Seismic CTF is an idea I'd been playing around with since around this time 2001 (I actually have a UT prototype sitting on my HD somewhere). Basically, it's an attempt to bring Quake-style CTF to Unreal Tournament. Features include:
- Grapple hook (with experimental offhand option) to get into hard-to-reach places
- Intelligent bots which are reasonably competent with the grapple
- Mutator to use grapple in other gametypes
- Persistent powerups (Relics/Runes/Techs/whatever you want to call them):
-- Haste -- increases movement and firing speed by 1.25x
-- Regeneration -- restores health and existing armor by 5 points each every 2 seconds
-- Resistance -- reduces sustained damage by 0.5x
-- Strength -- increases inflicted damage by 2x
- Triple Damage powerup (replaces Double Damage); combine with Strength for 6x damage
- New console commands:
-- "dropammo" -- drops ammunition from currently selected weapon
-- "droptech" -- drops current powerup
-- "team [red/blue]" -- switches player to selected team
- TeamSay macro "%T" returns the current powerup name
- New HUD
- Defensive/Offensive bonuses
- Flag run timing -- see how long it takes for players to capture the flag
The powerups throw game balance out of whack. They're supposed to. Gameplay is as much about strategy and resource control as it is fragging skill.
http://www.boilingpoint.com/~jasonyu/seismic/
- Grapple hook (with experimental offhand option) to get into hard-to-reach places
- Intelligent bots which are reasonably competent with the grapple
- Mutator to use grapple in other gametypes
- Persistent powerups (Relics/Runes/Techs/whatever you want to call them):
-- Haste -- increases movement and firing speed by 1.25x
-- Regeneration -- restores health and existing armor by 5 points each every 2 seconds
-- Resistance -- reduces sustained damage by 0.5x
-- Strength -- increases inflicted damage by 2x
- Triple Damage powerup (replaces Double Damage); combine with Strength for 6x damage
- New console commands:
-- "dropammo" -- drops ammunition from currently selected weapon
-- "droptech" -- drops current powerup
-- "team [red/blue]" -- switches player to selected team
- TeamSay macro "%T" returns the current powerup name
- New HUD
- Defensive/Offensive bonuses
- Flag run timing -- see how long it takes for players to capture the flag
The powerups throw game balance out of whack. They're supposed to. Gameplay is as much about strategy and resource control as it is fragging skill.
http://www.boilingpoint.com/~jasonyu/seismic/
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