UT40K: The Chosen Although 40K players and other Mod Teams may not have herd about us, we have in fact been going on, for quite a while. The fact that a ModDB page was never set up for us has only just been brought to light. We are a small but dedicated team, devoted to bringing the universe of Games Workshops Warhammer 40,000 to it's full glory, using the UT3 engine. While we have been toiling in the shadows, we have actually managed to release a Number of Public Betas over the last year and improve on them with each upgrade. We are devoted to remaining as close to the publish code rules as we possibly can, to the point where we have implemented both the JAM system, for the Terminator Assault Cannon, and a fully functional vehicle damage system, complete with Front, Side and Rear armour values and features all of the ways of disabling a vehicle (e.g. Crew Stunned, Weapon Destroyed, Immobilised and all the others) We have two mostly functional races available; The Imperium's...
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Gametypes | Locked | |
Thread Options | 1 2 | |
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May 30 2010 Anchor | |
Hey guys was talking to a coder today who may have a friend that can help us out who is especially skilled at creating/coding gametypes in UT3/UDK. So i was wondering, what gametypes are we going to have in this game? Here are my thoughts: 1. Team Deathmatch - Straight up team deathmatch where two teams kill each other to reach a certain score limit or for a certain time limit, races are determined by the map 2. Deathmatch - Free for all deathmatch where players kill each other to reach a certain score limit or for certain time limit, player can choose any class 3. Domination - Team based game similar to Starwars Battlefront or Battlefield where teams compete to capture points (in this case they will use the Strategic Point models like the ones in the original DoW games, or something similar) where the more team members you have around a point, the quicker it is captured, first team to deplete the other teams reinforcements wins, races are determined by the map 4. Objective - Team based game similar to Assualt from UT2004 where one team attacks or attempts to complete a certain set of objectives and the other team attempts to stop them from doing so, races are determined by the map What do you guys think? If you think this is alright ill get him coding. If you think this is good ill start him off with the Domination gametype, as my maps will be perfect for that gametype. -- Looking for a mod team? You're in luck. Check out our mod page. |
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Jun 4 2010 Anchor | |
yep that pretty much as i want it, objective, never was a big fan of assault but can be added as an extra, could be good for themed maps sorry i never noticed this thread early --
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Jun 5 2010 Anchor | |
Oh so you would rather Domination to be like warfare where u link up points to eventually attack a main goal? -- Looking for a mod team? You're in luck. Check out our mod page. |
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Jun 5 2010 Anchor | |
yep that means you can't win unless you control the area, a bit like a normal warzone --
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Jun 5 2010 Anchor | |
Hmm so is that how the tabletop game works? Ive never played it so could u explain a little please? -- Looking for a mod team? You're in luck. Check out our mod page. |
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Jun 7 2010 Anchor | |
sort of, there is no way i can think of to do all the games types unless you for it per map which is also an idea --
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Jul 31 2010 Anchor | |
Ive been thinking lately and i dont think the ut3 warfare type of gametype would really work for our mod. I mean take this for example: A space marine squad is dropped onto the surface of an imperium planet to attempt to stop an eldar attack. To do this they must destroy the eldar webway gate. That is the 'objective' that the SM faction will try to achieve, and you could implement other 'nodes' along the way, such as an eldar power generator or something. But then what will the eldar faction's obective be? The space marines just dropped in, so they have nothing of value to be lost(except for their lives ofcourse). I can think of maybe 6-7 more situations like this. That is, situations when one faction will have nothing to do if we go ahead with the warfare-like gametype. Do you still think its a good idea geo? -- Looking for a mod team? You're in luck. Check out our mod page. |
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Aug 1 2010 Anchor | ||
There are ways you can implement alternative victory conditions in a Warfare-like game type. For example, you could have the Marine's power core take damage every time a Marine is killed, so after a given number of Marine casualities, the Eldar will win. You could do similar things with time, so the Eldar win if they hold out for long enough. Conversely, you can make a game type which is purely objective-oriented, and simulate warfare by having the objective be to destroy the other team's power core. |
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Aug 2 2010 Anchor | |
Yes but in keeping with what i was saying, on some maps not both teams will have a power core to destroy, it all depends on the situation and background of the map. I do however like your idea of alternative victory conditions, and i think that could be one way of solving the problem. If there is a map where a situation cant be thought up for both teams to have an objective to destroy, then one team can win by killing the enemy a certain number of times. But this would eliminate the need for the killing-orientated team to capture nodes, again making me doubt the choice for a ut3 warfare-like gametype. -- Looking for a mod team? You're in luck. Check out our mod page. |
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Aug 2 2010 Anchor | ||
The side with no objective to destroy still has some incentive to capture nodes, because it sets back the progress of the attackers. That would give the killing-oriented team more time to get the required number of kills. Having said that, I agree that there are shortcomings in making all of the maps warfare-like. I would prefer to see more varied objectives on the map rather than some variation on a node capture theme. |
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Aug 2 2010 Anchor | |
we are looking at a type of conquest (BF) gametype but as with many things it requires coding it would be nice to have team maps that just worked via kismet --
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Aug 3 2010 Anchor | |
Yes i suggested a gametype like that Brold, number 4 in the list in my first post. -- Looking for a mod team? You're in luck. Check out our mod page. |
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Aug 3 2010 Anchor | ||
It's possible to make a gametype where victory conditions are determined by Kismet. |
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Aug 3 2010 Anchor | |
yes it is but thats where i fall down, mapping and kismet are not my strong points --
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Aug 4 2010 Anchor | |
Im alright at mapping, just need some models to map with. And i think it works like this: setup the gametype and what not using uscript, and the victory conditions using kismet. -- Looking for a mod team? You're in luck. Check out our mod page. |
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Aug 4 2010 Anchor | |
i'd be happy with that --
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Aug 4 2010 Anchor | ||
I can build a gametype and a custom Kismet action for victory. Do we have team member(s) that are strong with using Kismet on maps? |
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Aug 5 2010 Anchor | |
Ahhh not that i know of, but id be willing to learn if you needed me to brold. -- Looking for a mod team? You're in luck. Check out our mod page. |
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Aug 5 2010 Anchor | |
jack of all trades here, haven't done much map building due to the ammount of time it takes, but i could try and put it into our big testmap --
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Aug 6 2010 Anchor | |
I think a gametype like Number 3 in my first post with a few changes listed below would be our best bet. I think the idea of controlling points on the map like in Battlefield is the best option. But in order to make it more like the table-top game, perhaps we can have the points linked(like the way nodes are linked in UT3 Warfare) so that you can only capture linked points. The only difference being; there is no objective to be destroyed at the end of the chain, its just whoever controls the most points runs down the enemy's tcore quicker. Then later on down the track i think we should implement a gametype which has varied objectives such as capturing points, destroying objectives, rescuing prisoners etc etc. What do you guys think? -- Looking for a mod team? You're in luck. Check out our mod page. |
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Aug 6 2010 Anchor | ||
It sounds like a subset of Warfare. You can get this effect by placing the power cores somewhere completely inaccessible, so it cannot be attacked. In overtime, each powercore loses strength at a rate proportional to the number of power nodes that are not under your control. |
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Aug 6 2010 Anchor | |
Well i was thinking we coud just remove the power cores completely. Then the rate at which the enemy score goes down is proportional to the number of nodes under your control. And then just use the same linking system for the nodes as in Warfare. -- Looking for a mod team? You're in luck. Check out our mod page. |
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Aug 7 2010 Anchor | ||
Fair enough. So if all nodes begin the game uncaptured, then all nodes begin the game unlinked. If you can only capture linked nodes, how do you capture your first node? Onslaught/Warfare deal with this by having one node that you start controlling and cannot be captured - that being the power core. What would be the way to deal with it in this case? Edited by: Brold9999 |
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Aug 8 2010 Anchor | |
Yes i thought about this too. Umm well i thought just have one team start off with a node under their control, which doesnt contribute to the rate at which the enemy score goes down(or maybe it does, this is just a suggestion), and which cant be captured by the enemy. That way they will always have atleast 1 link to other nodes. Then the map designers can just place this node in each of the bases, how does that sound? -- Looking for a mod team? You're in luck. Check out our mod page. |
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Aug 9 2010 Anchor | ||
That's reasonable but in that case, how does the uncapturable node you start with differ from an indestructable powercore? |
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