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FPS w/o jumping?

Slartibartfast

Supreme [H]ardness
Joined
Sep 25, 2004
Messages
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I'm trying to think of some first-person shooters that did not allow you to jump. I seem to remember a few being made, and the lack of jumping garnered a lot of negative press. Does anybody know of any games like this offhand?

Thanks!
 
Offhand, i think Rainbow 6 and Thief. Space just lets them mantle/climb walls but not jump.
 
you couldn't jump in doom. though if you ran fast enough you could clear gaps.
 
Timesplitters Series. Haze? What about Goldeneye for 64? I think that had no jump either.
 
You can jump in Thief. In fact, Garrett can jump pretty high for a white guy.

There's no jumping in Operation Flashpoint, if I recall.
 
Usually tactical games have no jump function, but some times have a mount or climb function.
 
Marathon - though you could grenade jump by launching a grenade at your feet while running forward. Grenade jumping got you into areas of the game that was not normally accessible, though you took damage in the process.

The Marathon engine had weird limitations and abilities. It was 2.5D, such that you couldn't make a true bridge that you could walk over and under, but it also had 5D space, where polygons (and therefore rooms) could occupy the exact same space, which is as strange as it sounds with rooms looping through each other, and is apparently not doable in true 3D games (not even Prey or Portal did this).
 
It was so long ago, but wasnt there no jumping in the original Ghost Recon?
 
I'm quite sure there was no jumping in Serious Sam [I've only played First Encounter] and Painkiller.
 
Marathon - though you could grenade jump by launching a grenade at your feet while running forward. Grenade jumping got you into areas of the game that was not normally accessible, though you took damage in the process.

The Marathon engine had weird limitations and abilities. It was 2.5D, such that you couldn't make a true bridge that you could walk over and under, but it also had 5D space, where polygons (and therefore rooms) could occupy the exact same space, which is as strange as it sounds with rooms looping through each other, and is apparently not doable in true 3D games (not even Prey or Portal did this).

That sounds *exactly* like the engine Duke Nukem 3D used. You could indeed make bridges and "3d" shapes, but you had to do it with colliding sprites. You could make entire areas that occupied the same 2D space because logically they occupied space above and below one another. This worked fine in-game as long as you didn't do this in a building with windows or something allowing you to see both areas at once from outside. As I understand, this is less of a "feature" and more of a "useful sort-of-bug". You could use it to create multi-floored areas in Duke 3D. It was confusing as all hell in the level editor though.
 
Marathon - though you could grenade jump by launching a grenade at your feet while running forward. Grenade jumping got you into areas of the game that was not normally accessible, though you took damage in the process.

The Marathon engine had weird limitations and abilities. It was 2.5D, such that you couldn't make a true bridge that you could walk over and under, but it also had 5D space, where polygons (and therefore rooms) could occupy the exact same space, which is as strange as it sounds with rooms looping through each other, and is apparently not doable in true 3D games (not even Prey or Portal did this).

Wow, blast from the past!

I remember using Anvil and Forge to create maps and mods for Marathon. The tools were GREAT! You could really create some strange and wonderful things.
 
Doom and most of the old doom like spite based FPS games like Hexen IIRC, Goldeneye for the N64.

Most of the more tactical games like Rainbow6 and SWAT4 don't allow jumping but that seems to fit the game, the thief games did allow jumping but they also had a mantle ability, same as the Ghost Recon/Rainbow 6 games. I don't think Operation flashpoint had jumping either or its spin offs Arma.
 
Just reading this thread makes me weep. I hate games where you can't jump! :D
 
All the Ghost Recon games have no jumping. I think jumping is best done in Red Orchestra where you can jump but it saps your stamina quickly if you attempt to bunny-hop. I hate bunny hoppers in MP games.
 
Marathon - though you could grenade jump by launching a grenade at your feet while running forward. Grenade jumping got you into areas of the game that was not normally accessible, though you took damage in the process.

The Marathon engine had weird limitations and abilities. It was 2.5D, such that you couldn't make a true bridge that you could walk over and under, but it also had 5D space, where polygons (and therefore rooms) could occupy the exact same space, which is as strange as it sounds with rooms looping through each other, and is apparently not doable in true 3D games (not even Prey or Portal did this).

That sounds *exactly* like the engine Duke Nukem 3D used. You could indeed make bridges and "3d" shapes, but you had to do it with colliding sprites. You could make entire areas that occupied the same 2D space because logically they occupied space above and below one another. This worked fine in-game as long as you didn't do this in a building with windows or something allowing you to see both areas at once from outside. As I understand, this is less of a "feature" and more of a "useful sort-of-bug". You could use it to create multi-floored areas in Duke 3D. It was confusing as all hell in the level editor though.

Yea the thing with 2 rooms covering the same space was a bug. It caused issues on the few maps that had it.

Anyway OP the older fps games didn't have it. Other than some weird ones that have already been listed I'm drawing a blank.

You also had games like the early call of duty games where you couldn't jump over things like fences.
 
People still call games FPS? Thought we had gotten out of 1990s and call em shooters now.
Why wouldn't we call them FPSes? It's more descriptive than just calling them shooters, since they are very different from third-person and over-the-shoulder games.
 
honestly i feel like there's no real difference b/w first and third person perspective shooters.
 
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