TUT-Deathmatch (yep, I did it!)

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Neon_Knight
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TUT-Deathmatch (yep, I did it!)

Post by Neon_Knight » Mon Feb 28, 2022 2:24 pm

It's been quite a lot of time ever since I've dusted off my UED (poor skills), but I did. While I finish the Czech localization, I'll leave this here, which I just started yesterday.

I've proposed in the past, several times, an idea about an advanced tutorial that replaces or complements the current one UT has. So here's the first alpha of my attempt. It's a course meant to end in an 1-on-1 arena, which isn't built yet, so no bot support for now (cannot emphasize this enough). The TUT- prefix is the prefix Epic used in the latest UTs to signal which maps aren't meant to be anything else but tutorials. Also it's a bit rough around the edges. If there's any technique I may have missed, tell me.

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One of the things I want to add is messages in a similar fashion as they appear in the regular UT tutorial (may do a voiceover if I find some silence time) before each section. Also button-triggered doors separating the areas.
Welcome to Unreal Tournament's Advanced Training Course. This course is meant to get you acquainted to Unreal Tournament's more advanced mechanics. The basics were already covered by the Deathmatch tutorial in the Ladder. Now we'll see many other techniques that you may find useful across the game.

The first technique we're going to see is called "dodging". Dodging allows you to cover ground and avoid enemy fire as quick as possible, something that jumping and even regular strafing struggles against. In order to dodge, first you need to check if "Dodging" option in the menu is enabled. Then you must quickly press twice the Strafe Left or Strafe Right key. If you find you can't dodge as much as you would prefer, you can change the reaction time in the Options menu. You need to use dodging in order to cross this section. If you fall, there are stairs nearby that take you to the beginning point.

Excellent! Dodging also allows you to reach otherwise unreachable places and find many shortcuts across the maps. This slope is too steep to be walked on, so in order to reach the higher step and proceed forward, you need to dodge in the direction of the wall. Place yourself near the slope, but not touching it, face a direction, and dodge on the direction of the wall. If you face the left wall, dodge in the right direction, and viceversa.

You need to continue dodging your way up. Once you're at the top, dodge one of the last slopes in order to proceed.

Well done! Now we're going to see another key movement: elevator jump. Like dodging, it allows you to reach otherwise unreachable places, and find shortcuts. You'll notice this elevator stops before reaching the upper level. You must jump before it reaches its highest point in order to get the required boost. While this course is set so you take no damage, be aware that falling from high heights will deal damage to you.
Great! You're doing it pretty well. Now, take the Jump Boots. These boots allow you to jump quite high and reduce the damage taken by falling from high distances. In order to reach the next level, you must have the boots equipped. You need to reach the upper level by doing three consecutive jumps. Be careful, though, you only have three jumps before they expire, and once they do, their protection against falling damage wears off as well. However in this area, if you fall, don't worry, as you won't take damage.

With height-based jumps out of the way, let's now take a look at weapon jumps. The first jump we're going to see is the "Impact Jump". As the name suggests, you must fully charge your Impact Hammer, then aim all the way down, jump and immediately release the trigger. The following balcony cannot be walked or dodged, and there are no jump boots nearby to safely pass it. Your only resource in this situation is the Impact Jump.

Impact Jumps can also be combined with Jump Boots in order to reach ludicrous heights at the cost of some damage. Try it. Time your Impact Hammer release so it doesn't get wasted and you can reach the high point. Don't worry for the damage here, though, as this area is configured so you take no damage.

Excellent. I bet it took you some tries, isn't it? This is the last jump we're going to see today. Now walk onto the teleporter and enter the arena in order to battle the opponent that will be awaiting for you. Once in there you'll be given an Enforcer and then dropped onto the arena. The area is filled with obstacles such as the ones we saw today so you can practice these jumps while fighting. It's a quite vertical arena, so make use of everything we've learnt today and you should be able to win this fight. Good luck!
Last edited by Neon_Knight on Tue Mar 01, 2022 1:33 am, edited 1 time in total.
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Re: TUT-Deathmatch (yep, I did it!)

Post by Ubir4 » Mon Feb 28, 2022 5:07 pm

Impact jump more jump bots, I didn't know about this one. what a big jump. :loool:

Thank's for the map. :tu:

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Re: TUT-Deathmatch (yep, I did it!)

Post by NemesisNeS » Mon Feb 28, 2022 11:37 pm

Nicely done, will test it thoroughly later tonight when I am back at the lab.
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TUT-Deathmatch Alpha 2 released!

Post by Neon_Knight » Tue Mar 01, 2022 1:39 am

Here's Alpha 2:

https://www.dropbox.com/s/8873ssd4sgnw3 ... 2.zip?dl=0

The most notorious change is the addition of the Arena. Bot pathing still isn't implemented yet! That has to wait until I figure out how to make humans spawn in certain spots and bots on the other.
Here's the full Changelog:

- 1on1 Arena Implemented.
- Skybox added.
- More work on the course. (Some collision issues remain!)
- Added one-way teleporter back to the main starting point at the end of the course. Then another teleporter going straight to the Arena.

TO-DO:
- Add Playerstarts (some of them only for players, others only for bots).
- Add bot pathing in the main arena.

Automatically merged

Re: TUT-Deathmatch (yep, I did it!)
a2 screenshots:

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OldUnreal U1v227/UTv469 Localization Project coordinator/spanish language maintainer - Unreal Wiki
ProTip 1: anybody using the phrase "I'm a True Fan and You're Not!" is an obnoxious, self-centered, egotistical, elitist, narcissist douchebag.
ProTip 2: anybody who uses the "Royal We" when making a demand wants to pass their own opinion as everyone else's.
ProTip 3: Only the people that do nothing but criticize don't make mistakes. Do things. Make mistakes. Learn from them. And screw those who do nothing but throw poison and criticize.
ProTip 4: If the Duke Nukem Forever fiasco wasn't enough of a lesson, perfectionism leads to nothing positive. Don't be afraid of releasing a buggy product. Even the most polished product has its flaws.

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Re: TUT-Deathmatch (yep, I did it!)

Post by papercoffee » Wed Mar 02, 2022 2:41 am

you forgot the transloc jump to get even higher. :mrgreen:

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Re: TUT-Deathmatch (yep, I did it!)

Post by Ubir4 » Sat Mar 12, 2022 8:32 am

I liked 1 and 2. I wanted to see 3.

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Re: TUT-Deathmatch (yep, I did it!)

Post by Gustavo6046 » Sat Mar 12, 2022 11:31 am

I can help refine the script for you, if you want.

I also feel like there is a lot of emphasis on jumps, but not on other aspects of combat, like maybe sections dedicated to dodging or even long-range precision.

Also, to give extra emphasis to verticality in the arena, how about a warpzone that makes it wrap around vertically, kind of like DM-Fractal, or that big FragNBrag DOM map?
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Re: TUT-Deathmatch (yep, I did it!)

Post by Neon_Knight » Sun Mar 13, 2022 12:47 am

Gustavo6046 wrote:
Sat Mar 12, 2022 11:31 am
I can help refine the script for you, if you want.
Sure, go ahead! Was thinking on creating a gametype solely for this map, but anything that solves that particular issue is welcome. 🍻
Gustavo6046 wrote:
Sat Mar 12, 2022 11:31 am
I also feel like there is a lot of emphasis on jumps, but not on other aspects of combat, like maybe sections dedicated to dodging or even long-range precision.

Also, to give extra emphasis to verticality in the arena, how about a warpzone that makes it wrap around vertically, kind of like DM-Fractal, or that big FragNBrag DOM map?
I'd like to say in this case "baby steps". I think the things covered in this tutorial are fine, other things I'd reserve them for a future part 2. As for the arena, the main idea is to have a place to practice all of these jumps while in combat, just to get the players accustomed to that.

Part 2 would be a more weapon-centered tutorial. Something along the lines of UT4's weapon showcase gallery, but a bit more lineal.



But now that you mentioned it, there are almost no areas to practice lift jumps in the map. It may work. 🤔
OldUnreal U1v227/UTv469 Localization Project coordinator/spanish language maintainer - Unreal Wiki
ProTip 1: anybody using the phrase "I'm a True Fan and You're Not!" is an obnoxious, self-centered, egotistical, elitist, narcissist douchebag.
ProTip 2: anybody who uses the "Royal We" when making a demand wants to pass their own opinion as everyone else's.
ProTip 3: Only the people that do nothing but criticize don't make mistakes. Do things. Make mistakes. Learn from them. And screw those who do nothing but throw poison and criticize.
ProTip 4: If the Duke Nukem Forever fiasco wasn't enough of a lesson, perfectionism leads to nothing positive. Don't be afraid of releasing a buggy product. Even the most polished product has its flaws.

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Re: TUT-Deathmatch (yep, I did it!)

Post by Gustavo6046 » Sun Mar 13, 2022 3:53 am

I was talking about the announcer script :P
"Everyone is an idea man. Everybody thinks they have a revolutionary new game concept that no one else has ever thought of. Having cool ideas will rarely get you anywhere in the games industry. You have to be able to implement your ideas or provide some useful skill. This also applies to mod authoring. If you become a skilled or notable mod author, you will find people propositioning you to implement their ideas. Never join a project whose idea man or leader has no obvious development skills. Never join a project that only has a web designer. You have your own ideas. Focus on them carefully and in small chunks and you will be able to develop cool projects."

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