UT2k4

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Claw
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UT2k4

Beitrag von Claw » Di 19. Mai 2009, 06:14

Steht immernoch im Raum welchen Gametype wir jzt Spielen. Death Match fällt ja schonmal weg weil es nicht gerade Tunierfähig ist. Dann haben wir halt noch Last Man Standing und Arena Mod.
Ich favoriere Arena Mod weil er extra für Tuniere ausgelegt wurde. Im groben gesagt könnte man sagen es ist ein Rundenbasierendes Last Man Standing :

Code: Alles auswählen

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Version Notes
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This is a point release of TAM v3.0, which is a complete
rewrite of the ArenaMaster game mod.

Changes for version 3.0

-Team Adrenaline Combos
-Radar Adrenaline Combo (bb ff)
-Ammo Regeneration Adrenaline Combo (ll rr)
-Modified adrenaline system
-Code Optimization

Changes for version 3.1

- Fixed 2 exploits (1 serious, 1 not so serious)
- Changed the scoreboard to be less intrusive
- Added a HUD option to show extra teammate info
- Changed the statboard to be more informative
- Fixed spawning with no ammo
- Added weapon unlock sound (can be changed in user.ini)
- Added timeouts
- Added "Most damage/accurate/headshots" output
- Fixed a crash bug when the timelimit hits 0
- Tweaked adrenaline system modifications

Changes for version 3.12

- Added option to disable footsteps.
- Tweaked the stats and score boards.
- Tweaked network information transfer.
- Added option for auto screenshot.
- Fixed brightskins for 64 bit version.
- Tweaked brightskins.
- Added option for PureRFF.
- Added commands for adren combos.
- Fixed togglebehindview inconsistancy.

Changes for version 3.14

- Re-added Teammate death sound.
- Tweak XFF system.
- Tweak RPUs to not cluster.
- 75/25 armor system.
- Add Force models.
- Fix SSDs to display bright skins.
- Force LOS hitsounds.
- Average ping on scoreboard.
- GUI Timeout button.
- Announce team combos to teammates.
- Remove radar and ammo regen
- Modify speed to show invis
- Modify berserk to regen ammo
- Optimize team combo replication
- Ammo settings in webadmin
- Truncate Speclist long names.
- Add Freon Gametype


----------------------------------------------------------------
Introduction
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The ArenaMaster mod was first conceptualized in September of 2003. As part of a spirited plan to enhance Unreal Tournament,
it introduces a new form of online tournament competition for the Unreal Tournament series. Inspired by thoroughbred horse
racing, the intention behind the mod is to introduce a type of natural handicapping that would even gameplay between the
leet and n00b players, attracting an increasing number of players. The current gametypes and levels for Unreal Tournament
have been so mastered by skilled players that match outcomes can be predicted even before they begin. With ArenaMaster,
the underdog in any given match will always have a chance to win. It is the belief of the ArenaMaster development team that
by leveling the playing field, this dynamic has the beneficial outcome of enhancing the overall experience of all players
in the online gaming environment. Upon releasing the first version for beta testing in late March 2004 after the launch
of Unreal Tournament 2004, the team has play-tested this mod for tens of thousands of hours. The team incorporated a tremendous
amount of feedback producing over 40 revisions, and has added many features successfully meeting its overall objective:
to create a game flow dynamic that leads to fun, exciting, and suspenseful gameplay.

Features:
• Contains ArenaMaster (AM), Team ArenaMaster (TAM), and Freon gametypes
• Gameplay is based on rounds; Each player has only 1 life per round
• In-game GUI administration menu for server-side settings
• In-game GUI player menu for client-side settings
• Custom Scoreboard
• Enhanced HUD displays game relevant data
• Enhanced brightskins unaffected by shadows and game lighting increases visibility beyond Epic brightskins
• Force skins can now be done in the brightskins menu, and are configureable by team
• Hitsounds can be enabled by administrator and configured by the player
• Shock Combo ammo reduced from 5 to 3
• Overtime period drains all remaining players of health at the same rate


How To Play:

1. Player spawns with full health, armor, weapons, and ammo.
2. No player can fire or be damaged during the first few seconds of play.
3. Kill all other players on the board (or opposing team players for TAM).
4. Each Kill may have bonuses attached, such as adrenaline or health
5. The last player alive receives a point (or team point). Then a new round begins.
6. The more points a player/team has, the less health and armor they spawn with
7. Score enough points (i.e. 7) and the match is won.
Das ganze kann halt natürlich wie das für UT2k4 üblich ist uneingeschränkt eingestellt werden.
z.B eine Runde mit 20 Lives. Womit man dann praktisch ein LMS mit den AM features hätte.
-Es gibt ein Anticamper wobei Leute die sich nicht bewegen HP geslapt bekommen
-Treffersound
-Leuchtende Models
-etc.

Das ganze ich mir dann so vor :
OTD ist 2 Minuten (heißt nach 2 Minuten bekommt jeder Spiele alle 5 Sekunden 3 Schaden) in der Regel wird das aber nicht erreicht da eine Runde unter einer Minute dauert. Die wartezeit in der ein Spieler tot ist beträgt also im Schnitt 30-60 sekunden.
Jeder Spieler startet mit 100 HP und 100 SP. Voller Munition und allen Waffen. Challange Mode ist ebenfalls an was bedeutet die Leute die schon Runden gewonnen haben mit weniger HP und SP starten als die die noch keine gewonnen haben. Am ende hat der Gewonnen, der zuerst aus 10 Runden als Last Man Standing ging.
Ich kann mich auch irren aber ich halte diesen Modus für nochmal deutlich ausgeglischener als das normale Last Man Standing.

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Finsch
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Re: UT2k4

Beitrag von Finsch » Di 19. Mai 2009, 11:33

Immer das Fachchinesisch....:D

Hört sich aber wohl ganz gut an...wir reden nochma im ICQ würd ich sagen ;)

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