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by blakerson 4418 days ago
I bet it will. The open-source competitive shooters I can think of (Warsaw, Quake3's Challenge Pro Mode mod [in the sense that it was designed by community]) all had interesting and complex movement schemes.

And since we now have Github, all that awesomeness is just a pull request away...

1 comments

There was even a Quake mod called "Defrag" which "de-fragged" the game (removed the killing), making it soley focused on movement. Really neat stuff; hard as hell but really rewarding when you start to get the hang of it.

https://www.youtube.com/watch?v=QYBs_lslyuY

Similarly, 'surf' maps for Unreal Tournament (if I recall correctly), which was capture the flag without the shooting, requiring players to run an obstacle course and abuse the game physics; dodging sideways up a steep ramp caused people to launch in the air, that kinda thing.
Racesow (Warsow mod) did the same thing. Except in the movement repertoire you also had wall jumps and dashes. Which meant you could keep your speed even when doing 360 degree turns.
I tried and gave up. Fragging is easier than controlling the motions. I was not even able to master strafing in-spite of seeing lot of youtube videos.
Depends of the tutorials you followed. I've started with double beat strafe jumps (where you do 2 jumps before the direction change), then switched to single beat and almost got halfbeat working.

https://www.youtube.com/watch?v=s-FDOhsUNrU (Warning very loud)

defrag is "just maps", the physics were essentially CQ3 (standard Q3 really) or CPM (challenge pro mode)

ie most of the amazing stuff is done with something close to original q3 physics (1999 and earlier for beta players)

Turns out q3 physics and netcode are still among the best there is today for FPS with low player count