A very nice podcast (sorry...didn't finish the first one as it was too hard to hear everything over the gameplay sounds
![Eek! :eek: :eek:](data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7)
), and I agree to pretty much anything.
Sure, there are some comments on
the epic forums that UT3 actually did have an active community, but in comparison, there's no denying that it was smaller than UT2004 and UT.
The one thing I disagree to, however, is the comment about the z-axis. It wasn't because UT2004 had relatively complex movements going on that brought it more interesting stuff in vertical play. I wouldn't even put it on the larger map scale. No, it was just the simple matter of level design. There were fairly many jump pads, and lifts off which you
couldn't do a lift jump to another platform were rather rare. UT3's stock maps didn't actively encourage you that much, but there are quite some community ones that do. And of course there are jump boots. I wished those were used in maps a bit more, but I guess that's how things go.
(oh, and...not exactly related, but UT3 also had a higher air control than previous UT's. You can almost change direction in mid-air when performing a dodge).
No promises. We do want to have guests on, and I already have a number of people I want to invite based on their contributions. People who have developed prototypes and so forth. But we just aren't ready for that yet. Baby steps.
Wormbo or
LuauDesign, by any chance? We all know Wormbo from a long time ago (and certainly deserves a say), but LuauDesign's post are always interesting to read. He has a way of bringing completely new ideas to the table that often still feel like UT.
![Smile :) :)](data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7)