10-02-2017, 09:22 PM
A while ago when I was making my first maps I thought about designing the level around per-weapon effects.
E.g water that get electro'd or defracts the Vortex's photon beam (I have no idea what the beam actually is, but I've attributed it to being a light based weapon despite the two rails on it conventionally for electromagnetic force pushing the projectile), or reinforced glass that blocks bullets or explosives but light can pass through.
Or at least no-hook surfaces like Thief.
I know in Quake 1 you can zap yourself if you shoot the lightning gun at water, and Xonotic seems to do that just fine.
Some of the pages here are empty.
https://gitlab.com/xonotic/xonotic/wikis/Mapping
E.g water that get electro'd or defracts the Vortex's photon beam (I have no idea what the beam actually is, but I've attributed it to being a light based weapon despite the two rails on it conventionally for electromagnetic force pushing the projectile), or reinforced glass that blocks bullets or explosives but light can pass through.
Or at least no-hook surfaces like Thief.
I know in Quake 1 you can zap yourself if you shoot the lightning gun at water, and Xonotic seems to do that just fine.
Some of the pages here are empty.
https://gitlab.com/xonotic/xonotic/wikis/Mapping