Random insane concepts for mutators!

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papercoffee
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Re: Random insane concepts for mutators!

Post by papercoffee » Thu Apr 22, 2021 1:43 pm

Well my earliest insane concept still stands
papercoffee wrote:
Fri Jul 06, 2012 9:23 pm
whatabout a random gun ...with every shot came a different projectile out of the weapon. looks like the pulse but shoots everything. only the redeemer should be a little bit lesser available.
This was the base idea for the Ridiculous 'Deemer as you know EG.
And I still think something as the Random Gun is needed in UT :mrgreen:

I would work on the Skin for this weapon but I would need a little help on the coding side.

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Re: Random insane concepts for mutators!

Post by Neon_Knight » Thu Apr 22, 2021 1:46 pm

We could also take a look at UT2004 for insane ideas for mutators. Ballistic Weapons and Junk Wars say HI!
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Re: Random insane concepts for mutators!

Post by TexasGtar » Sun May 02, 2021 4:50 am

papercoffee wrote:
Thu Apr 22, 2021 1:43 pm
Well my earliest insane concept still stands
papercoffee wrote:
Fri Jul 06, 2012 9:23 pm
whatabout a random gun ...with every shot came a different projectile out of the weapon. looks like the pulse but shoots everything. only the redeemer should be a little bit lesser available.
This was the base idea for the Ridiculous 'Deemer as you know EG.
And I still think something as the Random Gun is needed in UT :mrgreen:

I would work on the Skin for this weapon but I would need a little help on the coding side.
Would there be any indicator when the redeemer nuke was up next? Or would you just never know? Like a surprise?

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Re: Random insane concepts for mutators!

Post by TankBeef » Sun May 02, 2021 6:25 am

I was also thinking about a Highlander mutator. Everyone has a sword, you cut heads, you get the quickening. Sort of like a LMS with special effects. 8)
Oh and before someone suggests this, yes, I found this one:https://unrealarchive.org/mutators/unre ... d1e99.html , but it's not the same thing. It is supposed to make everyone immortal unless shot in the head, but I tried it, and did not see any difference with a no mutator match. :?

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Re: Random insane concepts for mutators!

Post by papercoffee » Sun May 02, 2021 5:23 pm

TexasGtar wrote:
Sun May 02, 2021 4:50 am
Would there be any indicator when the redeemer nuke was up next? Or would you just never know? Like a surprise?
Maybe a short beep or a "warning" ...but the idea was that you never know what comes next.
Also ...the alternate fire would be also in that list.

It is the most insane and random weapon concept.

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Re: Random insane concepts for mutators!

Post by sektor2111 » Sun May 02, 2021 8:23 pm

A mutator leaving you unarmed when you spam chat, and even naked - no clothes and no shoes :lol2: .

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Re: Random insane concepts for mutators!

Post by Neon_Knight » Sun May 02, 2021 11:31 pm

papercoffee wrote:
Sun May 02, 2021 5:23 pm
TexasGtar wrote:
Sun May 02, 2021 4:50 am
Would there be any indicator when the redeemer nuke was up next? Or would you just never know? Like a surprise?
Maybe a short beep or a "warning" ...but the idea was that you never know what comes next.
Also ...the alternate fire would be also in that list.

It is the most insane and random weapon concept.
"Nuclear launch detected."
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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: Random insane concepts for mutators!

Post by Pileyrei » Mon May 03, 2021 8:42 am

When the Atari forums were around in the early 2000's, I dreamt up a mod whereby everyone starts on one map and its a race to get 10 frags. First person who gets 10 gets teleported to the next map where they wait for others to come after achieving the frags. Person who lost each map went to spectator. 3-4 maps maximum. Final map would be small for the final 1v 1 whilst others spec'd.

Ugh, poor description/explanation but bottom line is someone actually made it for me! They called it quickmatch and I think I have the files somewhere.
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Re: Random insane concepts for mutators!

Post by papercoffee » Mon May 03, 2021 8:12 pm

Pileyrei wrote:
Mon May 03, 2021 8:42 am
When the Atari forums were around in the early 2000's, I dreamt up a mod whereby everyone starts on one map and its a race to get 10 frags. First person who gets 10 gets teleported to the next map where they wait for others to come after achieving the frags. Person who lost each map went to spectator. 3-4 maps maximum. Final map would be small for the final 1v 1 whilst others spec'd.

Ugh, poor description/explanation but bottom line is someone actually made it for me! They called it quickmatch and I think I have the files somewhere.
Sounds like a variation of Rocket-Arena. The mod.

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Re: Random insane concepts for mutators!

Post by OjitroC » Mon May 03, 2021 8:52 pm

Pileyrei wrote:
Mon May 03, 2021 8:42 am
When the Atari forums were around in the early 2000's, I dreamt up a mod whereby everyone starts on one map and its a race to get 10 frags. First person who gets 10 gets teleported to the next map where they wait for others to come after achieving the frags. Person who lost each map went to spectator. 3-4 maps maximum. Final map would be small for the final 1v 1 whilst others spec'd.

Ugh, poor description/explanation but bottom line is someone actually made it for me! They called it quickmatch and I think I have the files somewhere.
There's a QM map on Unreal Archive qm-pileyrei-v2 - though it seems to be missing the QM mod file.

I have the QuickMatch Pre-Release v02 mod (u file, int and readme) should you not be able to find yours and you want them.

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Re: Random insane concepts for mutators!

Post by Neon_Knight » Tue May 04, 2021 12:42 am

The PS2 port of Quake III Arena had that gamemode as Simple Elimination. Does your idea of a mod look like something like this?

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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.
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Re: Random insane concepts for mutators!

Post by Pileyrei » Sat May 08, 2021 6:15 pm

WOw! cant believe you found it!

Ive uploaded the latest umod and readme file if anyone is interested
quickmatch_v03_umod (2).zip
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Re: Random insane concepts for mutators!

Post by EvilGrins » Sat May 08, 2021 6:19 pm

Oooooh, ooooogh, I got it!

Mutator that re-does all self-guided weapons. You aim at your target, lock on, and when you "pull the trigger" and launches the player at the target.

Player has no control of themself, keep going until they hit the target and explode like a redeemer.

Variation on the Teigan Gun.
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Re: Random insane concepts for mutators!

Post by TankBeef » Sat May 08, 2021 9:44 pm

Pileyrei wrote:
Sat May 08, 2021 6:15 pm
WOw! cant believe you found it!

Ive uploaded the latest umod and readme file if anyone is interested

quickmatch_v03_umod (2).zip
Whoa, just finished playing it, this is better than I had imagined!!! Thanks for sharing. :D
OjitroC wrote:
Mon May 03, 2021 8:52 pm
There's a QM map on Unreal Archive qm-pileyrei-v2
Oh man, this is the only map available for this? :? I am thirsty!!!
It would be even cooler if one could choose the dm maps to play, put them on a map list.

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Re: Random insane concepts for mutators!

Post by OjitroC » Sat May 08, 2021 11:36 pm

TankBeef wrote:
Sat May 08, 2021 9:44 pm
Oh man, this is the only map available for this? :? I am thirsty!!!
It would be even cooler if one could choose the dm maps to play, put them on a map list.
It certainly seems to be the only map - I haven't come across another one.