Differences in map ground friction
B
BIVN
There is a notable difference in how structures slide/tumble across the ground of the different maps.
Specifically on the Pit, a cube that is straight > uppercutted can veer left or right intentionally based on the rotation it is hit from after it has been spawned.
However, on the Ring and Park, when the rolling cube's corner hit the ground it will more than likely slide along rather than knock itself forwards due to less friction.
Due to the special behavior of this move and others like it in the Pit, I would like to see a change that makes the other two maps match this behavior.
New maps, should they have logical special properties due to their aesthetic, could have different values for things like this though. It just bugs me that it behaves differently and means that the move struggles on other maps without good reason.
Log In
Maarten Braaksma (Project Lead)
Interesting suggestion, we will look after it! 👍
R
RM0XCE8F0B2S
ya, i would love it if they made this more logical