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UT2k3 or UT mod idea -Wipeout clone- | Locked | |
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Jan 11 2004 Anchor | ||
I've had this idea in my head for a while now, I just didn't know where to express myself. I haven't found ANY mods with a similar style, nor have I found anyone who was willing to make one. I can skin, do 2D stuff, draw(design), UVW map, and started modeling a little. A wipeout clone, imo, wouldn't be too much work, but would be a lot of fun. If anyone is interested to make a team, maybe we can make this work, for original UT or UT2k3. Maybe I'm just getting my hopes up... |
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Jan 11 2004 Anchor | |
Jan 11 2004 Anchor | ||
Basically it's high speed futuristic racing with hovercrafts and/or other vehicles. You'd have turbo boosters and a gun, and probably other stuff. In my opinion, it would be less graphically demanding than other FPS mods out there for UT2k3 and would run on your average machine without a big framerate drop. Here are some screenshots of what wipeout and other similar games look like: Gamespot.com Something along those lines. |
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Jan 11 2004 Anchor | |
I've been thinking of building an extremely fast paced racer project similar to those in the Wipeout series, but instead of the fast 'hovercraft' type vehicles using sort of tripod or quad shaped vehicles that would allow a 180 rotation and still move forwards. |
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Jan 11 2004 Anchor | ||
wipeout was a very good game, and 2097/xl/64 was even better:) but remember there is no wipeout without that brilliant music that was there;) i am looking forward to this mod:D -- |
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Jan 11 2004 Anchor | ||
Yeah, wipeout music is great. I even thought of asking some artists (the ones that do free music) to do such a thing. I will be looking around for coders who might be interested. Ambershee, I like your idea too, maybe a bit too complicated with the ceiling stuff though. I know a couple of coders, but they're all busy. I'm busy with a mod too, but I think I could take on two. |
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Jan 11 2004 Anchor | |
Well, I'm very interested in such a project. If you ever want to get it off into the air, then I suggest that the very first thing you do is find a coder. Once a coder is found, give me a shout and we can discuss things from there I'd suggest working with a well documented engine - so the original UT is better, although I always did enjoy working with Q3A AmberZ |
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Jan 11 2004 Anchor | ||
I've never worked with Q3 engine, I'm more of a UT/2k3 kind of guy. Like I said, I know a couple of good coders, but none that are free... And I don't know where to start looking. Check on your side too. |
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Jan 11 2004 Anchor | ||
its hard to find a coder these days so good that youre one:) i can help - i can model a few hover-thingies wipeout like but i have no experience in making vehicles (only weapons:P) UT2k3 would be way better because of the physics EDIT: ah sorry i have misunderstood your post (youre not a coder?) - Edited By BartNowciu On Sun 11th, Jan 2004 @ 9:04:49pm -- |
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Jan 11 2004 Anchor | |
I am myself, but I doubt I could deal with that sort of thing, especially with my lack of time as it is. If we do get a coder, we'll give you a shout for modelling opportunities |
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Jan 11 2004 Anchor | ||
Oh well. I'm not looking big at this, it's just an idea. I posted at beyondunreal and 3dbuzz and another forum, maybe someone will be interested. It's not a huge project like Frag Ops or Stike Force where it takes a lot of complicated models and realistic skins imo, so people working on other mods could do freelance work too. |
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Jan 11 2004 Anchor | |
Yeah, thats true. The biggest baddest aspects are the initial code, and the mapping |
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Jan 11 2004 Anchor | ||
no, mapping is easy, you just need to code the entities:) -- |
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Jan 11 2004 Anchor | |
entities - it's not as if you'd need very many complex entities. a basic version wouldn't need any at all - just a drive and go. You can add complexity later with a weapons pick-up system then (if my version) a clamp power recharge pickup and so on |
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Jan 11 2004 Anchor | ||
i have not thought of it... wipeout hadn't too complicated maps:P well im testing now my futurey vehicle modeling skills in milkshape3d:D -- |
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Jan 11 2004 Anchor | ||
You could always create the maps in 3dsmax and export in UED or whatever engine you're using... Ambershee, what do you code in? |
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Jan 11 2004 Anchor | ||
Here's a reply I got:
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Jan 11 2004 Anchor | |
Yes, that would be a problem. Although, you could 'move' the map with the player. Not to sure about moving the map, although it would create a better feel for speed, but it would be extremely hard to do. On second thoughts forget what I said. |
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Jan 11 2004 Anchor | ||
Ah... So there go my hopes. Maybe with UT2k4 that'll change though... |
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Jan 12 2004 Anchor | ||
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Jan 12 2004 Anchor | |
I hope this gets released some day Oh and use edit instead of posting twice. |
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Jan 12 2004 Anchor | ||
Yeah I know, but that way it won't get bumped. |
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Jan 12 2004 Anchor | ||
well i think i can help with modeling if you only want to do this:) wipeout (hovercraft racing) is a bit different from unrealspeed (car racing), and the collisions don't need to be so realistic;) i just think that a wipeout 'clone' is makeable on ut2k3 (just look at the hoverbike from conquest marines) - Edited By BartNowciu On Mon 12th, Jan 2004 @ 5:50:33pm -- |
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Jan 12 2004 Anchor | |
I code in anything that comes to me |
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Jan 12 2004 Anchor | ||
i still think that it is "MAKEABLE" on ut2k3:) anybody remembers rollcage? it had the feeling of the speed just because of the fov:) EDIT: i have completed my "testing skills" model, i will post it as soon as i will skin it - Edited By BartNowciu On Mon 12th, Jan 2004 @ 6:59:56pm -- |
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