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Between 2021-10-09 00:00:00Z and 2021-10-10 00:00:00Z
if anyone actually knows how it works, consider putting a tiny bit of text at least on this page so it isn't just blank https://wiki.ddnet.tw/wiki/Shotgunfly
also oddly the Throw page is also blank. i figured someone might have just explained it on the hook or hammer pages but nope
03:47
I guess a "throw" is hard to define, not in concrete terms. we might be able to generally categorize throws into different types but i think it's harder to approach than other tech
03:47
like there is a throw u can do where you keep hook to throw a frozen tee up and around a ceiling edge
in my head i think there are 5 main types of throws:
vertical: prioritizing only height
near-vertical: trying to land the tee on top of some higher platform
diagonal: prioritizing both distance and height roughly equally
horizontal: prioritizing only distance
horizontal gap: prioritizing mostly distance, but also a specific height range the tee must pass through
there is also a 6th "throw" which is circle throw, but imo it's not in the same lineup as the rest as they dont achieve the same goal as getting the tee to a specific location. it's usually just a part of a setup or used for momentum in 2p
for each of the 5 types, there are various ways to do it. pre-hook so the tee is off the ground, dragging the tee upwards to incorporate vertical speed into a horizontal throw, pre-throw upwards to use the tee for extra height, and any combination of these techniques or even others im not thinking of.
03:55
im just a noob so i might be missing a lot here, feel free to add to this
03:56
i also didn't even consider weapon or player state synergy which might involve some other stuff but i think those should just be references for the main article for the weapon/state
also pls don't refer to tiles as "blocks" since they're not referred to as such internally
04:28
or even in-game, i think they are almost always communicated as "tiles" between players
lynn
in my head i think there are 5 main types of throws:
vertical: prioritizing only height
near-vertical: trying to land the tee on top of some higher platform
diagonal: prioritizing both distance and height roughly equally
horizontal: prioritizing only distance
horizontal gap: prioritizing mostly distance, but also a specific height range the tee must pass through
there is also a 6th "throw" which is circle throw, but imo it's not in the same lineup as the rest as they dont achieve the same goal as getting the tee to a specific location. it's usually just a part of a setup or used for momentum in 2p
for each of the 5 types, there are various ways to do it. pre-hook so the tee is off the ground, dragging the tee upwards to incorporate vertical speed into a horizontal throw, pre-throw upwards to use the tee for extra height, and any combination of these techniques or even others im not thinking of.
so i think the style is like this
Headings: Title Case
Subheadings: Sentence case
Tees: it for singular, they for plural
Players: they for singular and plural
Race techniques: always 1 word unless otherwise agreed upon (hookfly, hammerfly, edgejump, edgehook, etc)
Keep idioms to a minimum: in a nutshell, piece of cake, out of hand, get rid of, etc
Terminating punctuation required except at the end of bulleted items, media captions, and headings(edited)
05:00
@louis hmmm tricky thing to agree on... period or comma for decimal
i guess we have to decide how "serious" the wiki is. like ddnet as a brand (just humor the idea) is not really concrete in terms of voice/mood but it's fairly formal (at least on the website)
A drag part is a part in a map where you must hook a tee through a tunnel of freeze, typically through corners and hookthrough. Drag parts are very common in maps. Some maps are entirely made up of drag parts, with only a few non-dragging sections.