Staredit Network

Staredit Network -> UMS Production -> Unreal Tournament 2003
Report, edit, etc...Posted by varaon on 2005-05-21 at 14:49:36
Progress: [progress]20[/progress]

I started this about a year ago, and shelved it for several months. I'm currently restarting work on it.

This map is chock full of features, and includes all 4 styles of play from UT2003. The scoring is entirely customizable, based on points or time, or both. The one problem is that the host must be unbiased, otherwise he may change things to his advantage.

map size: 128x128
players: up to 6, plus AI, plus optional referee

A quick list of features:

A.I.
-up to 9 AI players
-in deathmatch, AI is in free-for-all mode (unallies itself)
-AI can be set to hunt (strategic suicide missions) or roam (junkyard dog)
-auto-respawn
-host can choose AI unit type
-AI players can be removed individually at any point during the game

Terrain
-4 unique terrain parks
-different unit types can use terrain to their advantage
-in team modes (team DM and double domination), balanced top half is used

Weapons/Pickups
-9 weapons (balancing issues have yet to be tested)
-Med kits of varying degrees (medic on a timer)
-double damage – maybe – I'm considering having the hero unit show up next to the original, invincible, so that the player doesn't get a health boost (from using create unit)
-invulnerability (short duration)

Weapons system
-I'm considering either a beacon-based sytem where you can't change guns until you die, or one with a dropship and shuttle, allowing you to switch weapons
-for the dropship system, a gun is picked up by walking up to it. The gun is created in a corner position where the transports are, and the enter nearest transport script runs. The same thing happens when switching units. You unload from the hotkeyed transports in the corner, and the units make a switcheroo.
-An accuracy system may be used, where the players must continually press hotkey "A" and click the enemy unit, like in the game speedball.

Gameplay
-Deathmatch, Team Deathmatch (by allying), CTF, Double Domination and Bombing Run.
-Double Damage units used for top player in Bombing Run (double health too)
-Play single or multiplayer, even against the computer.
-Up to 4 teams (3 pairs + 2 AI)
-Total customization of scoring
-I may add instagib as a modifier

Other features
-optional referee, for unbiased host
-democratic banning – host can't ban enemies
-Host can be banned if being unfair; new host is the underdog

On the picture, blue represents gates that close for double domination and CTF, blocking off the bottom of the map.

Red is the flags/bases for ctf and double domination.

Green shows where the control panel is.

I will need help with triggers as this proceeds, so any help is appreciated.

my e-mail is varaon [[at]] cogeco {d0t} ca

edit, May 22, 2005: ETA is summer. I have a load of culminating activities, then exams, and possibly a summer job.
For spawning, I'm considering the middle of the map (with anti-camp and temporary invincibility engaged), or a random spawning system.
The random spawning would consist of sdozens burrowed zerg units throughout the map (zerglings and hydralisks). The center location trigger is random as far as I know, so for small units able to go up narrow staircases, it will select zergling or hydralisk locations, but for fat units, it will randomize only hydralisks, to ensure a player doesn't get stuck.
Weapon-wise, I've tried to stay as true to the original, but I have certain limitations in choice.
Any zerg-based weapons will be weaker, since zerg regenerate. If I use the dropship system, I have to create a permanent target, since you can just switch weapons, giving you multiple lives.
I may just use the beacon-only system for simplicity, and fairness in hit points.

I could have a civilian or something as the health bar.
Report, edit, etc...Posted by Felagund on 2005-05-21 at 22:38:13
Looks well organized and produced. An ETA for completion?

So there are 6 human and 9 computer players in this, for a total of 15 players? Personally I think you should have a respawn system involving an observer for a computer and a burrowed zerg unit. The zerg moves to a location centered on the observer, and the player will spawn on a location centered around the burrowed zerg. This will ensure that the player spawns on walkable terrain. Oh, the observer should be roaming the map (or at least the part that can be played on).

Also, for TDM I think that you should have an automatic alliance system, along with CTF and the others. That way it will keep down on the riggedness of the map.
Report, edit, etc...Posted by varaon on 2005-05-22 at 16:56:37
Since the game's settings are meant to be dynamic, I will make it so that the host can lock alliances. I have a couple of vague triggers for this in mind, but I'd like some ideas.
Report, edit, etc...Posted by www.com.au on 2005-05-23 at 11:35:06
Looks freakin awesome..

however, putting it on junkyard dog *may* cause problems..
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