Hi,
Since UT Envy will be a more casual player game rather than a pro player approach who playes tournaments for money, there will be lots of pro player who will whine that the game is bad eventhough if it is revolutionary online (some guys have already started whining at esreality.com). Eventhough Epic states that the new game will please the 1vs1 pro player, I have no idea how they will because the pro guys used to complain even with UT2004 which was the best pro duel game available in the market. So I have decided to make a pro 1vs1 mod for the benifit of the UT2004 pro 1vs1 community using the UE3 engine. This project will give me experience in knowing more about software devolopment & game engines in particular which I plan to devolop as a hobby. Since when 'Envy' comes to the market, Ut2004 will be rendered useless. Therefore the revolutionary pro gaming concepts (of UT2004) by Epic will be useless. I feel these innovations by Epic really deserved a lot more reward than it is currently getting. So I plan to make this mod using the best parts of Ut2004 & Envy suitable for pro 1vs1 gaming & make this mod the best duel mod for Envy. Since Envy is not out, I have made some gameplay balances for UT2004. As Envy comes out further changes will be done for benifit of pro players.
So here they are -
1) Gameplay Changes -
a) Damage Amplifier - The UT2004 'Double Damage' is removed for Damage Amplifier. This is nothing but instead of the x2 damage, this does a x1.5 damage on all weapons.
b) Ammunition - As you will see further that the shield gun is drastically reduced in the mod, therefore discouraging spamming is a very good idea. Since in UT2004 you could get enough ammo to not bother about it at all, here the situation is different. The ammo carrying capacity of a weapon & the ammount of ammo got by taking a ammo pack is drastically reduced. The advantages of this features are spamming takes a backseat as the player is made to use his ammo intelligently so that if he starts to blindly spam he will lose his ammo in no time.
c) Shield & Armour System - A 4 type armour system that replaces the 'map control friendly UT2004 system' to encourage a more dynamic & strategic gameplay. Details of Armour System cannot be disclosed as of now.
d) Movement System - The revolutionary UT2004 movement system will be back. Although this is pro friendly & fast, more attention is paid to make the game more stealth oriented. DodgeJumps are just an excuse to move fast across a map.
e) Characters - Anything cannot be said now as scale of UT Envy's character may be different than UT2004. First preference will definitely be UT Envy's character so that the weapons are balanced to this feature.
f) Maps - Atleast 5 & atmost 10 competitive maps are being thought of to give competitive play a boost. Because Envy wont have the UT2004 movement system, so naturally those maps wont fit in this mod.
g) Miscellaneous Changes - Some unique & innovative twists to 1vs1 pro gameplay is being thought of that can add a new dimension in gameplay. Details cannot be disclosed as of now.
2) Weapon balance-
I have made changes so that UT2004 will be a more balanced shield & non hitscan game. I have made changes to remove the hitscan factor, promote face to face fragging & promote a equally aggressive & somewhat medium defensive gameplay by nerfing the shield gun. So in the mathematical part there are some terms to be known. I will write it as folows-
fal - Highest no. of ammo that can be carried
dp shot - Damage done per shot
rof - The rate at which the ammo is fired
dfl 100% - Damage done when full ammo capacity is fired with 100% accuracy
dfl 50% - Damage done when full ammo capacity is fired with 50% accuracy
dfl 25% - Damage done when full ammo capacity is fired with 25% accuracy
dp sec - Damage done per sec
ap sec - Ammo fired per sec
aut - Time taken for full ammo capacity to be fired
g+a - Ammo got when you take a gun + Ammo got when you take a ammo pack
The sequence in which I will write the weapon properties are below. As you can see I have written the properties of the weapon in the mod which will be created & below that the properties of how the weapon was in UT2004. So that you can compare what has changed. Then I have written the non mathematical aspect of the changes below the mathematical aspect
(Name of Gun)
mathematical part-
1vs1 Mod - fal,dp shot,rof,dfl 100%,dfl 50%,dfl 25%,dp sec,ap sec,aut,g+a
UT2004 - fal,dp shot,rof,dfl 100%,dfl 50%,dfl 25%,dp sec,ap sec,aut,g+a
Non Mathematical part-
Herebelow I will state the mathematical & non-mathemathical properties of each weapon.
a) Lightning Gun (primary) -
12,70,1.42,840 ,420 ,210,49,0.7,17.04,02+05
40,70,1.42,2800,1400,700,49,0.7,56.80,15+10
Primary mode same as UT2004.
b) Lightning Gun (secondary) -
not applicable
not applicable
Headshots can be done only in Secondary zoom mode.
In zoom there will be 2 limits. If the first limit is reached & a headshot is made then the opponent takes damage of 100 hp. If the second limit is reached & a headshot is made then the opponent takes damage of 120 hp.
Rest is the same as UT2004.
c) Shield Gun (primary) -
not applicable
not applicable
An extra shieldgun tactic is added. Now the shieldgun has the ability to become silent but it does lesser damage of 100 as opposed to 150 when fully charged. But your impact hammer jumping is drastically reduced in this mode. Rest is the same as UT2004.
d) Shield Gun (secondary) -
not applicable
not applicable
Since in UT2004 1vs1, shield gun could be used to escape easily, then regenerate it and then again use it.This promoted a more defensive gameplay. So I have made the shield such that if used intelligently it could be a boon or if used poorly it could be a bane.
Shield doesnt have the Ut2004 cutdown ammo factor (i.e. 15 in Ut2004).
Shield regenerates only if it is an active weapon.
Shield Gun reduces from its highest ammo 100 to 0 in exactly 5 seconds (i.e. it uses 20 ammo per sec or 1 ammo per 0.05 sec)
Shield can now take any no. of shots from any weapon without the UT2004 absorption property (i.e. from close range the shield could take a full flak primary shot and would become 0 in that instant). This means unless the shield ammo doesnt reach 0 any no. of shots from any weapon wont harm you.
Shield can only be used when its ammo has reached 100.
e) Shock Rifle (primary) -
25,20,0.625,500 ,250 ,125 ,32,1.6,15.625,05+05
50,45,0.625,2250,1125,562.5,72,1.6,31.250,20+10
Knockback factor present.
The primary fire only does a meagre 20 hp damage.
There is no knockback factor when the shield is used.
f) Shock Rifle (secondary) -
25,40,0.526,1000,500 ,250,76,1.9,13.15,05+05
50,40,0.526,2000,1000,500,76,1.9,26.30,20+10
Secondary mode same as UT2004
g) Minigun (primary) -
100,6&7 alternative,0.0625,650 ,325 ,162.5,104 ,16,06.25,20+30
300,6-7-8 ,0.0625,2400,1200,600 ,96-128,16,18.75,150+50
Randomness is cut which was present in UT2004. The gun used to be variable with the bullet doing 6 or 7 or 8 hp damage. Thus here it does 6 & 7 hp damage alternatively. Here the power of gun is reduced a bit. The rest is same as Ut2004
h) Minigun (secondary) -
100,12 ,0.1818,1200,600 ,300 ,66 ,5.5,18.18,20+30
300,12-14-16,0.1818,4800,2400,1200,66-88,5.5,54.54,150+50
Here the secondary damage which was random in UT2004 as it did damage from 12 or 14 or 16 is changed to 12. The rest is the same as UT2004.
i) Link Gun (primary) -
75 ,30,0.1818,450 ,225 ,112.5,165,5.5,2.727,15+25
220,30,0.1818,3300,1650,825 ,165,5.5,19.99,70+50
The primary fire is made weak not on damage & rate of fire but in ammo.
The primary mode is made a bit weak to avoid spam.
In UT2004 a primary link ball was made of 2 ammo but here it is made of 5 ammo. So with a full ammo capacity of 75 you can only shoot 15 balls.
Rest as in Ut2004.
j) Link Gun (secondary) -
75 ,11,0.11,825 ,412.5,206.5,99 ,9.09,8.25,15+25
220,09,0.11,1980,990 ,495 ,81.81,9.09,24.2,70+50
Damage made bit strong.
Lockdown property present.
No lockdown property when using a shield gun.
Rest is same as in UT2004
k) Flak Cannon (primary) -
10,117,1.0 ,1170,585 ,292.5 ,117 ,1.0,10 ,2+4
35,117,0.769,4095,2047.5,1023.75,152.1,1.3,26.915,15+10
Rate of fire lowered.
Rebound property cut out.
Rest is same as in UT2004
l) Flak Cannon (secondary) -
10,60 ,0.80,600 ,300 ,150 ,75 ,1.25,8.0,02+04
35,100-130,1.0 ,4550,2275,1137.5,100-130,1.0 ,35 ,15+10
Damage lowered a lot.
Rate of fire increased a bit.
Speed of the shell will be slightly similiar to UT2003
No release in shrapnels after the shell lands.
Rest is same as in UT2004
m) Rocket Launcher (primary) -
10,90,0.769,900 ,450 ,225,117,1.3,7.69 ,02+04
30,90,0.769,2700,1350,675,117,1.3,23.07,12+9
Same as in UT2004
n) Rocket launcher (Secondary) -
10,270,2.0,900 ,450 ,225,135,0.5,6.66,02+4
30,270,2.0,2700,1350,675,135,0.5,20 ,12+9
Same as UT2004
o) Biorifle (primary) -
25,35,0.25,875 ,437.5,218.75,140,4,6.25,05+10
50,35,0.25,1750,875 ,437.5 ,140,4,12.5,20+20
Biorifle sludges remain permanent on the ground of contact.
The sludges can be destroyed by select weapons.
Rest is same as in UT2004
p) Biorifle (secondary) -
25,250,2.5,625 ,312.5,156.25,100,0.4,6.25,05+10
50,220,2.5,1122,550 ,275 ,88 ,0.4,12.5,20+20
Secodary gloop is made a bit strong in damage.
There is a new ability for the secondary gloop to fall on a surface and remain intact rather than dividing into smaller gloops.
Rest is same as in UT2004
q) Assault Rifle -
As the new Enforcers come, I think it might be a better idea to incorporate it so since Assault Rifle isnt a major weapon, I have left its balancing out.
This comes to the end of all the features the mod will incorporate. The weapon properties might be confusing at the start but some detailed look on the propereties will make everything crystal clear. So all I ask is be patient & think hard before giving suggeations.
As all the features I was willing to expose is being written in this lengthy page, I hope you give your suggestions to improve this mod. So that the UT2004 movement system gets it recognition it deserves. The details I have given are just by assuming UT2004 made in UE3 engine. Everything depends on how Epic shapes the characters & armour system of the game so that those solid ideas accompanied with the best UT2004 concepts can merge to give a solid 1vs1 duel mod. Thats it.
Since UT Envy will be a more casual player game rather than a pro player approach who playes tournaments for money, there will be lots of pro player who will whine that the game is bad eventhough if it is revolutionary online (some guys have already started whining at esreality.com). Eventhough Epic states that the new game will please the 1vs1 pro player, I have no idea how they will because the pro guys used to complain even with UT2004 which was the best pro duel game available in the market. So I have decided to make a pro 1vs1 mod for the benifit of the UT2004 pro 1vs1 community using the UE3 engine. This project will give me experience in knowing more about software devolopment & game engines in particular which I plan to devolop as a hobby. Since when 'Envy' comes to the market, Ut2004 will be rendered useless. Therefore the revolutionary pro gaming concepts (of UT2004) by Epic will be useless. I feel these innovations by Epic really deserved a lot more reward than it is currently getting. So I plan to make this mod using the best parts of Ut2004 & Envy suitable for pro 1vs1 gaming & make this mod the best duel mod for Envy. Since Envy is not out, I have made some gameplay balances for UT2004. As Envy comes out further changes will be done for benifit of pro players.
So here they are -
1) Gameplay Changes -
a) Damage Amplifier - The UT2004 'Double Damage' is removed for Damage Amplifier. This is nothing but instead of the x2 damage, this does a x1.5 damage on all weapons.
b) Ammunition - As you will see further that the shield gun is drastically reduced in the mod, therefore discouraging spamming is a very good idea. Since in UT2004 you could get enough ammo to not bother about it at all, here the situation is different. The ammo carrying capacity of a weapon & the ammount of ammo got by taking a ammo pack is drastically reduced. The advantages of this features are spamming takes a backseat as the player is made to use his ammo intelligently so that if he starts to blindly spam he will lose his ammo in no time.
c) Shield & Armour System - A 4 type armour system that replaces the 'map control friendly UT2004 system' to encourage a more dynamic & strategic gameplay. Details of Armour System cannot be disclosed as of now.
d) Movement System - The revolutionary UT2004 movement system will be back. Although this is pro friendly & fast, more attention is paid to make the game more stealth oriented. DodgeJumps are just an excuse to move fast across a map.
e) Characters - Anything cannot be said now as scale of UT Envy's character may be different than UT2004. First preference will definitely be UT Envy's character so that the weapons are balanced to this feature.
f) Maps - Atleast 5 & atmost 10 competitive maps are being thought of to give competitive play a boost. Because Envy wont have the UT2004 movement system, so naturally those maps wont fit in this mod.
g) Miscellaneous Changes - Some unique & innovative twists to 1vs1 pro gameplay is being thought of that can add a new dimension in gameplay. Details cannot be disclosed as of now.
2) Weapon balance-
I have made changes so that UT2004 will be a more balanced shield & non hitscan game. I have made changes to remove the hitscan factor, promote face to face fragging & promote a equally aggressive & somewhat medium defensive gameplay by nerfing the shield gun. So in the mathematical part there are some terms to be known. I will write it as folows-
fal - Highest no. of ammo that can be carried
dp shot - Damage done per shot
rof - The rate at which the ammo is fired
dfl 100% - Damage done when full ammo capacity is fired with 100% accuracy
dfl 50% - Damage done when full ammo capacity is fired with 50% accuracy
dfl 25% - Damage done when full ammo capacity is fired with 25% accuracy
dp sec - Damage done per sec
ap sec - Ammo fired per sec
aut - Time taken for full ammo capacity to be fired
g+a - Ammo got when you take a gun + Ammo got when you take a ammo pack
The sequence in which I will write the weapon properties are below. As you can see I have written the properties of the weapon in the mod which will be created & below that the properties of how the weapon was in UT2004. So that you can compare what has changed. Then I have written the non mathematical aspect of the changes below the mathematical aspect
(Name of Gun)
mathematical part-
1vs1 Mod - fal,dp shot,rof,dfl 100%,dfl 50%,dfl 25%,dp sec,ap sec,aut,g+a
UT2004 - fal,dp shot,rof,dfl 100%,dfl 50%,dfl 25%,dp sec,ap sec,aut,g+a
Non Mathematical part-
Herebelow I will state the mathematical & non-mathemathical properties of each weapon.
a) Lightning Gun (primary) -
12,70,1.42,840 ,420 ,210,49,0.7,17.04,02+05
40,70,1.42,2800,1400,700,49,0.7,56.80,15+10
Primary mode same as UT2004.
b) Lightning Gun (secondary) -
not applicable
not applicable
Headshots can be done only in Secondary zoom mode.
In zoom there will be 2 limits. If the first limit is reached & a headshot is made then the opponent takes damage of 100 hp. If the second limit is reached & a headshot is made then the opponent takes damage of 120 hp.
Rest is the same as UT2004.
c) Shield Gun (primary) -
not applicable
not applicable
An extra shieldgun tactic is added. Now the shieldgun has the ability to become silent but it does lesser damage of 100 as opposed to 150 when fully charged. But your impact hammer jumping is drastically reduced in this mode. Rest is the same as UT2004.
d) Shield Gun (secondary) -
not applicable
not applicable
Since in UT2004 1vs1, shield gun could be used to escape easily, then regenerate it and then again use it.This promoted a more defensive gameplay. So I have made the shield such that if used intelligently it could be a boon or if used poorly it could be a bane.
Shield doesnt have the Ut2004 cutdown ammo factor (i.e. 15 in Ut2004).
Shield regenerates only if it is an active weapon.
Shield Gun reduces from its highest ammo 100 to 0 in exactly 5 seconds (i.e. it uses 20 ammo per sec or 1 ammo per 0.05 sec)
Shield can now take any no. of shots from any weapon without the UT2004 absorption property (i.e. from close range the shield could take a full flak primary shot and would become 0 in that instant). This means unless the shield ammo doesnt reach 0 any no. of shots from any weapon wont harm you.
Shield can only be used when its ammo has reached 100.
e) Shock Rifle (primary) -
25,20,0.625,500 ,250 ,125 ,32,1.6,15.625,05+05
50,45,0.625,2250,1125,562.5,72,1.6,31.250,20+10
Knockback factor present.
The primary fire only does a meagre 20 hp damage.
There is no knockback factor when the shield is used.
f) Shock Rifle (secondary) -
25,40,0.526,1000,500 ,250,76,1.9,13.15,05+05
50,40,0.526,2000,1000,500,76,1.9,26.30,20+10
Secondary mode same as UT2004
g) Minigun (primary) -
100,6&7 alternative,0.0625,650 ,325 ,162.5,104 ,16,06.25,20+30
300,6-7-8 ,0.0625,2400,1200,600 ,96-128,16,18.75,150+50
Randomness is cut which was present in UT2004. The gun used to be variable with the bullet doing 6 or 7 or 8 hp damage. Thus here it does 6 & 7 hp damage alternatively. Here the power of gun is reduced a bit. The rest is same as Ut2004
h) Minigun (secondary) -
100,12 ,0.1818,1200,600 ,300 ,66 ,5.5,18.18,20+30
300,12-14-16,0.1818,4800,2400,1200,66-88,5.5,54.54,150+50
Here the secondary damage which was random in UT2004 as it did damage from 12 or 14 or 16 is changed to 12. The rest is the same as UT2004.
i) Link Gun (primary) -
75 ,30,0.1818,450 ,225 ,112.5,165,5.5,2.727,15+25
220,30,0.1818,3300,1650,825 ,165,5.5,19.99,70+50
The primary fire is made weak not on damage & rate of fire but in ammo.
The primary mode is made a bit weak to avoid spam.
In UT2004 a primary link ball was made of 2 ammo but here it is made of 5 ammo. So with a full ammo capacity of 75 you can only shoot 15 balls.
Rest as in Ut2004.
j) Link Gun (secondary) -
75 ,11,0.11,825 ,412.5,206.5,99 ,9.09,8.25,15+25
220,09,0.11,1980,990 ,495 ,81.81,9.09,24.2,70+50
Damage made bit strong.
Lockdown property present.
No lockdown property when using a shield gun.
Rest is same as in UT2004
k) Flak Cannon (primary) -
10,117,1.0 ,1170,585 ,292.5 ,117 ,1.0,10 ,2+4
35,117,0.769,4095,2047.5,1023.75,152.1,1.3,26.915,15+10
Rate of fire lowered.
Rebound property cut out.
Rest is same as in UT2004
l) Flak Cannon (secondary) -
10,60 ,0.80,600 ,300 ,150 ,75 ,1.25,8.0,02+04
35,100-130,1.0 ,4550,2275,1137.5,100-130,1.0 ,35 ,15+10
Damage lowered a lot.
Rate of fire increased a bit.
Speed of the shell will be slightly similiar to UT2003
No release in shrapnels after the shell lands.
Rest is same as in UT2004
m) Rocket Launcher (primary) -
10,90,0.769,900 ,450 ,225,117,1.3,7.69 ,02+04
30,90,0.769,2700,1350,675,117,1.3,23.07,12+9
Same as in UT2004
n) Rocket launcher (Secondary) -
10,270,2.0,900 ,450 ,225,135,0.5,6.66,02+4
30,270,2.0,2700,1350,675,135,0.5,20 ,12+9
Same as UT2004
o) Biorifle (primary) -
25,35,0.25,875 ,437.5,218.75,140,4,6.25,05+10
50,35,0.25,1750,875 ,437.5 ,140,4,12.5,20+20
Biorifle sludges remain permanent on the ground of contact.
The sludges can be destroyed by select weapons.
Rest is same as in UT2004
p) Biorifle (secondary) -
25,250,2.5,625 ,312.5,156.25,100,0.4,6.25,05+10
50,220,2.5,1122,550 ,275 ,88 ,0.4,12.5,20+20
Secodary gloop is made a bit strong in damage.
There is a new ability for the secondary gloop to fall on a surface and remain intact rather than dividing into smaller gloops.
Rest is same as in UT2004
q) Assault Rifle -
As the new Enforcers come, I think it might be a better idea to incorporate it so since Assault Rifle isnt a major weapon, I have left its balancing out.
This comes to the end of all the features the mod will incorporate. The weapon properties might be confusing at the start but some detailed look on the propereties will make everything crystal clear. So all I ask is be patient & think hard before giving suggeations.
As all the features I was willing to expose is being written in this lengthy page, I hope you give your suggestions to improve this mod. So that the UT2004 movement system gets it recognition it deserves. The details I have given are just by assuming UT2004 made in UE3 engine. Everything depends on how Epic shapes the characters & armour system of the game so that those solid ideas accompanied with the best UT2004 concepts can merge to give a solid 1vs1 duel mod. Thats it.