UT2D for UT3 is a mod that turns Unreal Tournament into a 2D shooter. Basically, instead of looking out the player's eyes, you're looking at the side of the player while he runs left or right. Think like Mario, but UT3. Aside from all that, this is basically UT3. Most of the gametypes and weapons are all there. Have a fun frag fest!

Report RSS Mapping for UT2D 2.0

UT2D isn't your average first-person-shooter mod, so naturally, there are some special things you have to do to map for UT2D.

Posted by on - Basic Mapping/Technical

Setting up UnrealEd:
You must have UT2D installed first.

If you've never run UnrealEd before, do it now. This generates some files we need to edit. Now go ahead and close it.

Navigate to your UT3 Config folder (usually Documents\My Games\Unreal Tournament 3\UTGame\Config) and open up UTEditor.ini. Find the [ModPackages] section and add a line that reads "ModPackages=UT2D". This lets UnrealEd know about the file you copied a few steps back. That section should now look something like:

[ModPackages]
ModPackagesInPath=..\UTGame\Src
ModOutputDir=..\UTGame\Unpublished\CookedPC\Script
ModPackages=UT2D

Now open up UTEngine.ini and find the section [UTEditor.UTUnrealEdEngine]. Under it should be a value called ScoutClassName (probably set to UTGame.UTScout). I suggest you don't delete this line, but simply comment it out by adding a ";" in front of it so you can change it back when making normal UT3 maps. Right under it, add the line "ScoutClassName=UT2D.UT2DScout". This is so the AI paths generated in UnrealEd match up with values for UT2D. You should now have some lines that look like this:

;ScoutClassName=UTGame.UTScout
ScoutClassName=UT2D.UT2DScout

Make sure it's under the [UTEditor.UTUnrealEdEngine] section. There are two other sections with ScoutClassName; don't mess with them.

Now open up UnrealEd, and let it rebuild the scripts like it asks. Reopen UnrealEd and go to the Generic Browser Actor Classes tab, and see if at least one UT2D class is there (such as Actor->Brush->Volume->BlockingVolume->UT2DBlockingVolume). If there aren't any, something went wrong.

**Optional**
If you want to use the "Play level" button in UnrealEd, you need to make some changes to UTGame.ini. Make sure UnrealEd is closed first. Open up UTGame.ini, and in the [Engine.GameInfo] section, comment out

;DefaultGame=UTGame.UTDeathmatch
;DefaultServerGame=UTGame.UTDeathmatch

and add:

DefaultGame=UT2D.UT2DGame_Deathmatch
DefaultServerGame=UT2D.UT2DGame_Deathmatch

Comment out:

;PlayerControllerClassName=UTGame.UTPlayerController

and add:

PlayerControllerClassName=UT2D.UT2DController_Player

UT2D Classes:
There are several UT2D classes that replace standard UT3 ones. A general rule of thumb: check if a class is extended to something whose name starts with UT2D, and use that instead. Here's a full list of placeable actors that should use UT2D versions instead.

UTCTFBlueFlagBase -> UT2DFlagBase_Blue
UTCTFRedFlagBase -> UT2DFlagBase_Red
UTPickupFactory_Berserk -> UT2DPickupFactory_Berserk
UTPickupFactory_Invisibility -> UT2DPickupFactory_Invisibility
UTPickupFactory_Invulnerability -> UT2DPickupFactory_Invulnerability
UTPickupFactory_JumpBoots -> UT2DPickupFactory_JumpBoots
UTArmorPickup_ShieldBelt -> UT2DPickupFactory_ShieldBelt
UTPickupFactory_UDamage -> UT2DPickupFactory_UDamage

You should still use normal WeaponPickupFactories, but when you set its WeaponPickupClass, use only UT2DWeaps.

The one exception to this is UT2DBlockingVolume. Regular BlockingVolumes and UT2DBlockingVolumes have different purposes. UT2DBlockingVolume's purpose it outlined later in this tutorial.

Orientation:
UT2D is hardcoded to be played on one plane, Y=0. This means that all navigation points (PlayerStarts, PathNodes, Flags, Factories) should be at Y=0. This can easily be done by opening up an actor's properties, under the Movement section, and setting Location.Y to 0 exactly.

The camera will be (Y=+400, Z=+32) from wherever it's looking (usually a pawn). This means to the player, right is +X and left is -X. There shouldn't be much ubstructing the view of the player between the camera and their pawn. When a spectator is in free-flying mode, the camera is twice as far (Y=+800, Z=+64). When the camera is like this, it will collide with world geometry. This allows borders to be set up around the level, and requires that there be empty space for it to move around.

If you're having any trouble understanding this, try looking at one of the included maps.

Jump Heights:
To accomidate the lack of a playing dimension, the jump heights of UT2D players have been increased over UT3's default. A single-jump is 128uu and a perfect double jump is about 256uu.

UT2DBlockingVolume:
UT2DBlockingVolume is basically a blocking volume that lets dead ragdolls through for more entertaining deaths. It's primary purpose is to let bot pathing know that bots are trapped in the 2D gameplay plane. Have two of these cover the entire level, 64uu apart, leaving a valley for playing in. Look at one of my maps for an example of this.

Gametypes:
As of version 2.0, the UT2D map prefix is used for all UT2D gametypes. This means that your map should be playable in all these. Even if you're map is primarily a deathmatch one, please include flags and TeamPlayerStarts in reasonable places.

When you're map is all done and you're ready to cook it, open up the World Properties->WorldInfo and add the UT2D gametypes to GameTypesSupportedOn. This makes sure that when you cook your map, the version of UT2D you made it with will be what's played. This is in case I make a change to UT2D that breaks your map. If you do this, your map will still work.

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SAHChandler
SAHChandler - - 119 comments

Very Informative for beginners. :)

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