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Thread: Attention warfare players! *ReadLastPost!*

  1. #1

    Exclamation Attention warfare players! *ReadLastPost!*

    Hello all! I have a new server called Rumple's Bloodshed. It can be found under Warfare but plays a little different. Most of the changes are map based meaning the way the map is set up, changes the play style making Assault style maps possible. I've named this gametype Bloodshed & it will run several different "types" of maps. Currently I only have one map on the server & as soon as I get everything else created I'll focus on more maps. A friend of mine will also be helping me in the mapping department. The current map is "WAR-Frozen_Village_SH". All maps will have a "tag" on the end of the map that will describe the play style. This will go as follows:

    SH: Stronghold - A stronghold map will have one central node inside a structure (building, space station, etc). The object of this map is to capture & hold this "Stronghold" (node). Once captured, the enemy's core will start to drain. Once the node is neutralized, the draining will stop. Once the core is destroyed, the match ends. Then the level resets like normal warfare. The cores are NOT and CANNOT be directly attacked.

    SG: Siege - A siege map will have an attacking team & a defending team. The defending team will spawn in a large base housing their core. The attackers must destroy the bases defenses, infiltrate the base, & destroy the core. One or two nodes can be incorporated into this type of map to give the attackers more objectives to complete before attacking the main base. The attackers core will drain gradually over time so they have a limited amount of time (about 20 minutes) to accomplish the objectives.

    CQ: Close Quarters - A close quarters style map will have multiple objectives to accomplish in a small area. Using stand alone (unlinked) countdown nodes that only have to be held for seconds to cause damage to the enemy core. These maps will be a single large building, warehouse, or small city, & have no vehicles.

    CO: Conquest - A conquest map will be much like a siege but with 2 or more stand alone (unlinked) nodes. The object is to capture & hold the nodes. Held nodes damage the enemy core. The more nodes you have captured, the faster the enemy core drains.

    All the maps will have breakable stuff, & changing light & weather conditions. I have fully tested this stuff online & the maps run smooth with good FPS.

    Now on to weapons & vehicles. The maps themselves contain no weapon pickups, ammo, health, etc. When you first spawn you have no weapons. You'll find yourself in a spawn room with with 5 doorways with weapon lockers labeled "Assault" "Engineer" "Recon" "Sniper" "Support". Each "class" has it's own weapon set & custom deployables (health packs, plasma charges, shield, motion sensors). Once you choose your "class", you'll be teleported into the map. You can pick up extra weapons from killed players. All of the weapons will recharge their ammo after a few seconds of not firing so ammo pickups for them are not needed. Grenades & Deployables however do. Every few minutes at a designated place in the map there will be random ammo crates dropped to resupply your grenades & deployables.

    The game will have all custom vehicles as well. All of the vehicles will have a more futuristic look & feel. There is NO HOVERBOARD in the gametype, BUT you have a jetpack instead! The jetpack allows you to fly anywhere you want within the bounds of the map that is! The only drawback is you cannot fire weapons while on the jetpack but you can toggle on and off it and shoot while free falling. Be aware that AVR (Anti-Vehicle Rockets) can lock onto jetpacks!

    I still have a lot of work to do but hopefully some of you will enjoy the change to a more tactical style of play as opposed to the general spam. You can find the server !** Rumple's Bloodshed **! under Warfare. As soon as I get everything done I'll be posting some screen shots & a cool video of the content & gameplay!

    On a side note I know a lot of people don't play custom servers because they have to download content over and over. The games default cache settings are to blame. Follow these simple instructions to make ALL your downloads stick!

    UT3 cache settings: Go to your MyDocuments/MyGames/Unreal Tournament 3/UTGame/Config folder and look for the UTEngine.ini and open it in Windows Notepad. Hold Control and hit the F key to open the search box. Type cache then hit enter. Look for these entries:


    Set them to the following and save the file.


    It'll purge your cache and you'll have to re-download everything but after that your downloads will stay.

  2. #2
    this excites me greatly! Hail Rumple!

  3. #3
    Wow Rumple, you've been busy!
    Sounds like a great setup, ingenious and playful

  4. #4
    JETPACK JACK! long time no see man! How U been?

  5. #5
    Quote Originally Posted by Rumplehedskin View Post
    BUT you have a jetpack instead! The jetpack allows you to fly anywhere you want within the bounds of the map that is! The only drawback is you cannot fire weapons while on the jetpack but you can toggle on and off it and shoot while free falling. Be aware that AVR (Anti-Vehicle Rockets) can lock onto jetpacks!
    That sounds fun. more.sniper.rifles.k

  6. #6
    Wow, this looks great! I'm looking forward to it

  7. #7
    The server is up! Give it a try! The only thing I have to finish is the vehicles.

  8. #8
    Thank you for your kick a** contributions over the years Rumple!
    I gotta say it's exciting to see a fresh spin on warfare, Thank you!

  9. #9
    Wow great work Rumple, it is great to see people still working on UT3 things. I love all of your VCTF work, and I am really excited to try this. Please make the Manta awesome.

  10. #10
    I tried it out today liked it a lot but why can't you dodge that's the only thing i didn't like about it.

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