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XMP Gametype mod.

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    #16
    Epic should not ignore this again! you guys killed the unreal 2 master server and xmp for onslaught... we need someone to mod this in!

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      #17
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      This is great stuff, I loved XMP. Would play again!

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        #18
        I hope you can do a version of XMP in UT 2014. I always loved that game play.

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          #19
          A 1000 thumbs up

          U2 XMP and then later on UT:XMP were the highest level of fun I ever had with Unreal, no kidding.
          I was never a vanilla DM player so this was all the fun and intelligence combined in one gametype.

          Being realistic, it's gonna be hard to pull off.

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            #20
            I really think Onslaught should take some notes from XMP.
            HABOUJI! Ouboudah! Batai d'va!
            BeyondUnreal - Liandri Archives [An extensive repository of Unreal lore.] - Join us on IRC [irc.utchat.com - #beyondunreal]

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              #21
              XMP was the most balanced online game that I have ever played.

              Classes, weapons, vehicles, objectives. Amazing. Played so many clan games that swung from one team to the other. The combination of resource control and CTF led to a range of strategies and outcomes.

              Just perfection.

              UT4 + XMP gametype..... OMG

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                #22
                yeah i remember playing the "UTXMP Mod" for 2004 alot, which should be like a carbon copy of U2XMP, if i recall correctly. Was some of the most fun "full conversation mods" ever, would really be awesome if something like that would exist in UT4
                OS: Arch Linux / Kernel: 4.0.5-1 / Graphics: Nvidia 352.09-1 / Audio: Alsa 1.0.29-1

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                  #23
                  I hope this happens. This is something I would gladly donate to through the marketplace if it turns out promising.

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                    #24
                    I certainly would like to work on it. Though the real issue for me is "when". I'm leaning towards whenever vehicles are added to the game (which will be after the alpha release, looks like). Development could start whenever since we already have CTF, but at this point I'm too hesitant to get a subscription since everything is still in flux.
                    Unreal Tournament 4 eXpanded MultiPlayer (UT4XMP) efforts
                    My website, listing all my Unreal series mods and mutators

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                      #25
                      I put more hours into XMP than I am comfortable to admit.

                      "Get in the vehicle!"

                      But seriously... I have some things to bring up:

                      XMP worked really well in U2 because it played to the game's tactical-shooter take on the Unreal Universe. XMP was slow paced compared to something like ONS, so you have to take in consideration how you will blend the XMP mentality with the fast-paced UT gameplay.


                      KEEP THE GENERATORS. That was one thing that added magic to the XMP gameplay and set it apart from generic war games. Having a secondary goal besides just 'capture the X' really adds layers to the battles. Instead of treating the energy generated as a 'budget' with 'income' and 'expense', treat it like a tier system. Some things (like base spawns) don't need any generators to run, while outpost spawns need at least one generator. An outpost's defences need one more generator captured versus their spawns, so if outpost A needs 2 generators captures to unlock it's spawns, it will need 3 generators to unlock its defences.

                      'Classes' can simply be load outs. Instead of having weapon pickups in the maps, the 'classes' determine the weapons the player starts with. The class would also add MINOR adjustments to the base stats and movement. For example:

                      Scout: starts with Enforcer, Shock rifle, with enough generators captured can get the Sniper as well. Perks: double jump. Disadvantage: 100 max HP and starts with no armour.

                      Mechanic: starts with Link gun, Minigun, with enough generators captured also gets the Flak. Perks: Spawns with 50 armour, Link gun can repair and buff team deployed devices and vehicles. Disadvantage: hacking takes 50% longer.

                      Tank: starts with Impact Hammer, Bio rifle, Rocket Launcher, with enough generators can get the Avril. Perks: spawns with 100 armour and can use Impact hammer to deal extra damage to enemy infrastructure. Disadvantages: 75% movement speed.

                      XMP can just use the existing ONS vehicles, as they are already pretty team oriented...

                      What are your thoughts?
                      Last edited by KazeoHin-TechAE; 10-16-2014, 07:35 AM.

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                        #26
                        Originally posted by KazeoHin-TechAE View Post
                        I put more hours into XMP than I am comfortable to admit.
                        I haven't put that many hours into it (as by the time I discovered it the scene had already dwindled), but anything that brings a touch of Unreal II to the surface is awesome (and XMP is amazingly strategic to boot).

                        Nice to hear that you're interested as well

                        Originally posted by KazeoHin-TechAE View Post
                        "Get in the vehicle!"
                        "Negative. Enemy in our base!"

                        Originally posted by KazeoHin-TechAE View Post
                        XMP worked really well in U2 because it played to the game's tactical-shooter take on the Unreal Universe. XMP was slow paced compared to something like ONS, so you have to take in consideration how you will blend the XMP mentality with the fast-paced UT gameplay.
                        XMP isn't that slow, and there's plenty of action. It just may seem that if servers have few players. And it's tactical so you need to reason out whether you want to grab the enemy artifact, hack things or put deployables, and also where.

                        Originally posted by KazeoHin-TechAE View Post
                        KEEP THE GENERATORS. That was one thing that added magic to the XMP gameplay and set it apart from generic war games. Having a secondary goal besides just 'capture the X' really adds layers to the battles. Instead of treating the energy generated as a 'budget' with 'income' and 'expense', treat it like a tier system. Some things (like base spawns) don't need any generators to run, while outpost spawns need at least one generator. An outpost's defences need one more generator captured versus their spawns, so if outpost A needs 2 generators captures to unlock it's spawns, it will need 3 generators to unlock its defences.
                        Why wouldn't one keep the generators? They're a core mechanic and have always been.

                        As for the tier system... That's already handled by things that are not generators. What you're talking about here is an outpost with a deploy point and with hackable doors. To get to it you first have to hack the door, then the deploy point.

                        I'd rather explore the alpha idea of making it a more managed budget system with research and production. Also with the idea of pickups/powerups, they are easily available and can bring interesting dynamics into the game.

                        Originally posted by KazeoHin-TechAE View Post
                        'Classes' can simply be load outs. Instead of having weapon pickups in the maps, the 'classes' determine the weapons the player starts with. The class would also add MINOR adjustments to the base stats and movement. For example:

                        Scout: starts with Enforcer, Shock rifle, with enough generators captured can get the Sniper as well. Perks: double jump. Disadvantage: 100 max HP and starts with no armour.

                        Mechanic: starts with Link gun, Minigun, with enough generators captured also gets the Flak. Perks: Spawns with 50 armour, Link gun can repair and buff team deployed devices and vehicles. Disadvantage: hacking takes 50% longer.

                        Tank: starts with Impact Hammer, Bio rifle, Rocket Launcher, with enough generators can get the Avril. Perks: spawns with 100 armour and can use Impact hammer to deal extra damage to enemy infrastructure. Disadvantages: 75% movement speed.

                        XMP can just use the existing ONS vehicles, as they are already pretty team oriented...
                        As a stepping stone, perhaps. But not in the long run. Classes like in U2XMP are a good idea. Overall the movement must be like in U2XMP or it won't feel right. The class balance there is pretty good as well (as long as Gunners can't use concussion grenades).

                        Note that UT4 will most likely have deployables already (it worked well in UT3), so no need to lock down weapons like that. However, also the weapons there are not balanced well enough.

                        U2XMP is nice in that all classes have specialised weapons. One weapon is good against vehicles, one weapon is good at range, one weapon is good at close range (the degree varies).

                        Gunners have the Shark which is good against vehicles (primary) and at range (alt), and incendiary grenades + Vulcan that are perfect at close range (which is just what's needed: gunners defend, bases are made so you can't enter them with vehicles, gunners specialise in close quarters combat). And the also have the tricky deployable types and refill capabilities, so they can spend time setting traps in bases. They're slow but have a lot of endurance.

                        Techs have EMP grenades that are good against vehicles, the Duster that's OK at range, and the Crowd Pleaser + toxic grenades that are good at close-mid range. The specialisation is mostly on midrange, which is good since they have to traverse open space but hack generators in closed spaces. They hack fast, and generally are in midfield. Movement speed and endurance is average, and they put the most sophisticated and energy-draining deployables.

                        Rangers have the Shock Lance that's good against vehicles, the Sniper that's perfect at range, the Pistol that's good at mid-long range, and frag grenades that are good at close range. Specialisation on long range, which means they can pick off targets while going through the open area separating the bases (which is where the most time is spent). Speed is fast so best for artifact running, but low endurance to compensate.

                        Neither of the three are useless when out of their element, but they do excel at those particular tasks, and it shows.

                        Your suggestions do follow the same general pattern but due to things not being adapted, also have flaws. Your Techs have no good anti-vehicle capability, for instance.


                        In general I would opt for simply remaking U2XMP at first. I don't think everyone will ever unanimously agree about any changes. But mods can be made for that once it's done, and then based on whether they work well or not they can be integrated.

                        As a roadmap, I'd focus first and foremost on the movement mechanics: sprint and jetpacks. I recall regular UT games having the XMP movement mod as a separate mutator, so the same can be done in UT4. That's also the first thing that will get stabilised in UT4 (already pretty stable, I'd say). Next would be the gametype, based on (V)CTF, first adding deploy points, then generators. Then classes and weapons. And finish off with vehicles.
                        Unreal Tournament 4 eXpanded MultiPlayer (UT4XMP) efforts
                        My website, listing all my Unreal series mods and mutators

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                          #27
                          If you are going for a mod, changing up movement, weapons, vehicles etc. is fine, as it's a mod, not intended to be shipped with the game. I was thinking as integrating XMP into UT as an official gametype enhancing or replacing WAR or ONS. As an official gametype, you don't want to change the weapons, movement, vehicles and what not or else you end up having two separate games.

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                            #28
                            Thinking about it being included as a gametype is way too early at this point. We need VCTF support first. And then it can evolve organically from the mod – scaling it down to core UT is easier than matching it with U2XMP, after all.

                            Starting with movement mods and whatnot sounds like the best way to go in either case, as the jetpack concept can be very useful in ONS and VCTF just as well. Showing that to Epic can persuade them to include it in the core game, for instance.
                            Unreal Tournament 4 eXpanded MultiPlayer (UT4XMP) efforts
                            My website, listing all my Unreal series mods and mutators

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                              #29
                              I don't see it being included in the final UT4 game. Maybe a movement mutator like Aksen did for UT3, but not generators etc. If that would be the case, all other mods like Jailbreak etc. would want to be on there aswell, but I think this is why there will be a market place to release stuff like this.
                              XMP | THREAD

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                                #30
                                First off, I will confuse this thread by being the second guy nicked vertigoo. I've been thinking of doing some kind of xmpish mod as well. I have been making art:

                                At this point have mostly been just playing around with the vibe of the area and doing some testing on creating my terrian in zbrush. So far little thought has gone into the actual play-ability. It is all very much still a wip. cheers
                                -[pet]skunk

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