Rumple's Bloodshed (Warfare Mod)

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Sir_Brizz

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Feb 3, 2000
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HEre's more info in case you want to decide if you will like it before going to UTforums.

Description: Like Warfare but plays a little different. Most of the changes are map based meaning the way the map is set up, changes the play style making Assault style maps possible. I've named this gametype Bloodshed & it will run several different "types" of maps. All custom maps will have a "tag" on the end of the map that will describe the play style. This will go as follows:

SH: Stronghold - A stronghold map will have one central node inside a structure (building, space station, etc). The object of this map is to capture & hold this "Stronghold" (node). Once captured, the enemy's core will start to drain. Once the node is neutralized, the draining will stop. Once the core is destroyed, the match ends. Then the level resets like normal warfare. The cores are NOT and CANNOT be directly attacked.

SG: Siege - A siege map will have an attacking team & a defending team. The defending team will spawn in a large base housing their core. The attackers must destroy the bases defenses, infiltrate the base, & destroy the core. One or two nodes can be incorporated into this type of map to give the attackers more objectives to complete before attacking the main base. The attackers core will drain gradually over time so they have a limited amount of time (about 20 minutes) to accomplish the objectives.

CQ: Close Quarters - A close quarters style map will have multiple objectives to accomplish in a small area. Using stand alone (unlinked) countdown nodes that only have to be held for seconds to cause damage to the enemy core. These maps will be a single large building, warehouse, or small city, & have no vehicles.

CO: Conquest - A conquest map will be much like a siege but with 2 or more stand alone (unlinked) nodes. The object is to capture & hold the nodes. Held nodes damage the enemy core. The more nodes you have captured, the faster the enemy core drains.

DM: Exactly what it says, Deathmatch. Killing enemy players damages the enemy's core. You don't attack the core directly.

All the maps will have breakable stuff, & changing light & weather conditions. I have fully tested this stuff online & the maps run smooth with good FPS.

Now on to weapons & vehicles. The maps themselves contain no weapon pickups, ammo, health, etc. When you first spawn you have no weapons in some maps & spawn with just your melee weapon & a flare gun. You'll find yourself in a spawn room with with 5 doorways with weapon lockers labeled "Assault" "Engineer" "Recon" "Sniper" "Support". Each "class" has it's own weapon set & custom deployables (health packs, plasma charges, shield, motion sensors). Once you choose your "class", you'll be teleported into the map. You can pick up extra weapons from killed players. Most of the weapons will recharge their ammo after a few seconds of not firing so ammo pickups for them are not needed. Grenades & Deployables however do. Every few minutes at a designated place in the map there will be random ammo crates dropped to resupply your grenades & deployables.

The game has all custom vehicles as well. All of the vehicles will have a more futuristic look & feel. There is NO HOVERBOARD in the gametype, BUT you have a jetpack instead! The jetpack allows you to fly anywhere you want within the bounds of the map that is! The only drawback is you cannot fire weapons while on the jetpack but you can toggle on and off it and shoot while free falling. Holding crouch while falling slows your falling speed slightly allowing you more "hang time" & even enabling you to glide slightly while falling. Be aware that AVR (Anti-Vehicle Rockets) can lock onto jetpacks!
There are a list of the custom vehicles and weapons and deployables on the other thread.