QUOTE(pSyk0mAn @ Jul 31 2008, 03:07 PM)

Of course you'll slide along the wall, when strafing while watching up at the ceiling or down at the floor.
That's what I meant with strafe commands treating the wall like you are on the floor.
At the moment you have to watch up/down in order to be able to move in that direction via +forward or you need to bind another key (+moveup).
The idea is to make strafe commands useful while walking on the wall and watching along the corridor/room and give new players, that probably don't even know about +moveup and its effects, a better way to navigate on walls, which would be part of hopefully a lot of changes to make the skulk easier to use on walls.
OK, so your suggestion is to treat players as though they had view rotation on, without it actually rotating?
I can see the benefits, especially if you continue to hold down strafe as you touch a wall and you keep going up. Cool. I can also see the argument for more maneuverability. The big problem, as you've pointed out, is the ceiling. A smaller, but perhaps more pronounced one, is variations from the xyz axis. Say you are looking down a hallway, along the wall, but facing 45 degrees upward. By pressing the strafe "into" the wall, you would move up and backward. As for the ceiling, either the cod reverts to the current system, or people will get very confused as to why the control scheme is reversed.
So, to simplify things, here's some solutions.
1) Just go all the way with view rotation. My personal problem with this is it elevates the learning curve a lot. AvP2 was close, but extremely jarring for new players.
2) Only allow this in certain situations, and tweak the code. For example, facing along the wall within a certain angle, say 30 degrees above and below the parallel to the floor, this system works and only gives up and downward motion. Or, strafing along the wall only works while looking along the wall within a certain angle, and again it only up and down motion. Probably a combination or both, since looking into the wall but slightly up should produce sideways motion along the wall, as should looking along the wall but straight up. Sorry if my 3D wording if poor.
The fundamental part is keep the system simple. Mixing and matching is a delicate balance, and keeping things consistent for players is key. Some are even learning with no FPS experience, and if it seems too hard to learn, they simply move on to another game. Some might claim this is something we want, a self-selection process, but I for one want new players, not just the dedicated pros. After all, who else will I be able to dominate 1v5 as a skulk? =]