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    #31
    Warfare,
    VCTF,
    Deathmatch,
    It's my Top three modes

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      #32
      Duel
      ***** Track
      Last Mand Standing
      Team Area Master

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        #33
        Please NO VEHICLES IN ASSAULT or as someone in the utassault.net forum (home of REAL assault for 15 YEARS) said "No vehicle assault crapcake"

        Movement mechanics should be like UT99
        Assault should be played the UT99 Way

        Let me show you - and open up a world of gaming you never experienced! Play a pick up game at irc://bacon.utassault.net/#utapug

        http://forums.utassault.net - online Assault community for 15 years - and still going!

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          #34
          I would keep the movement mechanics as they were for UT99, i.e: forward, double tap right, double tap left, back dodge etc. It's one of the main reasons I stayed with UT99 for all this time because I simply disliked the movement in UTK4. I think the simplicity of UT99 made it what it is today, the best FPS game I have played, and the fact that it's still being played today surely should mean something. Vehicles for Assault? A big fat no. Vehicles should not be for Assault. What made Assault what it is was the hammer launching, hammer jumping and rocket launching. You can see these launches in the Assault movies I've linked below.

          UT99 ASSAULT MOVIES

          http://www.youtube.com/watch?v=ijkhOmxKqbA

          http://www.youtube.com/watch?v=sk5zmI7UgLs

          http://www.youtube.com/watch?v=LLhv7QMsB4A

          http://www.youtube.com/watch?v=R2hYwBPrgBA

          http://www.youtube.com/watch?v=DZgjotWSvLM

          http://www.youtube.com/watch?v=KvmsVmduV5o

          To sum up what I would like in this new UT - Specifically for the Assault mod and I think I speak for most Assault players who still play UT99 today:

          UT99 Assault:
          1) UT99 Movement
          2) Updated graphics
          3) No vehicles
          4) "Impact hammers" and Rockets still there (tactical play, launches, tricks etc)
          5) Open for discussion
          Last edited by twnZ; 05-16-2014, 09:58 PM.

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            #35
            I would keep the movement mechanics as they were for UT99, i.e: forward, double tap right, double tap left, back dodge etc. It's one of the main reasons I stayed with UT99 for all this time because I simply disliked the movement in UTK4. I think the simplicity of UT99 made it what it is today, the best FPS game I have played, and the fact that it's still being played today surely should mean something. Vehicles for Assault? A big fat no. Vehicles should not be for Assault. What made Assault what it is was the hammer launching, hammer jumping and rocket launching. You can see these launches in the Assault movies I've linked below.

            UT99 ASSAULT MOVIES

            http://www.youtube.com/watch?v=ijkhOmxKqbA

            http://www.youtube.com/watch?v=sk5zmI7UgLs

            http://www.youtube.com/watch?v=LLhv7QMsB4A

            http://www.youtube.com/watch?v=R2hYwBPrgBA

            http://www.youtube.com/watch?v=DZgjotWSvLM

            http://www.youtube.com/watch?v=KvmsVmduV5o

            To sum up what I would like in this new UT - Specifically for the Assault mod and I think I speak for most Assault players who still play UT99 today:

            UT99 Assault:
            1) UT99 Movement
            2) Updated graphics
            3) No vehicles
            4) "Impact hammers" and Rockets still there (tactical play, launches, tricks etc)
            5) Open for discussion
            +1 and Really Nice Movies!!! =)
            UT 99 + Assault FTW

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              #36
              DM
              TDM
              Assault
              CTF
              Domination
              No LMS- There's no need, all modes can have lives.
              Vehicles should come last.
              I use to be a tournament competitor like you till I got concrete to the knee.

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                #37
                Most every game type that has been released with any UT game have been fun - under the right conditions.

                I'd advocate most of them being included in the game at some point, it just really depends on how the weapons end up as to what variations of them might be the best, or even more relevant, how they might be mapped for.

                For instance BR was a lot more entertaining when you didn't have to hunt down weapons. Just get right into the action of moving the ball. An objective in motion usually required a larger arsenal to keep up with. If not spawning fully loaded, or with at least just one of each weapon, weapon racks as in ONS might be in order. It really depends on the weapons though. DOM and DDOM in my experience were most fun when the number of control points was the same as the number of teams. 3 team DOM was a blast, but wasn't a "default" mode for the game type, so it was rare. DDOM just seemed like more opportunities for the announcer to say stuff. The game worked generally well, though.

                Originally posted by tipka300 View Post
                You should only use your energy and develop those mods you mentioned, Steve. There will be tons of mods made by the community and tons of versions/modifications/rules for all of them.
                Well, "versions/modification/rules" is really the problem. By making the game types themselves they take the opportunity of designing them well, and balanced so there is less community division. Typically for a mod to really change a stock game type, their has to be an almost "democratic" majority demand for it, so that it catches on and gets used consistently, which Epic can also advocate through white listing.
                Originally posted by Mysterial
                An instant hit, accurate, instant kill weapon is overpowered. There's no skill ceiling. It's limited only by the shooter's accuracy. It also severely impairs the defensive side of the game - ignoring ping, it is nearly irrelevant what your opponent does - click the right pixel and you win. Even non-instant kill instant hit weapons are often problematic - the Shock Rifle example is obvious before even getting to other games.

                Comment


                  #38
                  DM
                  TDM (BTA also as a mutator)
                  Duel
                  CTF
                  vCTF (keep hoverboards, and definitely add this game mode)
                  Onslaught (with hoverboards please!)
                  Bombing Run (2k4)
                  Assault (UT99)
                  Domination
                  Invasion
                  l3unny Trails!!!!! (probably community made)

                  Comment


                    #39
                    Instagib should be included along with DM/TDM/CTF, it has quiet a large community presence, at least in the UT99 scene

                    Comment


                      #40
                      Originally posted by nuxx View Post
                      Instagib should be included along with DM/TDM/CTF, it has quiet a large community presence, at least in the UT99 scene
                      Instagib is a mutator, so every game mode has an Instagib variant
                      http://i.imgur.com/6dJ1rdc.jpg

                      Comment


                        #41
                        Must be at standart:

                        - DM
                        - VCTF (UT2004, mantarun yes, no hoveboard)
                        - TAM
                        - TDM
                        - iCTF
                        - BR
                        - FREON
                        - CTF
                        - DOMINATION

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                          #42
                          Originally posted by van Kuss View Post
                          Instagib is a mutator, so every game mode has an Instagib variant
                          Yeah I meant the option to have it, think it will attract alot more players

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                            #43
                            I think all the UT99 modes should be back as well as Bombing Run.
                            Maybe some vehicle oriented modes in the future, like Carball.
                            http://www.moddb.com/mods/carball

                            Comment


                              #44
                              The focus of the new core experience is around competitive play. That should be reflected in the gametypes. The core of UT's competitive scene was focused on 1v1 and CTF. I think larger 4-16 player DM is also part of the core experience. Obviously 1v1 is just a special case of TDM. So I'd put the initial focus on DM/TDM, followed by CTF.

                              To facilitate a better competitive experience, we should look at what other games have done. Starcraft has a lot of nice features in their ladder. I like the leagues. I like the matchmaking. At least for 1v1, I like how the game pauses if someone is lags out hard. Even with UT historically being client-server, an auto-pause would be nice. Resume from replay is a cool feature. DOTA/LoL have a lot of good spectator options. It'd be nice to facilitate that.

                              I'd also take a look back at what made Rocket Arena great. I don't know if I'd call it a lobby system.. but being able to join an arena, watch whoever is up, and queue up yourself is a great social experience. Rocket Arena was always one of the most popular and competitive mods. It was a lot more than just rocket jumps.

                              I'd also wonder if there's more of the gametypes that can be modularized for mutators. Since we're starting from the ground up, it's a good time to rethink interactions with mutators.

                              Comment


                                #45
                                UT should include all core features that made it to UT in the best possible new package. Why is this step needed? You have a direct and unbroken link to your UT series where you came from. To develop UT to the next chapter means for me to use all new features from your new game engine as a delicate enhancement. An enhancement for example like real water, wind, fire or ice effects that have an effect on the game visible aspect are one chapter, much more interesting are the game feeling and gameplay feedback effects by more realism. These effects need to be a useful, accepted/(honoured) and indispensable needed logical part of the map itself. With such positive kind of wise gameplay enhancements UT can refresh itself probably to a new game feeling. (Includes also for example moving assault objectives/ or movable/ moving game objects like for example trapdoors, drawbridges and others.)

                                To step back to the start from my reply, even after you add every possible new feature to the game, the players still need to identify the game as Unreal Tournament. Everything else the community can include, incase it is easy to integrate, in new maps and mods day by day!

                                I can remember a modification for UT99 named ctf4. I was not able to play it in real online multiplayer games myself. Maybe you can deduct new ideas out of it for a separate new three or four teams game mod. (http://www.youtube.com/watch?v=0TKlqZMo5Ck)

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