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    XMP Gametype mod.

    Is this the right subforum? I am so excited about today's Open Unreal Tournament announcement, and I wanted to share what I will be working on, in case anyone else is interested.


    Some friends and I from the old XMP community have been kicking around prototypes for an XMP reboot for years now. Finally, FINALLY, we have a solid path to that goal.

    For those who haven't played XMP, it was the multiplayer component of Unreal 2. I suppose it can be seen as the impetus for the Onslaught gamemode - they do share a number of similarities (team bases with a core objective, vehicles, large open maps). We plan to streamline and combine many of the extra noise, to make the game more newbie-friendly than XMP while maintaining the tactical challenge. Some possibly unique components would include:

    Gameplay
    • 4-flag capture the flag. Both teams start with 2 flags, goal is to have all four captured at once.
    • Generators (This was in the original game, but we have been discussing ways to cut it. Managing a team energy pool can be a nightmare when you're playing with randoms.)
    • Deploy points - You capture these throughout the map, and can then choose which one you respawn from.
    • "Hacking" - this was how you captured deploy points, doors (so they would only open for your team), and generators. We will probably do away with this, and instead allow players to capture areas by standing near them - standard Domination style.
    • Points system - Players earn points by performing actions. A Kill is 100 pts, capturing a supply depot is 225 pts, and so on. Headshots multiply by 1.5 = 150 pts for a kill. Defending an area is also a 1.5x bonus... getting a headshot while defending will give you 100*1.5*1.5 = 225 pts. These points can be spent on deployable turrets etc.



    Movement
    • Sprinting
    • jumpjets (timed release of vertical thrust - it's not instantaneous)
    • Zero friction on slopes
    • Wall jumping



    Character
    • XMP had three classes. We have been talking about using two bodytypes (heavy and light), and two or three loadouts. We want to give players choice but not too many choices.
    • Deployable turrets and supplies - In XMP these abilities would drain your team's energy pool. We are discussing other ideas for how to limit the number of deployables players can put down. One idea we have is purchasing them at kiosks during gameplay, using points they have earned.

    #2
    I can't wait to see how all of this is going to work out
    XMP | THREAD

    Comment


      #3
      God I think I'll cry if this happens. UTXMPv2.0

      Will IAS be recruiting?

      *Edit*

      Was just thinking about the energy/generators/hacking aspect of the game:

      Whatabout initiating a "hack" with a device that you have to stay in range of that maybe glows and beeps a little bit like the old hacking animation? This would force you to really start a hack, give you a chance to take cover, and alert defenders of the impending doom? Defensive players could also stop a hack by removing the device. This allows you to battle over hacking a door/gen/deploy point/etc

      As for generators and energy, I'm not sure how I feel about the points system for deployables, it was good to have one defense specialist able to spend energy collected by the offensive players. That being said, I agree that it is difficult to manage a team of randos, so a middle-ground in my book would be something like this:

      The artifact node is also a generator. Since both teams have one they have a permanent energy supply. Running out of energy won't end your game but it will cause deployables to malfunction and ultimately destruct to free up that energy cap. Energy should also no longer be required for capturing the flag. That way you can power through a game with "TooGay" dropping 349587 deployables to keep your energy offline by just ignoring him and running the flags home.
      Last edited by NamelessHero; 05-10-2014, 02:52 PM.

      Comment


        #4
        Oh hai there Saiboat!

        Yes, this would be nice, although you have to admit that XMP gameplay requires quite a bit of additions to the base game... Well, deploy points could be useful in plain VCTF as well. But the generators, movement and XMP classes will be quite a hurdle.

        The Alpha XMP ideas could also be an addition, while the ideas are flying around. With a Replicator that allows you to choose which things to build (have to invest energy to research and build items, including energy relays used to hack things), and artifacts starting off not necessarily in artifact nodes, but in LD-defined positions.
        Unreal Tournament 4 eXpanded MultiPlayer (UT4XMP) efforts
        My website, listing all my Unreal series mods and mutators

        Comment


          #5
          +1 !!!

          Also willing to help with development as well.

          Comment


            #6
            I'd love a new version of XMP. In my opinion, very unloved gametype that adds some strategy into mostly mindless run-and-gun.

            Comment


              #7
              That sounds great. I spent so much time with XMP and would love to see a new one.

              Comment


                #8
                I was there during XMP's development (the first releases) through it's demise after Legend's team had to pull the plug, and in it's heyday (such that it was) we had upwards of 800 people at any time playing this one gametype, which was more than I think most people would have expected. Realistically we had a two-month run (or so) that showed there were some good things going on here. Mind you, the gametype wasn't perfect, and in particular the gameplay was based off modified Unreal 2 physics - BUT there were a lot of good ideas in the gametype itself, and I think when brought over to the new UT, there is some potential here, with additional vehicles, and a lot more support at the ground level.

                To the uninitiated, it was a vehicle-based gametype with two teams (red/blue), three classes (light/Ranger, medium/Tech, heavy/Gunner) with their unique set of weapons and shield reservoir, some deployables and turrets, generators and artifacts. You hack the enemy generators and/or steal the enemy artifacts. I don't expect Epic to outright build this gametype, but they might support it to some extent if enough development is done by the dev/mod community.
                --- ULTRON ---

                Comment


                  #9
                  XMP was the best multiplayer game I've ever played. Full stop. I'd love to see a version of it replacing Onslaught/Warfare in the main game, but failing that, it's great to know there are people working on it.

                  Glad to see the design brief doesn't mention recreating Unreal 2's weapons and vehicles - UT's will do just fine, it's the basics of the gametype itself that made XMP great. Asset creation beyond maps and essential props would just be a drain on the development process.

                  Comment


                    #10
                    I loved XMP..........new ideas sound good!!

                    Comment


                      #11
                      I'm still so excited for this, and I was giving it a little more thought today at work. Most specifically I was thinking about the role of generators in XMP game-play, and I think they served an important function. First and foremost generators served as a speed limiter for game-play. Rangers, especially good ones, were able to FLY across maps, and gunners could conc-jump node to node on some maps. This was part of the fun of XMP, players were able to quickly traverse maps. Generators forced teams to slow down because artifacts couldn't be captured until the team had stored 800 energy. In addition generators brought about a three-pronged strategy that was fairly unique to the game. Teams needed to balance offense (stealing artifacts), defense (protecting artifacts), and middle-ground (hacking generators). This opens the door to prevent some amount of camping in the game. If the enemy has taken over your base that's not the end of the world because you can spawn outside, take the generators, and flush them out. This helped prevent the "camp the bases" strategy that is far too popular in games nowadays.

                      While I'm on a run, there are a few of "features" of modern games (COD, Halo, etc.) that I really would rather not see in XMP.

                      Please do not include power weapons. One nice thing about XMP was that it wasn't a "rush the power weapons and camp them" sort of game. There was no all-powerful weapon that everyone struggled over, ultimately leading to a power struggle where the winner gained a serious upper hand.

                      Please do not include "drop downs" or "power ups" for players. When someone is dominating a match, they're gonna have a good time no matter what. No need to further feed their ego by providing them with a serious competitive edge (cloaking, armor, etcetera), as it just leads to an unnecessary amount of nerd-rage.

                      Please do not inhibit the flag carrier. Lots of games now-a-days kneecap the carrier by eliminating their movement speed, or forcing them to use only small arms (pistols in Halo, if you're lucky enough to be playing Halo 4). XMP artifacts had the perfect amount of glow and trail to make it difficult to just grab the flag and hide, and to make a player stand out as they crossed the map, without bringing them down.


                      I'm really really excited about this project, and would love to help out in any way I can. Ax, is there an IRC channel (I honestly don't think I've used IRC since I last played XMP regularly...) or something where you and any other developers hang out?

                      Comment


                        #12
                        Originally posted by Ultron View Post
                        I was there during XMP's development (the first releases) through it's demise after Legend's team had to pull the plug, and in it's heyday (such that it was) we had upwards of 800 people at any time playing this one gametype, which was more than I think most people would have expected. Realistically we had a two-month run (or so) that showed there were some good things going on here. Mind you, the gametype wasn't perfect, and in particular the gameplay was based off modified Unreal 2 physics - BUT there were a lot of good ideas in the gametype itself, and I think when brought over to the new UT, there is some potential here, with additional vehicles, and a lot more support at the ground level.
                        Interesting. I only discovered Unreal II and XMP after the master server was already down and the community had set up its own.

                        The modified Unreal II physics isn't a bad thing. It makes it more original, if anything. Speaking of which, we'll most likely get mantling in the core game!

                        Originally posted by Vertigo View Post
                        XMP was the best multiplayer game I've ever played. Full stop. I'd love to see a version of it replacing Onslaught/Warfare in the main game, but failing that, it's great to know there are people working on it.

                        Glad to see the design brief doesn't mention recreating Unreal 2's weapons and vehicles - UT's will do just fine, it's the basics of the gametype itself that made XMP great. Asset creation beyond maps and essential props would just be a drain on the development process.
                        Unreal II weapons and vehicles are optional, yes, but I believe they can stand their own ground in the core game. They were pretty original, like the Laser Rifle, or the way tracking was implemented on the Rocket Launcher. The Unreal II sniper scope controls simply have to be in the core sniper rifle, too

                        Originally posted by TotallyNotSmot View Post
                        I'm still so excited for this, and I was giving it a little more thought today at work. Most specifically I was thinking about the role of generators in XMP game-play, and I think they served an important function. First and foremost generators served as a speed limiter for game-play. Rangers, especially good ones, were able to FLY across maps, and gunners could conc-jump node to node on some maps. This was part of the fun of XMP, players were able to quickly traverse maps. Generators forced teams to slow down because artifacts couldn't be captured until the team had stored 800 energy. In addition generators brought about a three-pronged strategy that was fairly unique to the game. Teams needed to balance offense (stealing artifacts), defense (protecting artifacts), and middle-ground (hacking generators). This opens the door to prevent some amount of camping in the game. If the enemy has taken over your base that's not the end of the world because you can spawn outside, take the generators, and flush them out. This helped prevent the "camp the bases" strategy that is far too popular in games nowadays.
                        Yea, XMP is basically an interesting combination of Onslaught (deploy points), Vehicle CTF (vehicles and artifacts) and classic Domination (generators). Theoretically even more elements could be added, like Bombing Run (orbs in Warfare) and Last Man Standing (having all four artifacts collected stops enemy deploy points from working). And as mentioned, it could be more strategic by letting teams choose the research paths (allowing to unlock deployables before stations, for instance). And why not have pickups like in the main games, too.

                        And yes, the three-pronged strategy. Not a coincidence that there are three classes, offence (Ranger), defence (Gunner) and middle-ground (Tech) It's also interesting how most maps have bases around the nodes and open terrain in between, since Gunners excel at close combat while Rangers are masters at long range combat. But concussion jumping is really not supposed to happen without a penalty, it undermines the defensive nature of Gunners... And Rangers seem to be a bit too strong overall.

                        Originally posted by TotallyNotSmot View Post
                        While I'm on a run, there are a few of "features" of modern games (COD, Halo, etc.) that I really would rather not see in XMP.

                        Please do not include power weapons. One nice thing about XMP was that it wasn't a "rush the power weapons and camp them" sort of game. There was no all-powerful weapon that everyone struggled over, ultimately leading to a power struggle where the winner gained a serious upper hand.
                        Modern games? Redeemer is a staple of Unreal Tournament! And it doesn't have that big of an effect, anyway. No reason to ban it that I can see. The Singularity Cannon would be interesting to see as well, although its ammo should be much more limited than 666.

                        Originally posted by TotallyNotSmot View Post
                        Please do not include "drop downs" or "power ups" for players. When someone is dominating a match, they're gonna have a good time no matter what. No need to further feed their ego by providing them with a serious competitive edge (cloaking, armor, etcetera), as it just leads to an unnecessary amount of nerd-rage.
                        Of course you're referring to Adrenaline in UT2004 and Titan in UT3, right? They're fun gimmicks, but I can see why they should be disabled in online play.

                        Originally posted by TotallyNotSmot View Post
                        Please do not inhibit the flag carrier. Lots of games now-a-days kneecap the carrier by eliminating their movement speed, or forcing them to use only small arms (pistols in Halo, if you're lucky enough to be playing Halo 4). XMP artifacts had the perfect amount of glow and trail to make it difficult to just grab the flag and hide, and to make a player stand out as they crossed the map, without bringing them down.
                        Right, that's the only thing that was never done in UT games. If anything, the artifacts are supposed to empower the carrier, instead (although I hear there were issues with the mutator that made that happen).
                        Unreal Tournament 4 eXpanded MultiPlayer (UT4XMP) efforts
                        My website, listing all my Unreal series mods and mutators

                        Comment


                          #13
                          I agree with this! All of this! U2 XMP occupied me fore a while until the UT2004 demo came out. Had a blast and would definitely play again.

                          I think it didn't have the following because U2 didn't have a following. Keep 3 classes (gotta have the tech class and turrets/force fields).

                          At the very least I'd like to see some of those maps be turned into new UT maps...assault/onslaught would be a good fit for those maps...maybe even vehicle CTF.

                          Comment


                            #14
                            Honestly, don't change too much about gameplay/mechanics overall. I think what would make the best new XMP is taking the game as is, translate it completely to unreal 4.0 and build new maps around it since some of the orinigal maps were a bit dull and spacious due to performance limitations.

                            I agree on totallynotsmot about the power weapons, yes redemeers and such are UT staples, but that's the whole point about XMP, it doesn't resemble UT! The fact that it didn't resemble anything from UT made it one of a kind! Ok, ok, dodging ofcourse but apart from that? Else it would just become XMP with UT features and I don't think the XMP fan would want that.

                            Empowering the carrier would be a nice idea though, allthough I think you would need to cap said power very quick, an unkillable gunner would be less than ideal. Perhaps give each class unique features, ranger: increased running speed. Engineer: some sort of super-turret. Gunner: double armor to make up for their movement speed.

                            Keep generators and energy in the game, not did they only created a unique aspect it's also a very nice alternative round cap. Since maximum round time is a variable we can't influence as a player or team, energy created a way to end a round in case of infinite camping. E.g. you have an enemy flagcarrier, completely stacked in turrets, shields, whatever, never drops the last flag they need for victory. However, since the rest of the enemy team blows you decide to hack generators, completely drain them, the flagcarrier remains and you pop him and create a comeback. This is one of the aspects what made the game so balanced. As for randoms though, I get where you're going but removing generators would make the game too approachable I'm afraid. Because the whole problem with today's "new" gamer generation, it has to be "noob-friendly". I mean look at WoW, they set the bar so low anyone can join a raid while watching a Justin Bieber concert at the same time. And I really think we need to eliminate that factor to keep the game challenging.

                            Gunners and Rangers do need some tweaking though. Buff gunners because honestly they were a bit too slow on big open maps. I remember never playing them since they were sitting ducks for my ranger how much they tried to dodge/jetpack, whatever. Nerve rangers because no-scoping headshots from infinite range was honestly a bit too easy, especially with the new UT coming a lot of people will be polishing up their instagib skills so imagine all those people choosing a ranger! Tech was fine imo, felt very balanced. Loved to use the assault rifle alt fire to snipe headshots from miles away, the bullet delay made it that much more satisfying.

                            I really missed this mod, was hoping 2k3/2k4 would make a follow up mod but that never really toke off. So I pray this will see the light of day.

                            Comment


                              #15
                              Yep... defo would want to see this!

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