Jump to content

videop2

Members
  • Posts

    4
  • Joined

  • Last visited

Everything posted by videop2

  1. JKA CPM run with sharp turns and air control, ok. https://www.youtube.com/watch?v=EMdOtuJrRWY&list=PLUne1zELrE5l5c6rEQmJd29x0cOoR66A1&index=2 edit: heres another I'll make a note to upload more CPM runs if I ever get around to uploading often again. (I mostly focused on JKA style in the past). But whats more relevant is that sharp 180 degree turns are not the norm in q3 defrag, and in WsW (the game and the jka mode) they are usually dealt with by using dash not air control.
  2. I don't really follow.. 90% of the maps played are ported from quake 3. They are pretty standard Q3 defrag maps. When someone says a map is "from jk2" in this context they usually mean it was also ported to JK2 from quake 3. Same with when someone says a map is "from warsow". So to say that those maps are badly designed and then to say people should play q3 defrag instead is somewhat contradictory. I don't know what maps with "large corners" means, or "particularily quick" means (time or velocity)? There are plenty of short courses, as well as courses with high average velocities.
  3. Well, the JKA defrag in question has added CPM/air control physics just like how Q3 defrag has added CPM physics. JKA defrag uses the same approach quake live race did for weapons, inifite ammo for rockets. (same speed/dmg/muzzlepoint as q3 rockets btw). Upmove bug: In Q3 your horizontal speed is affected by your upmove cmd in PM_CmdScale. This led to scripts/cheats that would send the lowest possible upmove for the lowest possible duration to avoid speedloss. RIK/Reflex/WSW ditched this but it still remains in Q3. Velocity snapping: https://projectrik.com/forum/max-accel-angles Rik, warsow(?), reflex(?) ditched it, but it remains in defrag. Q3 Defrag has CPM and VQ3, JKA defrag has siege, jka, cpm, vq3, wsw, cpm+forcejump, rocketjump q3/cpm, swoop, jetpack. Just to be clear, my argument was never that JKA physics are necessarily better or more dynamic for strafe, just that the extra features and multi-course per map functionality makes it more worthwhile. Certainly some people perfer JKA style physics but I don't know how I would form an agrument saying its better.
  4. So IMO the main problem with all the other defrag games is that you can only do 1 course per map*. Which means the course you do is decided by the server, not yourself. So in order to even try a bunch of courses you need to invest a huge amount of time waiting for the server to change to new maps or play on an empty server and wait for your votes to pass. (I think its possible to have multiple courses per map on projectRIK and possibly reflex, though I havn't seen it done at a level even close to how it is in JKA). Also, other games are setup where the only thing you can do in the server is race, instead of being able to toggle out of racemode and duel someone for a few minutes as a change of pace. Basically this just means its even more of a time investment on other games if you want to do combat. Furthermore: Quake3 defrag - Upmove physics bug, velocitysnapping, only 2 physics styles, limited features. Reflex - Leaderboards(?), only 1 physics style, limited features, UI speedometer+strafehelper is delayed by ping, still has a long way to go. Warsow - Only a few physics styles, and it was more dead than JKA defrag as of a few months ago (not sure on either now). This is my favorite one on the list, but like I said its dead. ProjectRIK - Has a sorta weird setup for physics sets, where the leaderboards are split up based on what strafe-style you use (halfbeat/fullbeat/etc). Probably has the most potential out of any of these, given that it stays somewhat active. Xonotic - I don't know much about this, does it even have online leaderboards? Enemy Territory - Only 1 physics set(?), probably less suited for defrag than any other game listed including JKA, but they still made it work sorta. Don't know of any online leaderboards. Quake live - Bad maps, poor leaderboards, limited features. Most of the maps take like 6 seconds to complete. @Map originality Even warsows maps are ports of Q3's maps. I know a lot of questions have been asked about porting q3 maps to rik/reflex but I'm not sure if its even possible yet. And from what I've seen, the majority of the reflex/RIK(?) maps are more "challenge" maps as opposed to pure speed maps. @That JKA Trickjump video The best part of that video is 3:44 IMO, done by Evasion aka BK aka #8 on the ups leaderboard. Even the part linked was done by BK/energy. @Competition Not to mention there have been people from other defrag communities (wsw and q3 atleast) who have played here. (Pinkname, hunnybunny, tuhmapoika, etc). They did well but not the best by any metric. @"Gaining speed with force jump" I don't know what this means, its been mentioned a few times but I think everyone knows forcejump (instead of bhop) doesn't directly affect your horiz speed? Ofc im not saying any one defrag game is the absolute best, just answering some of the questions in this thread. Also I don't even know why defrag was brought up since A-mountain is not at all a typical "defrag" map, its more like a challenge/torture map that I mentioned before. Btw base settings = forcepowers + weapons too. Back on topic, the link pivot mentioned:
×
×
  • Create New...