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    Proposing new game types for UT4

    It's great to have most of the gametypes from previous UT games into UT4, but there are some game types yet to be implemented even on an Unreal Engine (for over a decade). I mean, even Team Fortress 2, Counterstrike and any Call of Duty or Battlefield game have some interesting game types that are not in the UT series yet. Besides, seeing the same gameplay and good old game types returning in UT4 is becoming to be the new relic. If some gets implemented, UT4 should have over a dozen game types.

    Here are the other game types that I think you devs and UT fans need to think about if either one of these (or all of them) gets implemented:

    Command & Conquer (aka War)
    Used in C&C Renegade and Renegade-X, this is somewhat a mix of Onslaught and Warfare into one. Instead of attacking nodes, players in two teams with bases (maybe three or four) attack base structure targets until all structures are destroyed for a win. If used in UT, monetization should not be used. Many C&C players are impressed in that mode and I am hoping this gets to be in UT4.

    Search and Destroy

    In Team Deathmatch and Team Domination, that's the code for all players. But in this mode, two teams with one bomber can establish and detonate a specific target. If the bomber is killed, the bomb is dropped until one other player picks up the bomb. If the bomber sucessfully detonates the bomb on that target, the attacking team wins that round. If the defending team destroys the attacking team before they set off the bomb target, the defending team wins a point for that round. There is no respawning on this mode and customization of how many rounds and which restricted weapons can be used. Monetization should not be used since this UT game doesn't require which weapons and items to buy and use for this mode. This game mode is very popular in both Counterstrike and Call of Duty and I hope this shall get implemented in the vanilla UT4 (not a mod of UT such as Tactical Ops).

    Search and Rescue (aka Hostage Retrieval)
    Similar to Jailbreak, this game mode is one attacking team rescuing and evaculating hostages to the checkpoint while the defending team holds the hostages for as long as possible within a certain amount of time. This mode was used in Counterstrike and Call of Duty.

    King of the Hill
    The player who holds that area the longest is King of the Hill. A few implementations were used in UT (although I don't know which UT games have these maps).

    Payload
    The attacking team must escort a cart full of explosives through a series of checkpoints and into the defending team's base within a certain amount of time. This mode was exclusively in Team Fortress 2.

    Sabotage
    Unlike Search & Destroy, the bomb is neutral and there is only one round where players can respawn. Both teams are simultaneously trying to destroy the opposing team's base.

    Demolition
    Similar to Search & Destroy, there are only a few positives. One, the player gets to respawn as many times as one likes. Two, there are only 3 rounds and a limit timer for the bomber to detonate the target.

    Headquarters (or Hardpoint)
    Teams capture a set point in the map (the "headquarters") to gain points. The team with the most points wins the game. Respawn or no respawn options are acceptable.

    Man vs Aliens (or Machines)
    This is something that Unreal, Unreal 2 and UT should have had. Just like Search and Destroy, it's the attacking team (this time with aliens or machines) with one bomber against the human defending team.

    Zombie Survival
    Like Invasion, a small team protects the area from zombies for as long as they can. This mode was used in Left 4 Dead and some Call of Duty games that uses zombies.

    Reinforce (needs a better name for that)
    Similar to Jailbreak but it's a hybrid of Domination, Search and Destroy and Search and Rescue. There are flags around the map, similar to Domination. If one is killed, they will go into Spectator mode. They will only respawn when a new flag is secured by their team. Securing all flags results in an automatic win of that round for the corresponding team. A team will lose if all of their teammates are killed.

    Cranked
    When one player kills another player, that player gets berserk abilities, similar to Instagib.

    Blitz (or Tower Defense)
    When one team successfully reaches the targeted area though a defended area, that team earns the point.

    Kill Confirmed
    Similar to Deathmatch or Team Deathmatch, the player(s) or team who has the most dogtags collected (from a destroyed player) wins, instead of getting the most kills.


    The other game types need to return (but this time to be official):

    Jailbreak
    One of my favorite game modes as a mod, where a casualty of a member of a team winds up in jail until one other member of the same team frees the members that had casualties. If all members of that team are destroyed, they are destroyed in jail.

    Deathball
    A tournament game played on a field similar to Bombing Run. The player with the ball who scores that into the net gets points for that team.

    Rocket Arena
    Another tournament game similar to Deathmatch, except Rocket Launchers are used only in that mode.

    #2
    Originally posted by Zocom7 View Post
    It's great to have most of the gametypes from previous UT games into UT4, but there are some game types yet to be implemented even on an Unreal Engine (for over a decade). I mean, even Team Fortress 2, Counterstrike and any Call of Duty or Battlefield game have some interesting game types that are not in the UT series yet. Besides, seeing the same gameplay and good old game types returning in UT4 is becoming to be the new relic. If some gets implemented, UT4 should have over a dozen game types.

    Here are the other game types that I think you devs and UT fans need to think about if either one of these (or all of them) gets implemented:

    Command & Conquer (aka War)
    Used in C&C Renegade and Renegade-X, this is somewhat a mix of Onslaught and Warfare into one. Instead of attacking nodes, players in two teams with bases (maybe three or four) attack base structure targets until all structures are destroyed for a win. If used in UT, monetization should not be used. Many C&C players are impressed in that mode and I am hoping this gets to be in UT4.
    ^Its really good idea, i really liked renegade, but in my opinion, in UT4 the game mode should be called conquest.

    Search and Destroy

    In Team Deathmatch and Team Domination, that's the code for all players. But in this mode, two teams with one bomber can establish and detonate a specific target. If the bomber is killed, the bomb is dropped until one other player picks up the bomb. If the bomber sucessfully detonates the bomb on that target, the attacking team wins that round. If the defending team destroys the attacking team before they set off the bomb target, the defending team wins a point for that round. There is no respawning on this mode and customization of how many rounds and which restricted weapons can be used. Monetization should not be used since this UT game doesn't require which weapons and items to buy and use for this mode. This game mode is very popular in both Counterstrike and Call of Duty and I hope this shall get implemented in the vanilla UT4 (not a mod of UT such as Tactical Ops).
    ^ Sound like assault game mode....


    Search and Rescue (aka Hostage Retrieval)
    Similar to Jailbreak, this game mode is one attacking team rescuing and evaculating hostages to the checkpoint while the defending team holds the hostages for as long as possible within a certain amount of time. This mode was used in Counterstrike and Call of Duty.
    ^Same as above.


    King of the Hill
    The player who holds that area the longest is King of the Hill. A few implementations were used in UT (although I don't know which UT games have these maps).
    ^its a good idea...


    Payload
    The attacking team must escort a cart full of explosives through a series of checkpoints and into the defending team's base within a certain amount of time. This mode was exclusively in Team Fortress 2.
    ^like i said before, it sound like assault game mode.


    Sabotage
    Unlike Search & Destroy, the bomb is neutral and there is only one round where players can respawn. Both teams are simultaneously trying to destroy the opposing team's base.
    ^Basicaly an Bombing run game mode from UT2004.


    Demolition
    Similar to Search & Destroy, there are only a few positives. One, the player gets to respawn as many times as one likes. Two, there are only 3 rounds and a limit timer for the bomber to detonate the target.
    ^repeating, its like assault game mode.


    Headquarters (or Hardpoint)
    Teams capture a set point in the map (the "headquarters") to gain points. The team with the most points wins the game. Respawn or no respawn options are acceptable.s-^that is a good idea...

    Man vs Aliens (or Machines)
    This is something that Unreal, Unreal 2 and UT should have had. Just like Search and Destroy, it's the attacking team (this time with aliens or machines) with one bomber against the human defending team.
    ^well another repeat, its like assault game mode.

    Zombie Survival
    Like Invasion, a small team protects the area from zombies for as long as they can. This mode was used in Left 4 Dead and some Call of Duty games that uses zombies.
    ^Cant we just have an Invaasion game type from UT2004?


    Reinforce (needs a better name for that)
    Similar to Jailbreak but it's a hybrid of Domination, Search and Destroy and Search and Rescue. There are flags around the map, similar to Domination. If one is killed, they will go into Spectator mode. They will only respawn when a new flag is secured by their team. Securing all flags results in an automatic win of that round for the corresponding team. A team will lose if all of their teammates are killed.
    ^Sounds cool! im in it.^

    Cranked
    When one player kills another player, that player gets berserk abilities, similar to Instagib.
    ^Basicaly an deathmatch with those new features. why not? it should be just as a mutator.

    Blitz (or Tower Defense)
    When one team successfully reaches the targeted area though a defended area, that team earns the point.
    ^Can be done in Assault game mode from UT2004.

    Kill Confirmed
    Similar to Deathmatch or Team Deathmatch, the player(s) or team who has the most dogtags collected (from a destroyed player) wins, instead of getting the most kills.
    ^can be done, but its SAME as Deathmatch but expect you have to get to the place where the player is killed.


    The other game types need to return (but this time to be official):

    Jailbreak
    One of my favorite game modes as a mod, where a casualty of a member of a team winds up in jail until one other member of the same team frees the members that had casualties. If all members of that team are destroyed, they are destroyed in jail.
    ^YES YES YES. please, i really enjoyed this game mode!

    Deathball
    A tournament game played on a field similar to Bombing Run. The player with the ball who scores that into the net gets points for that team.
    ^thats SAME as bombing run game mode.


    Rocket Arena
    Another tournament game similar to Deathmatch, except Rocket Launchers are used only in that mode.
    ^its sane as deathmatch, you can already do this with "Arena" mutator that replaces all weapons with the rocket launcher
    thats all my suggestion.
    Shock Therapy.

    Comment


      #3
      Maybe...
      Road Rage
      Like Deathmatch, but on vehicles, and with weapons. What i mean, it's survival race on vehicles with weapons, who goes first - wins.

      Comment


        #4
        The ChaoticDreams guys will probably take care of king of the hill, as ChaosUT was the mod that contained KOTH in both UT99 (ChaosUt version 1.1) and UT2004. They're currently working on a new Chaos mod for UT4

        Comment


          #5
          nothing with zombies.
          /end
          Community UT:4 [Melbourne & Sydney Australia] - TeamSpeak 3 Community ..:..TS3.WishfulThinkings.net

          Comment


            #6
            As long as we get Warfare and Greed game modes, I'll be happy.

            Comment


              #7
              What I am personally interested into are the following (I'm only counting GameModes which I have no knowledge of being under development at the moment):


              - Assult (probably the hardest, because of the diversity of the maps; this will probably result in a few assets which mappers will have to use on their own; FrostbyteGR is planning to take a shot at it and we've discussed about it)
              - Warfare / Onslaught / Command&Conquer (probably the second-hardest because vehicles are, at the moment, not implemented)
              - King of the Hill (looks fairly easy; expect it soon)
              - Headquarters / Hardpoint (based on KotH; not much added complexity; also expect it soon)
              - Kill Confirmed / Greed (medium-difficulty; not going to give an ETA because I'm pretty sure I read about another guy wanting to do this)
              - Jailbreak (FreezeTag creator, FrostbyteGR, and I will be working on it; expect it soon)

              Comment


                #8
                BTW: Anyone who wants to take on Jailbreak is invited to the UT Jailbreak forums on BeyondUnreal.

                Pros:
                • Connect with people who know what they're doing/talking about in terms of Jailbreak design aspects.
                • Be part of PlanetJailbreak.com, the original UT Jailbreak site.
                • It's a place returning community members will hopefully recognize.
                • Be not "a" Jailbreak team, but be "the" Jailbreak team.
                • The development will stay in your control.


                Cons:
                • You'll probably still be the only developers.
                • You'll need to register as BeyondUnreal forums.
                • People will know where to go to keep poking you about the progress.


                PM me if you're interested.
                <elmuerte> you shouldn't do all-nighters, it's a waste of time and effort
                <TNSe> nono
                <TNSe> its always funny to find code a week later you dont even remember writing
                <Pfhoenix> what's worse is when you have a Star Wars moment
                <Pfhoenix> "Luke! I am your code!" "No! Impossible! It can't be!"
                <@Mych|Lockdown> ...and the award for the most creative spelling of "Jailbreak" goes to ... "Gandis Jealbrake Server"

                Comment


                  #9
                  Vlad are you sure you want to take on such a heavy workload? You already have what 3 gametypes that need support and content. Im just trying to give some advice from someone who has burnt out from piling on too much work before. UT is going to be around a long time so there is nothing wrong with pacing yourself and making your releases higher quality
                  Upon release, Unreal Tournament 2004 was met with widespread critical acclaim. Several critics praised the unique, fast-paced, fun and challenging nature of the game as its main selling points, while fans touted the post-release support and extensive modding capabilities.

                  Comment


                    #10
                    Jailbreak is a game mode that really needs a lot of focus and attention. I don't really think you can do it justice just throwing it together like the LMS and BR mods. The BP game mode support is also weak enough that it makes a lot of sense to focus more on a couple of modes, get fixes in, and then maybe expand what you're doing.
                    HABOUJI! Ouboudah! Batai d'va!
                    BeyondUnreal - Liandri Archives [An extensive repository of Unreal lore.] - Join us on IRC [irc.utchat.com - #beyondunreal]

                    Comment


                      #11
                      I just had a idea. Bodyguard mode. Team based u have a VIP protect them get them from point a to point b while other team tried to take them out. This will be good way to practice covering the flag carrier

                      Another idea is each team has a vip to get a point you must take out other teams vip. This will be good practice for returning the flag.

                      Another idea is ctf relay where you have defending player confined to flag room. Next player or players can only move between flag room to midfield. And so on like a relay race. This would be good practice to learn different areas of map control and team work and communication
                      Last edited by code187; 05-25-2015, 05:42 AM.
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                        #12
                        Originally posted by code187 View Post
                        I just had a idea. Bodyguard mode. Team based u have a VIP protect them get them from point a to point b while other team tried to take them out. This will be good way to practice covering the flag carrier
                        A to B is rather pointless with the size of UT maps. Actually Gears had a very nice mode called Guardian. Round-based TDM. At the start of each round, one player from each team gets designated as the leader. While he's alive, his team can respawn. The task is to kill the other team's leader and eliminate the other team.

                        Another good variation was a variation from Tribes: TDM with a single flag (given for the first blood of the match). The team that has the flag gets more points for kills.
                        "Yeah. _Lynx can fire the lightning gun, have the lightning bolt turn a 90 degree corner, stop and ask the closest teammate for directions, confuse the directions and get lost, realize it went the wrong way, make a U-Turn, and get a headshot on the intended target."
                        - RenegadeRetard

                        Comment


                          #13
                          Originally posted by _Lynx View Post
                          A to B is rather pointless with the size of UT maps. Actually Gears had a very nice mode called Guardian. Round-based TDM. At the start of each round, one player from each team gets designated as the leader. While he's alive, his team can respawn. The task is to kill the other team's leader and eliminate the other team.

                          Another good variation was a variation from Tribes: TDM with a single flag (given for the first blood of the match). The team that has the flag gets more points for kills.
                          I was thinking more of ideas to teach new players skills for CTF competition CTF maps are what they are and covering the Flag carrier is a important part of CTF. What you mentioned is just TDM with maybe a relic but it sounds cool still.
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                            #14
                            Guardian is not a simple TDM. It requires a lot of cooperation to guard your leader and ensure that he stays alive, yet at the same time you need to find the other team's leader and kill him.
                            "Yeah. _Lynx can fire the lightning gun, have the lightning bolt turn a 90 degree corner, stop and ask the closest teammate for directions, confuse the directions and get lost, realize it went the wrong way, make a U-Turn, and get a headshot on the intended target."
                            - RenegadeRetard

                            Comment


                              #15
                              Originally posted by _Lynx View Post
                              Guardian is not a simple TDM. It requires a lot of cooperation to guard your leader and ensure that he stays alive, yet at the same time you need to find the other team's leader and kill him.
                              Does the team spawn on the leader? Im guessing there is some kind of spawn delay.
                              Upon release, Unreal Tournament 2004 was met with widespread critical acclaim. Several critics praised the unique, fast-paced, fun and challenging nature of the game as its main selling points, while fans touted the post-release support and extensive modding capabilities.

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