Funkalicious said:
I'll even take it a step further and say extended TR2 play hurts CTF skills. In all fairness, it was necessary to change physics and player models to make TR2 truly enjoyable. On the flip side, it sure does suck trying to beacon stop and accelerate through water when playing ctf.
I think Funk really shed light on my biggest beef with TR2. It was a great game, it was a great distraction from CTF. But unlike mods like Arena, Rabbit or Siege which allow you to practice elements of CTF, TR2 steps all over your CTF instincts. You are encouraged to pass the flag, kill yourself, respawn, able to stop instantly, speed up in the water, bounce off the oob grid, use one weapon set and you are targetting larger models than normal.
As if we didn't need to already practice this game enough for a CTF or Arena match, it was actually better to not play any other T2 mod for days before a TR2 match in addition to just warming up. I can't tell you how many times I expect to beacon stop or speed up by taking a quick dip in the water when playing CTF or Siege in a pub... and I look ridiculous for it.
The best way for TR3 to succeed to to be both physics-wise and mentally similar to whatever gameplay we get for CTF in T3. Tribes does a great job of using mods as a way to benefit smaller aspect of its main purpose - multiplayer CTF. Arena and Duel mods focus on personal skill, Rabbit was designed for cappers to dodge and ski better, and even Siege does its part to encourage coordination.
For TR3 to be a success it can't step away from the mold that the rest of the game is created in. However both Classic and TR2 offer such great gameplay that they deserve to evolve together. So lets see if I can pound out some initial ideas.
- Models for each game type need to be the same size. Drop the lights down to size in TR3, the mediums a decent size, and the heavies should be damn big anyways. Maybe not the size of a goalie, but considerably bigger than they are now.
- Flag passing needs to be very similar if not the same for both. Obviously this tones down the amount you can hurl the flag in TR3 but I immediately got sick of just lofting the flag in the air and having someone kick it out of the clear blue sky sending the flag flying much too fast for a goalie to stop (due to position or collision detection). I would like to see flag passing beefed up for CTF because it could be a nice addition to gameplay if designed correctly. The main differences between flag passing in CTF and TR3 would have to be the scale of the playing field. The less time a player has to learn, or relearn, passing a flag each time they play the better.
- Obsticles and objects in the playing field need to react the same way for both gametypes. Water should slow you down, not launch you into the sky. I would love to see tubes, ramps and such included in some CTF maps as well.
- Despite our love for beacons and beacon hanging from way back to T1 days, these can't be the same item. The dead stop from TR2 should either be replaced by another item or be removed completely. Beacons are markers, not magical physics exploitation devices.
- Landscapes need to be radically different. TR2 should be played in an arena and CTF in an expansive world.
Those are just my initial thoughts. Feel free to bash them all you want but I feel strongly that one of the strong reasons TR2 died early was the leap in physics and mindset from CTF. For TR3 to succeed it needs to be launced along with CTF and ideas from both incorporated to make the gameplay of TR3 just a facet of CTF played in a smaller area and emphasising speed, aim and passing characteristics of CTF.