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    Tower Assault

    Unseen in any recent UTs they are though
    the greatest form of survival deathmatches.
    The maps must be set up like some babylonian
    tower where the players can advance to the top.
    Therefore all must spawn on the grounds before the
    actual tower and then climb it to reach the best
    pickups at the very top. Also team matches were
    more than suitable and all this in the most simple way.
    This kind of maps combine survival and deathmatch
    in a absolutely best playability implementation.
    Im already planning some map for UT99 where
    one huger tower be surrounded by many smaller
    and ruined ones in Fallout style. The basement
    shall somehow be flooded and i must make some
    protos for the smaller towers in order - difficult.
    Last edited by Kaal979; 07-22-2014, 07:52 PM.
    GOod STUff HERe <<

    #2
    That's about level design or a game mode too?
    Basically that sounds like point control (domination, ons, warfare...) only without vehicles. Who captures the tower will then spawn at that tower.

    And if the work isn't started yet - go straight for UE4, don't waste time with UT99.

    Comment


      #3
      Nah - players always spawn at bottom -
      only who reaches the towers top can access
      the redeemer and shieldbelt and what not.
      And btw - i keep waiting for UT99 PCs forever!
      GOod STUff HERe <<

      Comment


        #4
        I personally like the UT99 and still playing it time to time, but now is the opportunity to make a new one and we can define how cool the new UT is going to be!

        Comment


          #5
          I kind of like the thought of your idea being a gamemode. Whoever gets to the top first hits a big red button and mass kills everyone on the map. You are the winner.
          www.funrealtournament.com «« My maps
          www.smartapplerocks.com «« My music

          Comment


            #6
            The map shalt not absolutely end if
            one reaches the top - much more there
            happen the deadly duels around this point!

            P.S.: Its quite similar to the so
            called "Funnel-DM" gametype.
            Last edited by Kaal979; 07-22-2014, 02:19 PM.
            GOod STUff HERe <<

            Comment


              #7
              If the match not ending when someone reaches the top, it may end up with boring infinite pwnge until all other players below just leave the game.
              It needs some kind of fix, for example a timer for NN seconds before teleporting or somehow kicking the succeeded player out of tower. And before that happens, all other players runs away and hiding below from warheads and ion beams, raging down them. Yeah, that sounds fun!

              Comment


                #8
                I didnt see this problem - of course the player
                on the top must have appropriate ways to better
                gain frags than the others below be it redeemer
                and sniperrifle access or maybe some traps with
                camscreens though this wouldnt be really cool for
                bots. But the best way is to have greater overview
                and where rivals arrive. Just imagine the player could
                call air support with helicopters picking many players
                out - such stuffs.

                P.S.: Or maybe always when the
                dominating bot takes e.g. the shieldbelt
                could trigger certain death events.

                P.S.2: Or it just really had to be a new
                gametype with domination zone what although
                could make the assaulting bot boringish.
                I believe this gametype already exists
                in the CUT mod - King Of The Hill!
                But i find it more a great challenge to
                somehow optimize a DM map for this.
                Last edited by Kaal979; 07-22-2014, 09:13 PM.
                GOod STUff HERe <<

                Comment


                  #9
                  One more idea: when one reaches top, others turn into zombies ) The survivor must stand for 60 seconds with a flak and chainsaw.

                  Comment


                    #10
                    The idea stays good - imagine it hasnt
                    truly to be a tower it could as well
                    be a hilltop or rocks or similar. This
                    would make the spawnkilling problem
                    much easier only just no cool tower.

                    P.S.: I made three maps which fit
                    perfectly in this discussion - try
                    them if you like (of course UT99):
                    DOM-Flashpoint: http://www.unrealplayground.com/foru...o=file&id=7968
                    DM-WorldWar100: http://www.unrealplayground.com/foru...o=file&id=8015
                    DM-CUT_KillGorado: http://www.moddb.com/mods/chaosut/ad...killgorado-v17
                    (the weirdest!)
                    Last edited by Kaal979; 07-22-2014, 09:53 PM.
                    GOod STUff HERe <<

                    Comment


                      #11
                      The idea here can easily turn into King of the Hill. You run up to a point (usually a hill or strategically important location) and keep it under control to score points. The hill can be anything; hills, tops of towers, ravines, large open rooms, so on. It has a lot of the same types of traits to the tower, though usually, KotH hills are sparse in weapons or powerups to prevent one person from dominating the whole match.

                      For once a game mode where camping is a legiminate strategy. :P
                      Change for the worse, and you regret every moment.
                      Change for the better, and you can't live without it.
                      Having the will to embrace change is the real challenge.
                      --Captain Crit

                      Comment


                        #12
                        Originally posted by Captain Crit View Post
                        For once a game mode where camping is a legiminate strategy. :P
                        Once? CTF & ONS\warfare sometimes also requries to hold the point. Especially when your tiammates are dumb and the flag/point is loosed every single time you goes away from it. )

                        Comment


                          #13
                          Looks like they are using some custom texture packages missing in standard UT99.
                          I only managed to run DOM-Flashpoint - and it looks and plays awfull. Is it a finished map or prototype? Wery poor lighting (if ever set), skybox is not set properly, the open area of the map is too big to be interesting to play (it's all about hitscan weapons and redeemer).
                          Last edited by ShurikMur; 07-23-2014, 07:53 AM.

                          Comment


                            #14
                            Killgorado of course requires the ChaosUT 1.1 mod and WorldWar100
                            should run well without any addpackages (except the included of course)!
                            And FlashPoint is a quite old work and focuses more on path layout than
                            design quality.
                            GOod STUff HERe <<

                            Comment


                              #15
                              Originally posted by Kaal979 View Post
                              And FlashPoint is a quite old work and focuses more on path layout than
                              design quality.
                              If you want implement your maps in the new UT, you should work on a visual quality too.

                              Comment

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