, for whatever crazy reason!)
There was a separate code to walk upstairs (if you're on the ground walking, and encounter a vertical surface, if there's a stair there, you will scale the step) that doesn't work when in air.
Airsteps is the same thing, but working mid-air. If you're jumping on stairs, you won't slow down or stop - you will scale the step even if you were already falling down.
This also makes jumps easier - in situations when you would fail a jump in Q3/CPMA, if you're just close enough, you can still climb the ledge you were going for (easier b2r, ability to get dm13 mega without jumping right against the wall)
CPMA has my "glue", which I don't know correct term for. It works in the opposite way - hitting vertical surfaces still stops you, but before you do, if the code detects you're just a few u above a horizontal surface, it will pull you to it. So before you hit the vertical surface of the next step, you will be pulled down to the horizontal surface of the previous step and made "walking". Horizontal surfaces are sticky like glue, get it? :)
So in CPMA, you can still jump onto stairs, then climb for a split second and keep jumping. I don't like it, it's less natural feeling, making you glued to the stairs and jumping very often. But it allows the silly jumps like Aerowalk stairs to RA. Abusing those sticky stairs to get multiple jumps basically in place, combined with double jumping.
1. Well, the Issue with this is: You won‘t have a strong Shotgun, then. Unless you decide to make the Starting Shotgun strong… which would be obviously bad. You can see the bad effects, it has in QC Duels.
2. It is just too damn accurate. Something better would be :cg_truelightning 0 as standard and unchangeable, Add a Reloadtimer -> So it takes a second until it starts to shoot and make the ammo deplete faster (In exchange more max Ammo)
3. Yeah, but this iconic status is also one of the reasons, we dont see any new formula. We had so many Quakes with Rail and LG.. Why not one without?
4. The MH Timer adds an more interesting Element in Timing. (Guessing if the Opponent is under 100)
5. You can add Jumppads. I see no issue there. I also meant the style of the maps. Not essentially a 1:1 copy. That why i said “like“ ;)
6. I see no issue having it for all Modes. Would love to see Weaponcontrol and Ammocontrol back in Duels.
8. This a more experimental thing. But harder=more skillfull= more fun. Would love to see how it plays out. If it doesnt work, then im ok the Q3 style (900ups) rockets.
9. I meant the normal machinegun (with 5 damage per hit) I hate the HMG. But yeah having only the chaingun instead, is also an interesting idea.
10. You can jump better through stairs and ramps. Autojump is also a nice addition.