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08-04-2006, 01:56 AM | #43 (permalink) | |
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08-04-2006, 05:47 AM | #44 (permalink) |
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Well, to Quake4's defense it has crouch sliding which more or less eliminates any slowing down during cornering, something the UT series does in fact not have. I think once you get the hang of Q4 and master its movement you will find it to be quite comparable to UT in relation to speed.
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17-04-2006, 04:04 AM | #47 (permalink) |
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Join Date: Apr 2006
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?Koreans and Chinese don?t demand a lot of diversity in their characters? appearances,? says Kim, ?but North Americans?who we?re designing Huxley for?are different, which is why we?re letting you customize your character?s facial features, hairstyle, and fashion.? When a tall-walking clan of champions swaggers by in tailor-made helmets and armor, you tend to talk. And when you see that the group has its own hall of heroes, clan flag flying overhead, it?s settled: You have to be one of the kids who?s doing his own thing.
Ahhh so true :P |
17-04-2006, 04:53 AM | #48 (permalink) |
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Speed is mostly relative.
If you put ut2k4 in maps that were more closed off relative to player scale (imagine aerowalk), it'd seem much faster than it does on the more wide open maps that are typically used. Quake never had to worry about making room for shock combos, and you could spam around the corner more effectively. So tighter maps with more twists and turns were more effective, which seems faster because the scale is smaller. |
19-04-2006, 10:35 PM | #49 (permalink) | |
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