Hey Shrimp, I was wandering whether you could give us some more info about...

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ProjectX

Nicholas 'ProjectX' Udell - UnWheel Maps
Jan 9, 2004
1,223
0
0
Right behind you.
These are things I want to know more about:

Has there been any thought into your custom starting menu and .ini file (so we can change and set specific controls for UnWheel without losing some UT2003 keybindings)

Has there been any thought put into custom level music, or at least SOME level music. The maps that came with beta 1 (city track for example) all use menu music, which is a sign of not having bothered to use at least a stock music track. I always put one in because the menu theme is bad enough as it is.

Has there been any thought put into A.I. in this mod? There just aren't the servers to play on y'see. And A.I. would be great I suggest kidnapping someone and locking them in a dark room and forcing them to code it for us... or we could just hire an A.I. Coder, just advertise on the front page for an A.I. coder, and you don't have to do anything.

Also.. Any chance of an extra gametype, you see I was thinking, it wouldn't take long to code too, but an endurance race gametype, of course it would be better with a petrol counter and an oil counter and tyre conditions, but to start with all you need to do is add a field in the level properties of each level, say: endurancelaps= and they set how many laps it is, with short races like city track something like 20 would be a good idea, but for longer maps like your upcoming one or mine something like 12 would be better.

Also, to go with that, later when (or more likely if) petrol, oil and tyre conditions counters come into the game we can implement pit stop areas or our maps and it would add a certain element of strategy to the game, go for the fast but small tank capacity? go for the tires that last longer but slow you down? etc. And it would take different times to repair different things, like wheels 10% damage a sec, oil, 30% filling a sec, petrol, 15% filling a sec, and it adds up, this'll teach players to use the road wiely and not crash into everything.

Anyway, consider the ideas at least and tell me what you think.
 

Shrimp

Seafood splatter
Jan 13, 2003
740
0
16
41
Deep in South Africa
shrimpworks.za.net
ProjectX said:
Has there been any thought into your custom starting menu and .ini file (so we can change and set specific controls for UnWheel without losing some UT2003 keybindings)

Yup, that's the plan.

ProjectX said:
Has there been any thought put into custom level music, or at least SOME level music. The maps that came with beta 1 (city track for example) all use menu music, which is a sign of not having bothered to use at least a stock music track. I always put one in because the menu theme is bad enough as it is.

I realised just the other day, damn, no UnWheel maps have music!! So at least for my maps, I'll add some music. As for custom music, I have considered this and asked a few people about what they thing, but it seems everyone has such vastly different tastes... I'd rather just stick to the 'generic' detault music tracks if possible, though that's not ideal since they don't match the style at all.

ProjectX said:
Has there been any thought put into A.I. in this mod? There just aren't the servers to play on y'see. And A.I. would be great I suggest kidnapping someone and locking them in a dark room and forcing them to code it for us... or we could just hire an A.I. Coder, just advertise on the front page for an A.I. coder, and you don't have to do anything.

I'm hanging onto this idea until we get hold of the UT2004 code, as the UT2004 bots drive vehicles perfectly already - no need to re-invent the wheel, I'd rather just wait and use the UT2004 bot driving system.

ProjectX said:
Also.. Any chance of an extra gametype, you see I was thinking, it wouldn't take long to code too, but an endurance race gametype, of course it would be better with a petrol counter and an oil counter and tyre conditions, but to start with all you need to do is add a field in the level properties of each level, say: endurancelaps= and they set how many laps it is, with short races like city track something like 20 would be a good idea, but for longer maps like your upcoming one or mine something like 12 would be better.

*Thinking*

ProjectX said:
Also, to go with that, later when (or more likely if) petrol, oil and tyre conditions counters come into the game we can implement pit stop areas or our maps and it would add a certain element of strategy to the game, go for the fast but small tank capacity? go for the tires that last longer but slow you down? etc. And it would take different times to repair different things, like wheels 10% damage a sec, oil, 30% filling a sec, petrol, 15% filling a sec, and it adds up, this'll teach players to use the road wiely and not crash into everything.

I have given this some thought in the past, and while it may add some 'depth' to the gameplay, I feel it's getting a bit too close to the simulation side of things - something I have always tried to avoid in UnWheel. Problem is you add little touches like that, and everyone starts expecting Gran Turismo 5 :)
 

ProjectX

Nicholas 'ProjectX' Udell - UnWheel Maps
Jan 9, 2004
1,223
0
0
Right behind you.
Shrimp said:
Yup, that's the plan.

Excellent, that'll be very useful

Shrimp said:
I realised just the other day, damn, no UnWheel maps have music!! So at least for my maps, I'll add some music. As for custom music, I have considered this and asked a few people about what they thing, but it seems everyone has such vastly different tastes... I'd rather just stick to the 'generic' default music tracks if possible, though that's not ideal since they don't match the style at all.

When you put it like that, I agree, however some new generic music would be good also, maybe stuff that fits a map's theme (e.g. bar music for billiards, calm music for hilltop, hawaiian for carribean, hardcore for MotoX, etc.)

Shrimp said:
I'm hanging onto this idea until we get hold of the UT2004 code, as the UT2004 bots drive vehicles perfectly already - no need to re-invent the wheel, I'd rather just wait and use the UT2004 bot driving system.

I never really thought of that, good idea, though you'll have to make them take proscribed paths only (then again path nodes'll do the trick anyway won't they)

Shrimp said:
I have given this some thought in the past, and while it may add some 'depth' to the gameplay, I feel it's getting a bit too close to the simulation side of things - something I have always tried to avoid in UnWheel. Problem is you add little touches like that, and everyone starts expecting Gran Turismo 5 :)

That's a good point, I don't want a sim. either, if I wanted that I'd just join the USpeed mod team, heh, perhaps utilise the UT2004 engine to record tricks you do/make a trickstyle gametype? That'd definately break away from sims.
 

Diego1203

Member
Jan 10, 2004
168
0
16
Shrimp said:
I realised just the other day, damn, no UnWheel maps have music!!

Except for Fallen Metropolis, and who was that handsom young genius mapper who made that map? oh, now I remember, it was me! ;)

By the way Shrimp I'm still waiting on the new version of kball before I finish my Devil's Playground map, and I'm working on my rally map right now, I've been busy with work and learning maya, but after 2k4 comes out and I get my hands on the special edition dvd with all of those vtms on it, you can expect another map or two from me.
 

jerdaygo

How jerdaygo?
Jan 10, 2004
612
0
0
47
USA
I also would like to get my hands on the new update to Kball, and make a few changes to my K-billiards map, I also will have a little more time this next week, my spring bread, so maybe I can get my night campground map fixed and running :)