Gravity flip
Gravity in another direction: walls and ceilings become floors.
How it works#
- Gravity points in one of the six axis directions (down, up, north, east, south, west).
- Every other move still works: strafe jumps, walljumps, ice, ledges and stamina all work on walls and ceilings, exactly as on the floor, only rotated.
- The view: you keep looking the same way in the world, and the world rolls around you (with a slide whistle and a short wobble). A setting keeps the view turning with gravity instead.
- The HUD shows which way is "down".
In maps#
| Map element | Does |
|---|---|
| Gravity zone | inside the volume, gravity points its way; leaving it restores the map's default |
| Gravity switch | touch it (or shoot it) to set gravity until the next switch |
| Flip pad | a floor that flips gravity when you land on it (e.g. to the ceiling) |
| Map default | the whole map runs in another direction (a sideways map) |
- The timer keeps running through every flip.
- Readable: zones show a colour tint, particles flowing in the gravity direction and arrows on the floor.
- Comfortable: the roll is quick, and players who get motion-sick can make it instant.
As a practice tool#
On any map, the gravity key turns gravity toward where you look (look at a wall and it becomes the floor), or cycles through the six directions. It's a training and exploring tool: like rewind, it marks the run as practice. Rewind remembers the gravity.
Design ideas#
- Ceiling runs: a corridor where floor and ceiling swap halfway.
- Wall drop-ins: flip onto an icy wall that turns into a drop-in.
- Gravity in leets: the fast exit needs a flip at the right moment.