Mod/Mutator Ideas

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pantherrr0

New Member
Jan 30, 2004
4
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i think it would be a good idea 2 give all clases the popgun (ne gun with ammo is helpful wen u run dry in the enemys base ) i dont know nething about makin mods or nething but would i be possable 2 deploy holographic players sorta like a health pack but havin a player coming out of it instead of those + signs this would draw fire away from him so he can either get a clean shot or escape :)
 

Asio

The Alpha and the Omega
Jan 20, 2004
20
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Anyone that has played the halflife mod 'the specialist' know the very cool slides u can make ...
Having this in XMP (instead of the dodging or as an enhancement of the dodge als many unreal players have grown custum) could mean having to very nice close combat fights that could have bine ripped out of a movie.

I really like how u could slide whenever a guy showed up with a shotgun in front of u and dodge him only to shoot his ass while sliding over the ground doing a special move.

Guess I woudn't mind that mod moved over to XMP :)
 

[CD]Icedude

Hurf da Durf
Dec 13, 2001
715
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#batcountry
fraghouse.beyondunreal.com
heres a few of my ideas

deployables:

forcebridges - comes online with forcewalls. would be good for us HPBs who lag while trying to jump the gap in the bridge in alcazar. drop 4 nodes the same way as forcewall, but it makes a flat blue floor of energy. the more weight on the bridge, the more the bridge changes from blue to red. when its totally red, it breaks, so you cant have several raptors on at the same time (or anything else at the same time as a tank)

sticky turret - just like a normal autoturret, but it only comes online with manned turrets. it can stick to any surface, like a laser mine, and has a spherical field of vision

beacon - used with Artillery vehicle (mentioned below), comes online with laser mines

detector beacon - used with Artillery vehicle (mentioned below), comes online with land mines

Vehicules:

Harpy - a 2 man flying vehicle. the driver flies (obviously) and controlls a magnetic lifter with fire, this can lift any friendly or enemy vehicle, but slows the Harpy down considerably). pressing fire again turns off the lifter and drops the vehicle. you cannot exit a vehicle that is being carried. the gunner controls a dual assault rifle turret on the top of the Harpy.

Artillery - 1 man indirect fire vehicle. this vehicle has to deploy (using alt fire to deploy instead of asking to get in cause theres no second seat) to fire. when deployed, the hud changes allowing the driver to aim at beacons he can hit correctly, by aiming at the coloured dots that appear in the 'air' where he needs to aim. beacons are dropped by rangers and are mentioned above. detector beacons, however, have a slightly different dot, which shows how many enemies are standing in a certain radius of the beacon.

Roach - small 1 man recon vehicle. this is a very unique vehicle, because of the highly adhesive coating on the wheels, it can drive up any surface, but is slow. primary fire makes the vehicle drop a 1 use deploy point, which is destroyed after being used (the vehicle only carries a limited amound of these, and refills the ammo like you would on foot). alt fire turns on a cloaking device which drains team energy by the same amount 5 forcewalls would and cannot be used if forcewalls are offline.

Escape Pod - 2 man 'flying' escape vehicle. basically you climb in, and when the driver presses fire it launches forwards at high velocity and runs out of fuel after about 2 seconds, after this, it ejects the driver and passenger when it hits anything and explodes 10 seconds afterwards.

Turrets:

Megalaser - basically an improved giant laser turret. it can shoot 5 times further and does double damage. the only problem is it requires two people to use it, and firing will almost always take something offline. one person sits in the controll ball as usual, aiming it, while the other has to press the fire button which is usually found somewhere else in the base.

Hunter - slightly unique turret, this one has a track running around the area that it can move along, other than that, it only has the firepower of a single roundhouse turret barrel. control pods are usually found in some kind of central control room. these also show up on radar and sometimes a screen in the 'control room' (with labels next to each icon)

:eek: thats a long list
 

Big Moe

Big Moe
Feb 14, 2004
12
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Miami
Saw the Launch Pad in Xaemia (wasn't halucinating)

I am pretty sure I saw a launch pad today when I was playing the mod with the volcano, I think its called Xaemia. It was on top of the hill to the left of the blue team bridge. A guy jumped all the way across the river into the blue team deploy area near the node. IT WAS AWESOME!!!!

Shmoke
 

IAS|Spiff

New Member
Jan 22, 2004
239
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Suggestion for a mod : A map vote system, sow when u are alone on some server. U can vote a map and it change to it, insted of running all over the map to get energy and artifact's.. would been nice....
 

cyb

New Member
Dec 15, 2003
529
0
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Shmoke said:
I am pretty sure I saw a launch pad today when I was playing the mod with the volcano, I think its called Xaemia. It was on top of the hill to the left of the blue team bridge. A guy jumped all the way across the river into the blue team deploy area near the node. IT WAS AWESOME!!!!

Shmoke

there are two pads, one at each base.
 
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