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Author Topic: Team Showdown  (Read 706 times)
Neon_Knight
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« on: June 29, 2017, 06:57:37 pm »

One of the gametypes introduced in the newest Unreal Tournament.

Video: https://www.youtube.com/watch?v=cSxpCuBxEdc

For those who cannot/don't want to access Youtube, it's simple: the game is Clan Arena/Elimination with items.

At the beginning of the round players get to choose which spawnpoint they want to spawn in that round (the player order for spawnpoint choosing is random, and is done in a way that every player gets to choose the first spawnpoint at least once per round). After the players get to choose the spawning points, the match begins.

Each round is basically regular Elimination/CA, but with items. The catch is that picked up items won't respawn until the next round.

It could be implemented in current Elimination as two cvars, one for spawnpoint choosing (regardless if team_CTF_*spawnpoints are present) and another for item spawning (in this case, instead of spawning with every weapon with max ammo, players would start with just Gauntlet and Machinegun).
« Last Edit: June 30, 2017, 07:36:41 am by Neon_Knight » Logged


"Level Designers are 1 part architect, 1 part artist, 1 part game designer, and 1 part beta tester!" Cliff Bleszinski
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Gig
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« Reply #1 on: July 03, 2017, 01:04:25 am »

Interesting, although it looks like a bit hard the part about creating the GUI for choosing your spawn point.
In the video, we see a map scheme which shows the spawn points/items locations, and a "screenshot" shows the one currently highlighted, to help you choosing.
Maybe the mode could only work on purposedly designed maps, where the author would include extra images to be used for spawn point selection GUI? But how to create a map scheme image, anyway?
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Neon_Knight
In the year 3000
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Cakes 49
Posts: 3653


Trickster God.


« Reply #2 on: July 03, 2017, 09:05:27 am »

It doesn't need to be the same. You could cycle with the "fire" button between the spawnpoints (showing you in real time where you're going to spawn) and choose one with "jump" (or viceversa), while everyone else waits their turn freely spectating.

If devs still decide to use the minimap approach, it could be an image such as textures/levelname/minimap.jpg, and it could be added in worldspawn, or directly create a top-down view based on (width/2; breadth/2; height+50 game units) and choose the spawning points from there.
« Last Edit: July 03, 2017, 12:14:17 pm by Neon_Knight » Logged


"Level Designers are 1 part architect, 1 part artist, 1 part game designer, and 1 part beta tester!" Cliff Bleszinski
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