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Traversion 1.0

Tools

Rocket Launcher (Default)

This tool should remain unchanged.

 

Mechanical Rocket Launcher (Rocket Launcher Alt)

The mechanical rocket launcher operates much like the standard rocket launcher, but with a 100% slower reload speed and slower rockets. However, a unique feature is that the rockets change their trajectory towards the direction the player is facing. Only one rocket can be active at a time, detonating if an attempt is made to fire another. To launch successive rockets, a double input is necessary. Nevertheless, switching back to the main launcher allows for a simpler double rocket jump. Unlike other tools, this one is more of a variation of the rocket launcher rather than an entirely new tool.

 

Grappling Hook

A key part of this proposal involves dividing the current grappling hook's functionality into two distinct tools. The first tool preserves the pulling capability, with the new grappling hook halting the player's movement before drawing them towards the wooden boards. The concept is to shift from the ability to launch oneself over great distances or rotate around a target to using the grappling hook for a more straightforward point-to-point movement, with the added flexibility to release mid-swing or mid-pull.

In essence, the grappling hook would transform into more of a utility item rather than a means to skip levels. Potentially, it could even ramp up to the speed you had just before initiating the grappling action, meaning momentum wouldn't be lost.

Ground Cooldown 1 second
Air Cooldown 3 seconds
"Hooked" Cooldown Recharge paused

 

Radial Hook (Grappling Hook Alt)

The radial hook serves as the complementary component to the original grappling hook. upon firing, it would attach to a hook, allowing you to swing around it. Notably, the rope's length won't be able to extend beyond the length from where it was first fired. As it's a rope, you still have relatively free movement options, but it requires that you already have momentum.

Ground Cooldown 1 second
Air Cooldown 4 seconds
"Hooked" Cooldown Recharge paused
 
Long Fall (Default)

I'd maintain the existing slow-falling mechanics, but with some adjustments. Firstly, I'd extend the total slow-fall duration to 4 seconds, while enabling continuous recharging at half speed (1 second regained every 2 seconds). Additionally, I'd change the ability to drain gradually when held rather than being consumed as a single-use ability. This, in my view, would enhance its effectiveness as a tool for covering extended distances. To balance this, introducing a longer cooldown after complete depletion would likely be needed.

 

Air Cushion (Long Fall Alt)

The concept behind this tool is to introduce a pseudo double jump, extend momentum carry, and raise the skill ceiling, all while making basic challenges more approachable. Despite having a relatively extended cooldown, it encourages skillful utilisation. Unlike having a fixed detonation time, it could function similarly to the Loose Cannon in TF2, where the longer you hold the key, the shorter the fuse becomes. This could also impact the cooldown duration. Upon detonation, the burst would provide a force equivalent to a jump, facilitating precise adjustments in mid-air for more complex strafing maneuvers. Given its controlled detonation points, this tool allows for canceling slides, further horizontal momentum carry, or injecting additional speed into a swing.

Standard Cooldown 15 second
"Missed" Air Cooldown 5 seconds
"Hit" Air Cooldown 2 seconds