View Full Version : Proelium Alpha 0.5
Pfhoenix
11-28-2007, 10:08 AM
I've released today the alpha version 0.5 of Proelium. What is Proelium? The long answer is this (http://mep.beyondunreal.com/proelium). The short answer is the following :
Proelium is a top-down view, arcade style gametype. The current version is only deathmatch. Players fight in order to gain experience. Players gain experience in order to level. Players level in order to get boosts to health/shields/ammo and access to new weapons.
Reminiscent of Unloaded for UT, Proelium supports two methods of controls : mouse and keyboard (mouse aims a targetting cursor that the player always faces) and XBox 360 controller (generic gamepad isn't functional yet) for dual analog goodness.
Proelium works both online and offline, against people and bots alike. For servers, there are two important commandline parameters :
?StartingCombatLevel= sets the combat level all players start at
?CombatLevelGoal= sets the combat level players need to reach in order to win
All constructive comments are welcome, as well as feature requests and offers for mapping assistance. The alpha releases with just one map - Sky Arena, a modification of Karmatized's map. I will be wanting some graphic assistance as well (for HUD textures, like powerup icons).
So, hit the official Proelium site (http://mep.beyondunreal.com/proelium) for more information and downloads.
VACkillers
11-28-2007, 01:10 PM
cant wait.....
ShockStorm
11-28-2007, 07:33 PM
Extracted to the UTgame directory, but the gametype isn't showing up in game.
Pfhoenix
11-28-2007, 08:25 PM
Did you unzip with directories intact?
Mouzer
11-29-2007, 06:07 PM
Just played and hopefully this isnt just me, every death all earned stats and weapons gained from leveling up are lost when you die. More levels would also be nice once the full version is released - maybe a crossover from Mysterial's Slaughterhouse mod over at http://forums.epicgames.com/showthread.php?t=585919. Maps should be about the same size and have the same layout. Another missing element is the double tap dodge in vanilla unreal.
Other than a few minor changes (but her its still beta so still got lots of growing room) its really well done so far. keep up the good work!
Pfhoenix
11-29-2007, 07:20 PM
Yep, that was a bug that fixed just last night. I won't be releasing a new alpha version until I have powerups functional. If you'd like to play with the different levels, add ?StartingCombatLevel=xx (where xx is the level you want to start at, from 1 to whatever, 20 recommended) to the commandline.
Mysterial's Slaughterhouse is a very different focus for gameplay, so to say that the maps should be the same is quite mistaken.
Mouzer
11-29-2007, 09:39 PM
I see. Best of Luck to the project then
HideInLight
03-14-2008, 07:55 AM
You still working on this?
This mod is a lot of fun, but the map that comes with it doesn't do it justice at all.
So try this by using this little trick i learned from some post in the forums(can't renember where exactly..):
open the UTProelium.ini in the config folder
just before prefixes add a semi colon
[PR_Deathmatch UTUIDataProvider_GameModeInfo]
GameMode=Proelium.PR_Deathmatch
DefaultMap=
GameSettingsClass=UTGameSettingsDM
GameSearchClass=
OptionSet=DM
FriendlyName=Proelium Deathmatch
Description=Deathmatch in a top-down, experience level, fast paced setting
PreviewImageMarkup=
;Prefixes=PR
This will allow you to play any map with the proelium gametype.
Try out DM-Lego. It's almost as if it has accidentally been made for this mod and gives the perfect topdown view. Just don't drop into the water since you can't really jump, but you automatically jump over the smaller bricks if you walk over.
Mr.UglyPants
03-14-2008, 10:24 AM
Seems fun.
HideInLight
05-22-2008, 06:16 PM
I got bored, so i checked out how the level that comes with this looks in first person mode since you kinda die weird if you fall off and i could never figure out why. What i saw was a awsome vortex blackhole like effect that actually sucks you in. Any news on this mod?
Pfhoenix
05-22-2008, 08:10 PM
I haven't been working on anything UT3 related recently. I haven't seen any incentive to continue doing so.
TheDragonzord
05-22-2008, 08:18 PM
lol :( please do it for the ps3 users then we love you
Pfhoenix
05-22-2008, 08:30 PM
The incentive to spend my limited time doing something for free for console users, for a console I don't even have, is still missing.
Mr.UglyPants
05-22-2008, 10:59 PM
Well theres always the MSU.
HideInLight
05-23-2008, 07:45 AM
If you decide to stop working on this, is there any chance you can release the source for people, so that they can use it as a base if they decide to make a topdown mod or just wanna mess around and learn a few tricks?
Yoshi_last
05-23-2008, 08:18 AM
this looks liek a cool game type ill check it out ^-^
IceIYIaN
07-10-2008, 05:01 AM
I remember you from UT2004, don't recall if you did it for UT2003. Good to see you're still into the top down view action like me ^^
Been forever since I played UT2004, but I made around nine top down view levels for Elements of War. I'm pretty sure you could use them in Proelium. I've thought about going back and updating EoW some so I'll have to check that out.
Anyways, I've been doing a lil bit for UT3. You're way ahead of me in your camera system. It's being a pain to me, my Pawn keeps looking at the ground. I've thought about doing some mapping though, if I make any top down view levels I'll be sure to post them here.
Pfhoenix
07-13-2008, 10:50 PM
I've actually been playing Proelium on and off over the last week and been having a blast with my 360 controller. I've been updating the weapons per-level and restructuring code in order to more easily duplicate CTF gametypes as well.
If you want to map for Proelium, I'd be happy to see what you come up with.
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