A faithful reproduction of the 2k4 Bombing Run gametype. Two teams try to score in the opposite team's goal while carrying a bomb (ball) located in the middle of the playing field.
All your favorite actors and meshes are there, tweaked and prodded to work with the UT3 engine. It even supports Adrenaline! This latest beta now enables Rigid Body Physics for the ball.
Make Something Unreal Submission:
- MSU Phase 4:Best FPS Game Mod
- MSU Phase 4:Best Use of Physics
Compatibility:2.0 and later, but 2.1 & Titan Pack are needed for some maps.
Description:Port of 2k4 Bombing Run, with Adrenaline!
Homepage:http://kiltersfunhouse.com/bombingrun
Download:http://kiltersfunhouse.com/downloads
Kiltersfunhouse.com
Overview
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KilterBR is just what I’m calling my version of Bombing Run for UT3. Unlike the already existing Bombing Run mod, this one is faithful to the 2k4 version. It’s a direct port, only tweaked to work with the new engine. All your favorites are still there, the goals, the ball, and even the ball launcher.
The goal of all of this was to a) learn UT3's engine and b) create a BR that had as close to the same feel of the 2k4 game as possible. We're old IG/LG/1.35 players, and we're a little particular about how we play.
While we are using the 2k4 meshes, etc. at present, over time I’d like to get skins/meshes that blend in with the UT3 look more. I figured let’s start with the things we know and we’ll evolve them over time. I have the 3ds Max, I just need the time… and the talent :-P
BETA
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This is a BETA release. You may experience some issues. You may hate me, but I warned you. As we roll out new releases, be sure to remove any existing bits from your installation.
How KilterBR Differs
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KilterBR differs from the other BR mod that's out there as follows:
It uses the original meshes/skins/sounds as much as we could (for now).
We do not offer an option to carry the ball in vehicles by design. This matches VCTF behavior.
Vehicle BR is a separate gametype, like VCTF. Maps are prefixed with VKBR instead of KBR.
The minimap will only show up on Vehicle BR by design. There are no options to alter this, again by design.
The bots probably suck compared to Warhead's BR, though my friend says he's seen strange behavior there too. I believe they spent a lot more time on bots then I would ever care to. Mostly because I’m lazy, but also because I wanted to spend my time on getting the gameplay right.
We don’t allow the notion of power node objectives in our version. We want BR to stay BR.
We have a custom HUD for BR.
We include Adrenaline, from 2k4. We currently support Speed, Berzerk, Invisible, and Booster combos.
In our group, we play with low-gravity, instagib, and speed freak turned on. While the UT3 low-gravity feels a bit wack, it’s actually not all that bad compared to the 2k4 version. We’ve experimented with tweaked gravity, but then the ball physics get all weird. In standard low-grav, you can do all the fun throws and catching using the translocator you’re used to (if you’re into that sort of thing). It’s all a little different given the differences in the engine, but the core gameplay feels pretty good.
Most importantly, it’s fun!
I might implement the ‘ball drains translocator’ option from the original someday, but we always had that off because we’re admittedly kind of trans whores.
Adrenaline
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As mentioned, we support adrenaline. You accumulate Adrenaline points either from Adrenaline pickups in a map as well as from kills and scoring goals, etc. When you reach 100 points of Adrenaline, you can excute a combo. The combos are:
Speed: press forward 4 times fast.
Invisible: press right right left left.
Berzerk: press forward forward back back.
Booster: press back 4 times fast. Kinda useless in IG.
Mapping
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Mapping is pretty much the same as it was in 2k4, we offer four actors:
KilterBRBombSpawn
KilterBRBombDelivery_Red
KilterBRBombDelivery_Blue
AdrenalinePickupFactory
Just plop those in the right place and you’re off. The goals automatically get the standard mesh and a standard emitter effect (the particle swirl which took ages to finally duplicate, mind you). Both of these can be changed via the editor. We might consider other customizations in the future (such as custom collisions).
In general, we recommend using the standard goals, as they are familar and consistent between maps.
You can put Adrenaline wherever you want in your maps. If the users disables Adrenaline, the pickups are automatically removed.
You name your maps with the KBR prefix (e.g. KBR-Flarized.ut3).
Maps
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Speaking of maps, we currently have the following maps available at present:
KBR-BombingHoops - Yet another Bombing Hoops reimagining.
KBR-TwinTombs - Straight conversion with slight UT3 updates.
KBR-Flarized - Straight conversion.
KBR-Skyline - Another straight conversion with some slight UT3 updates.
KBR-2D - Another conversion, but with all UT3 materials.
KBR-Thorns - A UT3 version. This one looks absolutely amazing.
KBR-Anubis - (coming soon) This is the exact same map you knew and loved, only relit.
VKBR-SandStorm - This is just a quick conversion of the VCTF map in UT3. Done mostly for testing and example.
While I did the core game type and Anubis (which too FOREVER), my pal Torch did all the other maps. He is a mapping machine.
PS3 Support
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We aren’t sure if we’ll do a console variant. I’ve successfully run our BR on the PS3, but at present you can’t port custom sounds to the PS3. I’m not 100% sure how much it matters or not. For the short-term though, we will likely remain PC only. But IT WAS AWESOME TO SEE IT ON MY TV!
Known Issues
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At this time, these are the known issues:
* The bot AI isn't too smart.
There is also an engine bug where if you join a server which has a slightly different KilterBR pieces than you do, you will crash trying to join the server. You might need to remove the pieces from your CookedPC folder.
Mutator Compatibility
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This gametype subclasses UTPlayerController and UTPawn (and will likely subclass UTBot in the future). Any mutators that replace those classese will NOT work with KilterBR. I am certainly happy to work with mutator developers to help provide them with hooks if at all possible when running under this gametype.
The Titan mutator is specifically disabled when KilterBR is active. This is mostly because of the last point, but also I felt that combining BR with Titan was just kind of silly and wouldn't do anything to enhance the gameplay.
changelog: Forums.epicgames.com