Smart..

Post » Wed Sep 01, 2010 4:21 pm

I'd like to say.. i think this is an amasing piece of tech you have worked on. It brings Parkour to a game with near to no limits of movement and alot more fun in the battle zone. Through the week of my old ps3 account not being able to work online due to psn's password change ( thanks for that psn ) i had to go through alot of hardcoe playing to get back the extreme hours of xp i had. Watching the video's on how you created maps to work with smart there are area's on my favourite map, Container City, where i have found spaces as a light body class hardcoe parkour'er which are unable to jump on, where with the wall hops and ledge grabbing could give immense high ground or flanking cover fire from these points i can reach on the containers. Would hope to be able to get up there one day :mohawk:
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Glu Glu
 
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Post » Wed Sep 01, 2010 6:09 pm

I am unimpressed by SMART. The pause before scaling a wall or vaulting an obstacle makes it feel less smooth. There are also too few oppertunities to use it creatively to reach new places. Brink maps are rather small and simple considering it is a multiplayer-only game. It seems like SMART can only be used in areas where crates and ledges are deliberately set up to allow the player to scale them like stairs or to hop across a gap. I choose a light body type to take advantage of SMART, but I now use it mainly because it is the only class with decent movement speed. I hope that future maps are larger, more open, and allow for more creative use of SMART.
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OnlyDumazzapplyhere
 
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Post » Wed Sep 01, 2010 8:11 pm

I am unimpressed by SMART. The pause before scaling a wall or vaulting an obstacle makes it feel less smooth. There are also too few oppertunities to use it creatively to reach new places. Brink maps are rather small and simple considering it is a multiplayer-only game. It seems like SMART can only be used in areas where crates and ledges are deliberately set up to allow the player to scale them like stairs or to hop across a gap. I choose a light body type to take advantage of SMART, but I now use it mainly because it is the only class with decent movement speed. I hope that future maps are larger, more open, and allow for more creative use of SMART.


http://youtu.be/h0q14FZmfIo

Yeah, the viewmodel is gone, so you can't see your left arm doing the parkour, but you get the gist.

You look at that and you tell me one FPS that does it better. Just one.
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Alkira rose Nankivell
 
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Post » Wed Sep 01, 2010 5:46 pm

http://youtu.be/h0q14FZmfIo

Yeah, the viewmodel is gone, so you can't see your left arm doing the parkour, but you get the gist.

You look at that and you tell me one FPS that does it better. Just one.


I am not saying that Brink's model of parkour is inferior to another game's, it isn't. Brink is an innovative shooter in that regard. I was simply hung up on hype and had expectations for SMART that were not met.

I am taken aback by your impressive video. If you made it, you have done some things I did not know were possible, especially considering I have no idea how to wall-hop. I'll have to try a few of those things and rework my opinion.
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Ash
 
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Post » Wed Sep 01, 2010 2:31 pm

Nope, didn't make it. Found it on the forum a while ago.

Wall-hopping is essential to being Light, and probably a major factor as to why you aren't content with SMART.

SMART towards a wall, jump at it, and when you hit the wall, look away and jump again.
You can do this without holding down SMART, but that requries more timing and is more responsive.


EDIT: Also, the pause before vaulting or climbing is intentional - it takes a second to figure out what you want to do. if you manually Parkour with Sprint, Jump, and Crouch, there is no pause and you get things done much more faster. However, that requires actual effort, timing, and skill.
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Cat
 
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Post » Wed Sep 01, 2010 10:27 pm

I am unimpressed by SMART. The pause before scaling a wall or vaulting an obstacle makes it feel less smooth.


If you run up to the obstacle while holding the SMART button and pressing the jump button the pause basically becomes non existent.
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Richard Dixon
 
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Post » Wed Sep 01, 2010 11:51 am

You wall hop by pressing jump right when you impact a wall, but you have to be facing the way that you want to hop off of the wall.
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laila hassan
 
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Post » Wed Sep 01, 2010 11:22 am

http://www.gamesas.com/index.php?/topic/1192816-wall-jumping-and-you/ might also help your understanding, especially if you're playing on a 360.
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Kayleigh Williams
 
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Post » Thu Sep 02, 2010 12:40 am

I think that it's perfectly acceptable to say that this system is exactly how it should have been.

I was pretty much expecting this from the game before it came out.

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Casey
 
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Post » Wed Sep 01, 2010 1:43 pm

I think that it's perfectly acceptable to say that this system is exactly how it should have been.

I was pretty much expecting this from the game before it came out.



This. It's everything I gathered from official word. Nothing more, nothing less.
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-__^
 
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Post » Wed Sep 01, 2010 3:29 pm

[quote name='Rammite' timestamp='1306017650' post='17731261']
Nope, didn't make it. Found it on the forum a while ago.

Wall-hopping is essential to being Light, and probably a major factor as to why you aren't content with SMART.

SMART towards a wall, jump at it, and when you hit the wall, look away and jump again.
You can do this without holding down SMART, but that requries more timing and is more responsive.


Yeah.. mostly everyday i find new spots uncovered by using SMART and wall hopping.. but there are so many places where my character jumps up high enough after a hop to reach but is unable to actually get onto it.
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Vicki Blondie
 
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Post » Wed Sep 01, 2010 8:38 am

[quote name='Rammite' timestamp='1306016726' post='17731182']
http://youtu.be/h0q14FZmfIo

Wow.. after watching that video there are alot more spots that i wouldnt have probably found on certain maps :o Especially in the life centre.
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Raymond J. Ramirez
 
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Post » Wed Sep 01, 2010 1:28 pm

I think that it's perfectly acceptable to say that this system is exactly how it should have been.

I was pretty much expecting this from the game before it came out.



It's exploring new grounds, of course it's not going to be perfect off the bat.
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Laurenn Doylee
 
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Post » Wed Sep 01, 2010 8:38 am

Adding to the discussion on wallhops, I'm on PS3, and I can confirm that you DON'T need to look the way you want to jump when wallhopping - push the left stick in the desired direction - if you're trying to MOVE that way, you don't have to be looking where you're going.

EDIT: And I'm still saying Mirror's Edge did it better - but it doesn't do it while shooting, so it's a different focus.
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Shaylee Shaw
 
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