Zacharin X
kiwifarms.net
- Joined
- Nov 6, 2023
I'm going to go as far as to say that freelook is more game breaking that jumping. While yes, jumping can break a lot of classic maps. A lot of modern maps use blocking lines, or ledges that are intentionally too high for the jump. What was the minimum height that can't be jumped over? 64, or 56 units? Basically i make sure none of my ledges and obstacles in my maps are lower than 64 units. Crouching is pretty much useless for breaking maps, though i'm not sure how it affects monster behaviour.
Now, about the freelook... my god, as a mapper, i despise nothing more than the fucking freelook. Every time you position an enemy out of the reach of the autoaim, as a mechanic to force the player to go forward into a room, an area or specific encounter, the whole idea gets turned into a joke by the freelook. And that's not the only example, but it's one of the worst. It breaks the purpose of every turret monster, if every freelooking dickhead, can just snipe them from a mile away. Freelookers don't understand this concept and sometimes play the game like it's a fucking tactical shooter, breaking the pace and the idea behind the design... not to mention, fucking up the intended difficulty.
Now, about the freelook... my god, as a mapper, i despise nothing more than the fucking freelook. Every time you position an enemy out of the reach of the autoaim, as a mechanic to force the player to go forward into a room, an area or specific encounter, the whole idea gets turned into a joke by the freelook. And that's not the only example, but it's one of the worst. It breaks the purpose of every turret monster, if every freelooking dickhead, can just snipe them from a mile away. Freelookers don't understand this concept and sometimes play the game like it's a fucking tactical shooter, breaking the pace and the idea behind the design... not to mention, fucking up the intended difficulty.