Here's the concept: Bring back the original Unreal gameplay, with a few elements that made UT even better, and a couple borrowed features from UT 2003 and Unreal 2. This will be a mod for UT2004, and I intend to run it in next year's Make Something Unreal contest.
We need the following:
Character Modeller/Texture artist for player models (1)
Uscript programmer (1)
We currently have one mapper, and one person making the weapons.
More members might be needed, but I can't say for sure at this time.
STEP BY STEP MOD CREATION - OUTLINE
(I) Weapon changes
(II) Movement changes
(III) New models and bounding box changes
(IV) New class based gametype
(V) New menu system is created from new executable that launches game
(I) Weapon changes
Here are the weapons that will make a revisit in this mod:
[1] Dispersion pistol/melee (Yes, melee! Primary = punch and Secondary = kick)
[2] Automags/Dual Automags
[3] Stinger/Quadshot
[4] ASMD
[5] Eightball
[6] Flak Cannon
[7] Razorjack
[8] BioRifle/Flamethrower (Yes I said Flamethrower!)
[9] Minigun
[0] Sniper Rifle
Rate of fire, rate of travel for projectiles, and damage dealt by each round is identical to how they were for each weapon in Unreal, with a couple exceptions. Weapon balancing might lead to additional changes, but not are planned for now.
There will also be a Dispersion mutator, which is very much like Instagib, except that all players are given a special Stage 5 Dispersion Pistol that (like the SuperShockRifle) never runs out of power or needs recharging. The secondary fire mode does some splash damage once fully charged and fired.
(II) Movement changes
Air control is just like in UT (35%), at 100% (normal) speed, in hardcore mode.
There are 3 special moves, include dodging, wall dodges, and mantling. Mantling is automatically done when a player tries to climb upon a box or ledge that is a little too high to jump on.
Moves such as double jumps, dodge jumps, or boost dodge jumps are not included in the mod.
Jump height and dodge distance will be restored to it's original height and distance in UT. The current crouching system will be maintained.
The identical weapon-switching delay that was in UT will be a part of this mod.
(III) Model/bounding box changes
Models will be the same size as original Unreal/UT models, including the same size of the bounding box and hitzones. Camera height will be restored to be around the model's head, not below the neck.
(IV) Class-based team gametype created
This will imitate class-based warfare in other games, using the CTF gametype. There are three weapon classes. Miner, Mercenary, and Marine. This goes hand in hand with a single player campaign that could be developed if the mod team is willing. The single player campaign will require 12 interactive maps and 2 non-interactive maps if undertaken.
Miner weapons: Stinger, Razorjack, Biorifle, Flamethrower
Mercenary weapons: Automags, Quadshot, Minigun, SniperRifle
Marine weapons: Dispersion pistol, ASMD, Eightball, Flak
(V) Menu system created
A new executable and map will be used to launch the game, and will have it's own menu system similar to what Unreal had. There will also be a flyby screen at startup which can be pre-empted by the main menu.
nick.carroll@juno.com
We need the following:
Character Modeller/Texture artist for player models (1)
Uscript programmer (1)
We currently have one mapper, and one person making the weapons.
More members might be needed, but I can't say for sure at this time.
STEP BY STEP MOD CREATION - OUTLINE
(I) Weapon changes
(II) Movement changes
(III) New models and bounding box changes
(IV) New class based gametype
(V) New menu system is created from new executable that launches game
(I) Weapon changes
Here are the weapons that will make a revisit in this mod:
[1] Dispersion pistol/melee (Yes, melee! Primary = punch and Secondary = kick)
[2] Automags/Dual Automags
[3] Stinger/Quadshot
[4] ASMD
[5] Eightball
[6] Flak Cannon
[7] Razorjack
[8] BioRifle/Flamethrower (Yes I said Flamethrower!)
[9] Minigun
[0] Sniper Rifle
Rate of fire, rate of travel for projectiles, and damage dealt by each round is identical to how they were for each weapon in Unreal, with a couple exceptions. Weapon balancing might lead to additional changes, but not are planned for now.
There will also be a Dispersion mutator, which is very much like Instagib, except that all players are given a special Stage 5 Dispersion Pistol that (like the SuperShockRifle) never runs out of power or needs recharging. The secondary fire mode does some splash damage once fully charged and fired.
(II) Movement changes
Air control is just like in UT (35%), at 100% (normal) speed, in hardcore mode.
There are 3 special moves, include dodging, wall dodges, and mantling. Mantling is automatically done when a player tries to climb upon a box or ledge that is a little too high to jump on.
Moves such as double jumps, dodge jumps, or boost dodge jumps are not included in the mod.
Jump height and dodge distance will be restored to it's original height and distance in UT. The current crouching system will be maintained.
The identical weapon-switching delay that was in UT will be a part of this mod.
(III) Model/bounding box changes
Models will be the same size as original Unreal/UT models, including the same size of the bounding box and hitzones. Camera height will be restored to be around the model's head, not below the neck.
(IV) Class-based team gametype created
This will imitate class-based warfare in other games, using the CTF gametype. There are three weapon classes. Miner, Mercenary, and Marine. This goes hand in hand with a single player campaign that could be developed if the mod team is willing. The single player campaign will require 12 interactive maps and 2 non-interactive maps if undertaken.
Miner weapons: Stinger, Razorjack, Biorifle, Flamethrower
Mercenary weapons: Automags, Quadshot, Minigun, SniperRifle
Marine weapons: Dispersion pistol, ASMD, Eightball, Flak
(V) Menu system created
A new executable and map will be used to launch the game, and will have it's own menu system similar to what Unreal had. There will also be a flyby screen at startup which can be pre-empted by the main menu.
nick.carroll@juno.com