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  • started a topic [OFFICIAL] UT Gametypes Design

    UT Gametypes Design

    This forum is for the discussion of gametype ideas for Unreal Tournament. Epic will be following the discussions in this forum, but right now our design bandwidth is primarily focused on movement mechanics.

    Epic will be closely involved in and leading the design and development of the core gametypes (those that we shipped in our previous titles, like Deathmatch, CTF, Onslaught, Assault, etc.). We’re very interested in your ideas about how to move these gametypes forward.

    We’d like the community to lead efforts to bring back popular community-created gametypes and develop entirely new gametypes for Unreal Tournament.

  • replied
    Maybe the difference between the frags of teams affect the node-structure. The more the difference in the score of the teams, the more energy the node has and stronger, it is more difficult to destroy it. The maximum strength bonus is +35 or +50% from the standard node. If the first team has 100 frags (without using vehicles or titans) and the second team has 200 frags (without using vehicles or titans) the second team has 100% full bonus to all their nodes (+35% or +50%). If the difference is smaller, the bonus is also smaller.

    Only those frags obtained without using vehicles or titans (but using the super weapons insrease this score as standard weapons). And not only the strength of the node increases from the difference of team points
    1) The strength of allied nodes increases by 35%-50%
    2) The orb lies on the ground longer by 35%-50%
    3) Time to capture the enemy node using orb is lasts longer by 35%-50%

    But the bonus from the difference in the score starts to work only if the team that has the most points scored a minimum of points equal to the total number of all players in both teams. If play 24 (12x12) players the bonus begin work if the first team has 24 frags (not from the very beginning or the match), if the first team has 24 points and another team has 14 point the difference there is 10 points ~ 41,7% of 24 max points or ~ +14% or ~ 20% (35 * 0,417% or 50 * 0,417%) total bonus at current stage. Total bonus is shown for the leading team, even 5-8% is matter in any match. Also, the impact of vehicles on the match is slightly reduced.

    ----------------------------

    If there are maps with large areas, add a system of respawn zones remote from the main spawn zone-base-starting points. If the enemy or their vehicle stand in this zone players can not respawn in this places. This places have single portals to telepot between places, but has no very long jump points. The enemy in this zones automatically close portals there if stand near. This portals do not degend from nodes - this places is a single system and portals do not allow to choose places just enter portal and teleport. After one teleportation apeears the cooldawn to the next using this portal. This portals have 2 sides - one colored side teleport to previous place, another colord side teleport to the next place.
    Last edited by Andriushka; 12-20-2017, 03:28 PM.

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  • replied
    unreal tournament onslaught
    we need this mod

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  • replied
    I would love some mix between single and multiplayer like sorts of somewhat linear levels with objectives against monsters and those monsters can be player controlled

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  • replied
    Can you make medieval mod like in TF2? It would be assault with melee weapons. And also make new weapons for this mod like sword, shield, crossbow etc

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  • replied
    One suggestion about standart CTF gametype. Maybe you can enter an additional condition in this gametype. Something like WARFARE gametype condition when you carry the orb and can not take the node instantly, but mast wait some time to do it.

    1) The longer someone carries the flag, the more the certain scale of times increases, which is required to destroy the flag.
    2) There is a max cap of this time, for example max time to destroy 2 seconds, and the time that you need to get this result carrying a flag is 30-60 seconds. This variables are just random, just for example
    3) It is enough to stand in place of the flag for 2 seconds to destroy it. Time is constantly written off and several players can write off this time. The second player does not have to stand for another 2 seconds, if the first player did not destroy the flag completely.
    4) When the flag is picked up from the ground, the timer of the time to destroy the flag is reset and time is recruited again
    5) HUD have the indicator that shows how much time to destroy flag is saved
    6) There is a voice alert that the flag is in the destruction process if the player stands on an enemy flag
    7) Flag model its shaft has a spike, like a syringe, which fills as time increases to destroy it. If the 2 seconds are full, the shaft-energy-line is full
    8) As an option the enemy to write off time (but not destroy the flag) does not have to stand on it, can be very close to the flag zone to write off time and then step on it when the time runs out

    With this condition, if the flag is fell down and have 2 seconds to destroy it for the ally better to attack somebody than go to the flag and pick it up, because the timer will be reset and if he also loses the flag, the enemy will almost instantly destroy the flag. I mean to add a condition that will give a little more sense to fight around the flag than picking up and losing it. If this additional condition works and is useful ofcouse.
    Last edited by Andriushka; 07-20-2017, 05:33 AM.

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  • replied
    Really hoping to see vehicles in the final game - vehicle CTF and larger maps to support this. I love the fast paced CQB-style of the game in it's current state, but slower vehicle combat is greatly wanted.
    Another huge suggestion that I know I want is custom games - on and offline, with bots, and with LAN capabilities as well.
    To be able to do a custom game with my friends and bots would be so amazing, but the game in it's current state does not allow this.
    I hope this gets read, and I hope this gets considered! Thank you so much for making another fantastic UT game!

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  • replied
    Originally posted by the1ivo View Post
    I feel that the game should be open to more of a playerbase if it incorporates gameplay for massive battles where teamwork and communication is just as important as Fragging ability (not sure obviously 16v16 has been tested for example in ONS UT04)
    I agree. ONS is one of the best gametypes where you don't have to be a DM king to make difference. There's still a pretty loyal UT2004 ONS following...

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  • replied
    Howdy everyone.

    Firstly I'd like to also echo the importance of getting the core UT gametypes done properly/perfected first in DM, TDM, DOM and CTF. These are the fundamental gametypes that really made UT what it is. It is also the solid platform for competitive gaming/esports which is very important to me.
    In saying that, I personally am a big fan of team gameplay as well so gamemodes such as Assault (most important) ONS and vCTF should be looked into at some point.

    I say this because in my own personal case, I played Competitive TF2 here in Australia years ago where I wasn't the best "fragger" persay so bad at soldier scout demoman...but I was a good Medic because I had things like awareness, good communication could in part defend myself...and so on.. My point is not everyone is gona be into hardcore 1v1 Ranked Deathmatch and I feel that the game should be open to more of a playerbase if it incorporates gameplay for massive battles where teamwork and communication is just as important as Fragging ability (not sure obviously 16v16 has been tested for example in ONS UT04)

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  • replied
    Assault gets my vote.

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  • replied
    I loved UT 99 and it assault mode and still play it with bots today.

    I Think for this new UT to really stand out new modes should be incorporated.
    My idea is rather simple (But i am no modder so cant put it into practice) but I feel that with a fair bit of tweaking and constent updating it could really be a fun mode.

    Working name Homeground.

    One team the "home" team starts with dual enforcers and hammer and no matter where they go on the map only have a limited range of weapons they can pick up generally the "weaker" weapons (my opinion) such as Shock Rifle Sniper Rifle Bio launcher (mainly for traps). But they have a map that has all the locations of weapons armour etc displayed as a minimap and get an arrow pointing towards the nearest enemy target.

    Meanwhile the attacking team has access to all weapons on the map and starts with a single enforcer and hammer but no map or arrow. This attacking team has to capture 3 (or so) points each allowing a little bit of minimap to be displayed with the arrow and ammo, capturing lookout points so to speak. As this team captures these points the "home" team is granted access to more weapons of better calibire based on the number of points captured.

    The 'home' team however if they kill an enemy on a capture point the killer has access to the enemys weapon and ammo but cant pick up any other ammo for the weapon than what was found on the enemy.

    Not to sure at this point as to how scoring could be done but it could be something like TDM but with bonus points if the attacker kills an enemy with no minimap or a "home" player kills one capturing a point but as the field is fully exposed points drop to one for rest of the match or just a altered Domination scoring system.

    For this to work the maps would need to be released often so as someone can't memorize the layout etc which could work due to the development structure of UT. If this mode was well balanced and the maps were colour coded it could really give the feeling of defending your homeground from a better equiped attacking force and if the attacker invading a place to capture it. Also a map with "secret passages" like in 99 (cant remeber name) where it was hidden underwater in a odd place that show on the minimap and allow more flanking from the 'home' team as they know the place.

    Let me know your thoughts!

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  • replied
    ---vCTF---

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  • replied
    Originally posted by Wasteful View Post
    SpamCTF is a CTF small map on a small CTF map with rocket/flak/...-arena mutator and sometimes low-gravity.
    Yeah, usually 4x4 in small arena style maps, no xloc, no PU's, 1x spam weapon only (rocket / flak / bio), 1x mutator (either low grav / jumpboot match but sometimes with no mutator).

    I guess it's not a standalone gametype as such and can be achieved with the use of mutators. Always had a good laugh when playing it.

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  • replied
    SpamCTF is a CTF small map on a small CTF map with rocket/flak/...-arena mutator and sometimes low-gravity.

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  • replied
    Aside from the staple gametypes, I would like to see BunnyTrack, JailBreak and SpamCTF in the new UT.
    Last edited by SAFeSTeR; 12-19-2015, 01:04 PM.

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