I know I said I wasn’t talking with you, but I’ll make an exception to rectify what could be a huge mistake.
Sinusoidal ascent is a must-have element of ladders.
- Forces players to compromise between speed-of-travel and horizontal-view-recovery
(and there’s a “Center View” bind to help players re-orient themselves after climbing a ladder)
- Allows finer speed control, for when the top of a ladder requires a leap, or careful leg-up
(Without this control, 2 degrees means the difference between full-up and full-down)
- When a player aims horizontally to shoot, it limits their ability to climb (a logical thing)
Soup, what you want is what belongs in videogames without much or any vertical view control (consoles and wolfenstein). In those contexts, forward->up and backward->down make sense.
I remember Battlefield 2 used this method, where a certain angle determined whether the player would climb up/down at a full speed. Of the games I’ve enjoyed, that game had the most skittish and unintuitive ladder control of them all - - I hated it with a passion.
(The angle that determined up-or-down wasn’t even horizontal! It was about a 20 degree depression!)[/SIZE]
Anyway, a lack of vertical control is also the reason strafing into a ladder accomplishes exactly what you desire. A player cannot control their roll, so it immediately commences with full-up or full-down.
And so, if you want Black Mesa to ignore a player’s pitch-for-speed when climbing a ladder, you should climb every ladder sideways. Or maybe just learn to watch where you’re going.