Your idea for a map, mod etc.

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Re: Your idea for a map, mod etc.

Post by UT99.org »

billybill wrote:I'd like to get the commander class working, most of it is already there. You can even already enable them to join by increasing the maxcommanders option. Looks like they were scrapped and blanked from the player selection screen maybe at the last minute because it was unfinished. If it was not blanked out there would be a checkbox under the spectate checkbox where you could set your playerclass (overrideclass?) as a commander. You could then attempt to join any server as one. But it looks like they never finished the function that makes you become one of the players you are spectating. The function is there! But it's not an executable function, it's eternal/uscript only at the moment. That means a very simple mutator could make it one.

It would be like a strategy game of CTF where if the character you are temporarily playing as dies you quickly choose another one who might be more positioned near to the opponents flag - or near the enemy who has your flag. Although I'm mostly guessing all of this. It could work in siege and other gametypes as well. This wouldn't be fun for long offline, online there could be some potential

As I mentioned, as it stands a small mutator would fix the becomeaplayer function whatever it's called and assign it to an executable command that the commander (spectator) could do. I'm guessing a similar copy of the function exists somewhere else, or atleast very similar to it, when a player gets momentarily disconnected from the server but their client quickly sends packets under the same checksum, assuming the same body and "reconnects" unlogged and mostly unnoticed. Amazing the game doesn't get confused when multiple computers with the same ip address join a server, I've seen the scoreboards sometimes they were able to all use the same player name, their names were all yellow if I remember correctly as well. Anyway, ignore my pondering out loud unless you can offer an insight for me. The big question is what are some uses you could think of for becoming pawns from spectator AKA commander, I mentioned siege as one. Presumably It would work by commanders joining a game with lots of bots. I don't think BT or monster hunt would be as useful maybe if you were showing someone where to go and could vacate your player and leaving it to idle. It really has the most potential for team games if done right
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Re: Your idea for a map, mod etc.

Post by Wises »

in terms of tdm/ctf/assault type games.. i was thinking.. why not have an intermission period.. half way through.. the matches.. of course each team would have commanders and/or a timer 1-3 minutes perhaps..

teams weapons would be dissabled at these intermissions and a splash screen would come up and state like the movies.. INTERMISSION. Teams could teamsay each other and consider their tactics fir the second half.. then when ready.. each commander would click the "Ready Button".. players could be either respawned back at base.. without dying.. and have 30seconds to repossition themselves..

then the game continues..

something like that.. also inspired by a couple posts back , tv (sports) related stuff
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Re: Your idea for a map, mod etc.

Post by Gameite2260 »

Some level designs for my idea. It is of note that even though the Skaarj and Mercenary campaign take place at the same point, the marine campaign starts a few days before the events of the other campaigns.
Level 1
Spoiler
Marine: In this one, you're with 3 other marines, travelling through Na Pali. You're a combat medic, so all you get is an automag. You get dropped off at the Sacred Passage, get lost from your other marines in the Depths Of Rrajigar, so you're all alone. The first level is basically the Depths Of Rrajigar backwards, only with different drops like a dispersion pistol near the start of the level. The health system is different, instead of the health system currently in the game, here you have something similar to Half-Life where you find large amounts of health which act as checkpoints of sorts. There's also your first upgrade station here, where you can switch out weapon types later on, and also upgrade them. So the Marine campaign has a few RPG elements, but nothing too excessive.

Skaarj: In this one, you're on a Skaarj carrier patrolling over Nyleve's Falls. A Mercenary ship suddenly starts shooting at you, and more Mercenaries board the ship. So you gotta escape.
At the start of the level, you choose between being a Warrior (the almost naked guys that shoot the laser balls and have razor claws), or a Trooper (The ones that just shoot guns). If you choose the Warrior, you only have one weapon, the razor-claw thing. You can get a few upgrades for it, but the battles here are mainly in how you approach them, not in what weapons you use. If you're a warrior, you can get some followers in the form of all brute types, mantas, krall, or lesser Skaarj. You can choose where these followers are positioned, similar to Mass Effect. If you're a Trooper, it's just like a normal game. Which class you pick also effects some levels you go through, and pickups. For example, there might be a rare Skaarj Officer suit you can find as a Trooper that passively increases your damage, but if you're a Warrior, you can instead find the vest that the Skaarj Scout wears, which increases your agility passively. Anyway, you go through the level, killing Mercenaries, but they end up destroying the ship anyway, and you bail out just in time.

Mercenary: In this one, you're an elite mercenary on the same ship that invades the Skaarj ship in the Skaarj campaign. This entire level consists of a turret section (The only one in the game) where you shoot down Skaarj fighters.
Eventually, the Skaarj carrier shows up, and you have to destroy it. After that, you and 1 other NPC mercenary gets sent to hunt down the survivors of the wreck in a drop pod.
Level 2
Spoiler
Marine: This is your average level, the Rrajigar Mines backwards. The previous level had no brutes, but this one is swarming with them. You can collect one Brute Launcher, which acts as a primitive version of the Eightball which can't load rockets, and slows you down when using it. But upgrades are cheap, so it can be upgraded later, and it's also the only explosive weapon you get for a while, and ammo is abundant too.

Skaarj: Here, after you bail out, you come across a familiar sight: The crashed Vortex Rikers ship. You decide to explore it, and end up sneaking all over the level, killing humans. After the half-closed door scene, right before you get the Dispersion Pistol in the original Unreal, suddenly a Mercenary pops out, and you have to chase it down, back outside the ship, where you have a boss fight with him. He goes down in a few hits, nothing too special, but when you deplete his health, he doesn't die. He runs away.

Mercenary: This level starts out while the drop pod is falling. A skaarj ship appears, blows a hole in the side of the drop pod, and then it crash-lands at the end of Nyleve's Falls. Your character's right hand is blown off in the chaos. A Skaarj Scout instantly shows up and starts beating the shit out of the other Mercenary. You have to duck into the nearby cave to the left of the main door (Where you fight your first Manta in the original Unreal) while the Skaarj is killing the other Mercenary, which contains your first weapon: A power fist. The Power Fist is the main weapon of the Mercenary campaign, as it is mainly focused on melee combat. You can do up to 6 basic moves, by pressing or holding the left mouse button, the right mouse button, or both at the same time. There are some Mercenary logistics drops which contain Translator journals on combo moves you can do. There are some other weapons, but they are spread out very far across the game, with the exception of the Fist Gun, which is a gun mounted on the power fist in the middle of this level. Anyway, a short walk later, fighting Lesser Brutes and Mantas like the original Nyleve's Falls, you find the Vortex Rikers, and a Skaarj Warrior pops out of it. You have a boss fight with him, and like the boss at the end of the Skaarj version of this level, he runs away instead of dying after you deplete his energy in a few hits. No matter what choice you made in the Skaarj campaign, the Skaarj is always a Warrior and not a Trooper.
Level 3
Spoiler
Marine: Now you finally come across the Vortex Rikers. Green blood is splattered around the entrance. You go in the ship, and get captured by a small squad of Skaarj with stingers. You get taken to a Skaarj prison, which is filled with Nali, and, seeing that the savior has been imprisoned, become so mad that they stage a prison riot and break you out. They don't fight, that's up to you. They just break the door open. No escort missions are in this level.

Skaarj: Here, you somehow repair the Skaarj Fighter that you bailed out in. You fly around past Nyleve's Falls, but eventually run out of energy, and have to "land" in Noork's Elbow. You end up crashing into the moat around the opening to the Temple Of Vandora, and uncover a secret entrance. After dealing with a few Devilfish, you swim down, and discover the underground Nali Chambers. The area here differs depending on if you're playing as a Warrior or a Trooper. If you're a Warrior, the ship crash reveals a secret passage on the left, which is being excavated by Skaarj. There are plenty of Skaarj that you can make your followers, but there's a new type of much stronger enemy, the Renegades, a stronger type of Brute that has different type of weapons.
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Re: Your idea for a map, mod etc.

Post by UTDeath »

Feralidragon wrote:I made a somewhat similar concept before.
I like when Game Types are mixed in a way that makes sense and this sounds like it, though I would totally forget about the Flags and I'd just kill monsters. :D
I was just trying to explain how Pileyrei's idea could work. I also thought some changes from map to map, like if it is an old castle then you have just that, but if we have a high tech energy tower thing then it could have the Screens we can find on Jail Break maps to see the action on the lower levels and have an alarm or something once a new Player reaches a floor. That's pretty much up to the map maker.
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Re: Your idea for a map, mod etc.

Post by Gameite2260 »

This gamemode I have thought up here would basically be like Monster Hunt in reverse. You play as a human, fighting monsters, like Monster Hunt. The only difference is that you can also opt to play as a monster, similar to Left 4 Dead.

When you hit humans, you get points. You spend these points choosing which monster to respawn as. Spawning as a Pupae or Fly is free. There's also a section cut off from the rest of the game, which all monsters spawn in. It's a hub area for where you want to go, and players can also do things like trade points, etc.
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Re: Your idea for a map, mod etc.

Post by UTDeath »

I have some other ideas that will not be in my Death Tournament but will be included as extra Mutator.
These are some of them:
Using the Double Jump Mutator and some extra coding and effects, I will try to bring the Screw Attack from Metroid into UT.
Overdrive, this Mutator will increase a Player's stats [Damage, Speed, Jump Height, Etc] after the Player has sustained a large amount of Damage without dying.
New Effect for Health Items, this will be in my pack but I will create a replacement for the default UT Health Items as well. It will be like the red orbs you can see used in God Of War but will change accordingly to the color of the Health Item.
I will make blue ones for UT and both grey and red for my Health Items.
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Re: Your idea for a map, mod etc.

Post by heliumcat »

A vague weapon idea I have atm:

Some sort of gun that fires big looking plasma ball projectiles that upon impact with a wall or pawn tend to bounce off/ricochet into a random (but precise) direction, YET if there's an enemy player or pawn nearby at the moment the projectile bounces, the direction it bounces to should be where the enemy player or pawn is atm, so it will be heading to the enemy player/pawn without actually being "homing" or "heat-seeking" (ie changing direction while it's just moving to head towards the enemy). When it hits the enemy pawn/player it should be giving damage and then do the same thing it does when bouncing off a wall, ie directing itself to another enemy pawn/player nearby (if there is one, if not it should just bounce of precisely like the freezer projectiles of nw3 or the ripper projectiles).

I would say it should have a bounce limit of lets say 3 or 4 bounces, when it misses the player/pawn it's supposed to bounce to, it should target it again on the next bounce against a wall or an unlucky player/pawn.

Yet if there are no enemy players or pawns around, it should just bounce of like the nw3 freezer projectiles do, maybe with a bit more randomness in the direction yet still quite precisely.

After 3 or 4 bounces it should explode with quite some splash damage and disappear.

Maybe the amount of bounces, enemy detection range, bounce damage, final explosion damage and projectile speed should be configurable via ini or menu.

It should also give some sort of explosion/sprite effect when it bounces off, maybe even causing small splash damage to the enemy players and pawns nearby.

Not sure on the secondary fire yet though.

Maybe it would also be cool if the projectile accelerates (going from slow to fast movement speed) when it gets fired and when it bounces.
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Re: Your idea for a map, mod etc.

Post by UTDeath »

Like a Shock Rifle Projectile that bounces like the Ripper Blades?
It shouldn't be hard to do, pretty much just a modification of the Blades to change how they look and what they do on HitWall, ProcessTouch and such functions.
But random yet precise direction? Dude what?
Did I hear "Low quality high resolution textures"? :D
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Re: Your idea for a map, mod etc.

Post by heliumcat »

UTDeath wrote:Like a Shock Rifle Projectile that bounces like the Ripper Blades?
It shouldn't be hard to do, pretty much just a modification of the Blades to change how they look and what they do on HitWall, ProcessTouch and such functions.
But random yet precise direction? Dude what?
Did I hear "Low quality high resolution textures"? :D
I meant precise but with a bit of small you know inaccuracy added to it.

So it's like precise but not 100% precise.

Precise-ish rather.
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Re: Your idea for a map, mod etc.

Post by UTDeath »

Hmm, I am still not a hundred percent sure of what you want to see but if it is kind of what I said then it is easy.
Are you a coder or just got the idea?

And back to the ideas. I was thinking that since Ferali is doing the Oversurrector, like that?, for his Nali weapons, then we should do one for the Unreal Tournament weapons! :D
I already have some of then planned but not all of them, I will try to post a little picture sequence of what I have in mind later.
We can use the Proxy related Meshes from Chaos for it, I talked with RFlagg from ChaoticDreams and he said it is fine as long as there is no commercial use for it, as usual, and that we give credit.
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Re: Your idea for a map, mod etc.

Post by papercoffee »

UTDeath wrote: Did I hear "Low quality high resolution textures"? :D
:mrgreen: or healthy burger ...hehe.
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Re: Your idea for a map, mod etc.

Post by heliumcat »

papercoffee wrote:
UTDeath wrote: Did I hear "Low quality high resolution textures"? :D
:mrgreen: or healthy burger ...hehe.
Or a fat dietist.

I think that one takes the cake, figuratively AND literally.

Edit ------------------------------- by papercoffee
UTDeath wrote:Hmm, I am still not a hundred percent sure of what you want to see but if it is kind of what I said then it is easy.
Are you a coder or just got the idea?

And back to the ideas. I was thinking that since Ferali is doing the Oversurrector, like that?, for his Nali weapons, then we should do one for the Unreal Tournament weapons! :D
I already have some of then planned but not all of them, I will try to post a little picture sequence of what I have in mind later.
We can use the Proxy related Meshes from Chaos for it, I talked with RFlagg from ChaoticDreams and he said it is fine as long as there is no commercial use for it, as usual, and that we give credit.
Yeah it's explained poorly because there is no way for me to explain it properly even in my native language.

And no, I'm not a coder, I am a bit of a "coder", in other words someone who just messes around with the code (changing values and trying to copy paste some stuff) but knows jack shit about it.

Please avoid double posts next time.
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Re: Your idea for a map, mod etc.

Post by UnrealGGecko »

After playing a few SP campaigns, I noticed... Why aren't there any SP maps that would have something to do with the Tournament?! All I see is NaPali and NaPali, yet the things that really needs explaining are Liandri, the tourney and Xan himself. :noidea:

So after I gain experiance at UED (still at n00b level lol). Maybe I'll try something about it. What do you all think?
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Re: Your idea for a map, mod etc.

Post by UTDeath »

heliumcat wrote:Yeah it's explained poorly because there is no way for me to explain it properly even in my native language.

Which Is?
heliumcat wrote:And no, I'm not a coder, I am a bit of a "coder", in other words someone who just messes around with the code (changing values and trying to copy paste some stuff) but knows jack shit about it.

Then get to it Man, that means you have some knowledge about it. If you spend more time on it you will be able to make it yourself. I really think it is easy to make and it's only a matter of how much effort you want to put in it.
GEx wrote:After playing a few SP campaigns, I noticed... Why aren't there any SP maps that would have something to do with the Tournament!? All I see is NaPali and NaPali, yet the things that really needs explaining are Liandri, the tourney and Xan himself.

Yes! I totally feel you on this one GEx. Either NaPali or you are a prisioner in a Skaarj ship...
And I was always wondering why there was no more story in Unreal Tournament, and I know "FPS Noob, who cares about story?" but still. All we have in the game itself is: In twenty two ninety one in an intent to control violence against deep space miners...
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Re: Your idea for a map, mod etc.

Post by heliumcat »

UTDeath wrote:
heliumcat wrote:Yeah it's explained poorly because there is no way for me to explain it properly even in my native language.

Which Is?
Dutch.
UTDeath wrote:
heliumcat wrote:And no, I'm not a coder, I am a bit of a "coder", in other words someone who just messes around with the code (changing values and trying to copy paste some stuff) but knows jack shit about it.

Then get to it Man, that means you have some knowledge about it. If you spend more time on it you will be able to make it yourself. I really think it is easy to make and it's only a matter of how much effort you want to put in it.
"Knowledge" lol, even 10 year old kids can copy and paste code and change values in uscript, but it takes years to even centuries to completely master the uscript language without spending ages googling for uscript information while trying to build something that is even considered to be quite simple in theory, especially judging by the amount of "decent" mods and mutators around like chaosut and nw3 compared to stuff like weaponlord and weaponmage. (not that I dislike the latter two, but it's nowhere compared to the former two I've mentioned in terms of code and everything else too)
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