Project Swing is a physics oriented vehicle gametype. Players use a ball vehicle equipped with grappling hooks that attach to enemies (primary fire) and strategically placed grapple points (alt fire) around the map. Swing your enemy off an edge to score a point, but don't fall yourself! This mod won 2nd place in the Physics category of the Make Something Unreal Contest in Phase 3.
Here are the Phase 4 finalists for the Best non-FPS Mod, Best FPS Mod, Best Machinima, Best Vehicle Set, Best Level Set, Educational,Best Use of Physics, Best Art and Best Graphics in Maps category's in the $1 Million Intel Make Something Unreal Contest. All finalists in this category are eligible to enter the Grand Finals. This competition rewards top mods created for Unreal Tournament 3 with cash and hardware prizes in four preliminary phases and a grand final. Visit Makesomethingunreal.com for full details.
Phase 4 of the Make Something Unreal Contest closed on Monday (this is the final phase open to the public) and Project Swing has submitted an update with...
Phase 3 is officially over and the winners have been announced. Did your favourite get picked?
This is the first release of the Project Swing Mod, it is a mirror of the version sent to the Make Something Unreal Contest. This release is somewhat...
Wow, that is so innovative!
Tell me though; why wouldn't it be possible for the vehicle to grapple onto the ground/walls, etc. and drag itself, towards areas, like that?
I have thought about this a bit. Yes, it would be possible, however it would greatly change the game mechanics.
Some of the things I wanted for this mod was a less-cluttered HUD, and good control over the flow of the maps. Having a crosshair for the player to use to aim and choose grappling points wouldn't necessarily be bad, but it has a few potential problems that bug me.
First, it makes the controls more difficult. I've noticed the average joe has a low mouse sensitivity, and to do a 360 degree spin it would require the mouse to be dragged across the mousepad several times; this becomes quite annoying. On a laptop touchpad it's even worse. Maybe it is easy to control. Perhaps I am wrong.
Second, it gives the player more things to focus on. Timing in this game is very important, and it requires the player to keep their eyes on their energy, the edge of the map, multiple enemies, and of course hopefully they will be able to know where the swing points are without much thought. Being able to specifically choose a swing point may add more control, but set points makes it easier to focus on the 3 or 4 other players that are trying to kill you.
Third, it gives the map maker less control over their maps. For example on my Fly Is Die map I don't want people grappling to the floor or low on the wall, it makes it too easy to stay alive.
And Finally, implementing/coding this I think would be difficult to do well. I don't really like the way the current UT3 vehicle weapons work as far as view control over them, and adding something like that to a rolling vehicle could prove difficult. Notice how in ball mode the scavenger in UT3 doesn't have any weapons that use a cursor, it's because it would be a pain to code. If anyone has any ideas on how to do it well, throw 'em at me.
On second thought, this could be great. Maybe for the singleplayer portion of this mod. I'm just trying to find what's fun and make it! :)
Thanks for the thought,
Charybdis
CharLimitSucksRaiseIt!