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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UT40k Design Documentation (Games : Unreal Tournament 3 : Mods : UT40K: The Chosen : Forum : General : UT40k Design Documentation) Locked
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Geodav
Geodav UT40k Team Leader
Sep 27 2009 Anchor
UT40k Design Documentation

Core Statement
The main aim of the mod is to bring the Warhammer 40,000 Universe into the Unreal engine. This means being able to play in a first person view as various Races against each other, using all troop types, weapons and vehicles.

Features
--Play as many different troop types and classes, each with their own unique looks and abilites
--Use hundreds of different weapons to destroy your enemies
--Take command of many different vehicles to squash and annihilate your opponents
--Play in several different gametypes each with their own twist on the game
--Battle it out in diverse, stunningly beutiful maps crafted to be exactly like the Warhammer 40 000 environments

Class System
To achieve the above we need to develop a multiple class system in which the
following happens :-

1. Load map

2. Select Race (Faction) also select enemy (still in discussion, race choices might be relative to map)

3. Select Group (HQ, Elites, Troops, Fast Attack, Heavy Support)

4. Select Troop (how many choices depends on group)

5. Select Weapon (most troop types have at least 2-3 choices)

Races
Space Marine
Chaos Marine
Eldar
Ork
Necron
Tau Empire
Dark Eldar
Tyranids
Imperial Guard
Adepta Sororitas

Sub-races
Most of the above have 2 or more Chapters/Legions/Craftworlds …...

Control Scheme
The control scheme of the mod is to be simple, yet effective in allowing the player to move around and use any special abilities or items. Default player movement controls will implement the WASD keyboard opertional controls, with "W" moving the character forward, "A" strafing the character to the left, "S" moving the character backwards and "D" strafing the character to the right. The "Shift" button will be used to make the player sprint, increasing movement speed by approximately 75%(subject to change). The player can fire his/her weapon with the "Left Mouse" or "Primary Mouse" button. Secondary fire can be initiated using the "Secondary Mouse" or "Right Mouse" button. Some troop types have special abilities which can be activated, such as the Assualt Marines abilitity to jump or the Scout Marines ability to activate stealth. This will be toggled/used with the "E" button. Some troop types have the ability to use deployables or grenades or other special items. These can be used with the "F" key.

Vehicles
Vehicles in the mod will need to be created from scratch with all credits to their original owners. This will help to ensure no copyright infringement. Vehicles will need to be realistic, and textured well to look authentic. Vehicles should be:

1) Sized right
2) Textured right
3) Modeled correctly and from scratch
4) A max of about 8k triangles

Vehicles will also need to be animated. This includes shooting animations, driving/skimming/walking animations aswell as vehicle destruction or death animations. These animations should be good to look at, aswell as realistic to the Warhammer universe.

Vehicles will also need to have all codex systems in place. This will require coding. Vehicle Codex systems refer to the ways to immbolise/destroy/damage a vehicle and includes but is not limited to; crew stunned, weapons destroyed, vehicle immobilsed, as well as front, rear and side armour values.

Maps
Maps included in the mod should belong to the mod, unless 3d party permission is given for the authorization and use of a map in the mod. They should be original and authentic, remaining as close to the Warhammer 40 000 universe/atmosphere/environment as possible. Maps should look good, although this is not a requirement. When mapping try your hardest not to include stock ut3 textures, materials, or static meshs in the map. This is to keep the mod original.

Make sure all maps have relevant names, and have preview pictures included. Also make sure any 3d party content creators are credited for their creations in the mod/map.

Weapons
Weapons in the mod will need to be created from scratch with all credits to their original owners. This will help to ensure no copyright infringement. Weapons will need to be realistic, and textured well to look authentic. Weapons should be:

1) Sized right
2) Textured right
3) Modeled correctly and from scratch
4) A max of about 5k triangles

Weapons should have proper and correct shooting animations so as to look orginal and unique. Their shooting animations should be as close to the Warhammer 40 000 shooting animations as possible. Weapon secondary fires will be discussed at a later date.

Characters/player models
Characters in the mod will need to be created from scratch with all credits to their original owners. This will help to ensure no copyright infringement. Characters will need to be realistic, and textured well to look authentic. Characters should be:

1) Sized right
2) Textured right
3) Modeled correctly
4) Max triangle count for characters to be determined

Characters in the mod should have relevent and accurate movement and jumping animations and actions. They should be relevant to each race's unique characteristics, and should be unique. Movement styles should be obtained from the Warhammer 40 000 universe and should be created accordingly, avoiding copyright issues ofcourse. Each character should also have multiple sets of armour to use and preview in the character creation option screen of UT3.

Gametypes
Gametypes in this mod should have relevant and interesting names, and be accurate and correctly coded.

Stock ut3 gametypes should be removed from the gametype selection list, and UT40k gametypes put in as replacements. This will help set the mood of the mod, as well as ensure originality. Any UT40k gametypes should also have custom preview pictures and not use stock ut3 gametype preview pictures.

Current gametypes to be included(open to discussion):
--Team Deathmatch
--Deathmatch
--Warfare(name subject to change)
--Duel

Menu's/UI's
Menus and UI's and HUD's for this mod should be relevant and accurate to the Warhammer 40 000 universe. They should accurately depict the Warhammer 40 000 universe and its materials and atmosphere. All UT40k custom menu's should replace the stock ut3 menus, aswell as in the ingame HUD and UI. They should be easy to navigate and simple to understand aswell. The custom menus/HUDs should be correctly sized and not interfere with a players view too much, unless neccessary to retain class/race/faction characteristics/traits. Menu's/HUD's can not be directly copied over from another Warhammer game.

Edited by: biggest_kid

Oct 20 2009 This post has been deleted.
Oct 20 2009 This post has been deleted.
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Oct 20 2009 This post has been deleted.
Geodav
Geodav UT40k Team Leader
Oct 28 2009 Anchor

that reads a lot better than mine, great job :)

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biggest_kid
biggest_kid Modeler, Texturer, Mapper
Oct 28 2009 Anchor

Why thank you. Got any suggestions? Anything i missed?

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Looking for a mod team? You're in luck. Check out our mod page.

Nov 17 2009 Anchor

Sorry for being off-topic and unrelated to the mod like that, but I gotta ask this.
Do you really think it is feasable to put all those races, classes and weapons into 40k?
I am asking this from experience of a certain other mod, with just the same ambition, to make all races, weapons and classes of 40k.
The name of this mod is Rival Species, it is a mod for Half-Life, and it is still in development.
Will you be able to put all those races/classes/weapons and maps into the mod, without compromising the gameplay and overall polish?
That is asked based on my assumption that your team has to decide between making more content, or making old content better.

Geodav
Geodav UT40k Team Leader
Nov 17 2009 Anchor

in our old (UT2004) mod we had SpaceMarines + ChaosMarines + Eldar and Tyranid Invasion
if our coder can make it posible then yes we will add as many/all races into the mod depending on what content (3d) we can get or make
gameplay will be hard to balance but will be still fun to play

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Dec 13 2009 Anchor

The balance was really the main issue of Rival Species. As soon as a new race was added, it screwed up the balance for everything.
The solution to that was having races paired against each other somewhat, so you don't have to balance everything vs everything, just for instance "Chaos" vs "Marines" and "Orks" vs "Eldar".

Geodav
Geodav UT40k Team Leader
Dec 13 2009 Anchor

i think a lot of mod makers miss the point, GW has been balancing the races for over 20 years, if we can keep close the thier thinking we'll be ok.

btw i've been playing the Table Top game for over 17 years so i know the rules + game play faily well ;)

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Dec 13 2009 Anchor

Not only that, but we have an eternity to get this done. We wont have to sacrifice polish for content if we take a little longer and make sure it's all good

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