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Cliff Bleszinski
Epic Games | Lead Designer | Sep 17 1999, 02:11:19 (ET) | cliff@planetunreal.com
User: cliff
Unread: 1
Plan:
++++++DISCLAIMER++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Aw, fuck this I'm not a lawyer.
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
---------------------------------------------------
Home Page: www.cliffyb.com (seldom updated)
email: cliff@epicgames.com (rarely answered)
Cat-Scan Contest: www.cat-scan.com (always illegal)
Tales From The Hellmouth: www.hellmouth.org
---------------------------------------------------

Okay, here are a few gameplay related notes on the demo that should help
you whup ass like I do around here. :)

Weapons
-------
-Translocator
This is on by default in CTF and Domination. If you want, you
can turn it on for deathmatch when you start a server or a practice
session. You can use it to get to hard to reach spots, telefragging
opponents, or you can just leave it in a spot you want to return to
later. Once you translocate, you can switch back to your previously
selected weapon by doing the following: When you hit ALT FIRE to
translocate, keep it held down. While it is held, you'll translocate,
then hit regular fire again. You'll switch back to your last weapon
right away.

-Impact Hammer
The Melee weapon. The regular fire charges up as you hold it.
Simply keep the button held and walk up to and touch someone (while
still holding the button, it takes 2-3 seconds to get to a full
charge.) This will cause serious damage. If they're wounded or are
lacking armour, chances are you'll kill 'em. You can use the regular
fire to "impact jump" to higher areas at the risk of some damage.
Simply charge the tool, look down, jump and release.
The alt fire can deflect non-trace (hitscan) projectiles if
you time it right. It also damages foes but is more useful for
defense rather than offense.

-Enforcer(s)
It is a handgun. (duh) Regular fire is slower but more accurate,
alt fire is less accurate but faster. You can get 2 of them for John
Woo action. They suddenly become VERY useful at that point.

-Shock Rifle
Similar to the ASMD- the gun is INSTANT HIT, even though the
effect sears the air after the shot fires through. Regular fire does a
good amount of damage and imparts a LOT of momentum on foes. If you are
playing DM-MORPHEUS, it is very useful for knocking people off the
skyscrapers. Alt-fire shoots slower moving plasma balls. You can combo
this like in Unreal1 by shooting the alt fire blob with the regular fire.


-Minigun
Regular fire- more accurate, slower, alt fire- less accurate,
faster. Eats up a lot of ammo. Pretty useful when you have the Damage
Amp. ("Udamage.")


-Pulse Gun
Regular fire- fast firing plasma balls. Very strong, but you
have to lead your targets. Alt fire- Lighting shaft of plasma. Has a
limited range but is very useful, especially with the Udamage. It is
like a knife through butter when you have the Udamage and use the
altfire.

-Rocket Launcher
Regular fire- fires rockets, hold button for up to 6, at which
point it auto-releases. Alt fire lobs grenades, you can hold the
button on this mode as well. IMPORTANT- If you are one of those who do
not like this feature, you can turn it off now under
OPTIONS-PREFERENCES-INPUT. However, bear in mind that those who learn
and get used to the way the gun works will probably smear you. If you
keep your crosshair on a foe then it will turn red and a beep will
sound. Your rocket(s) are now homing, so let em fly. Finally, if you
start loading up regular rockets and you hit the alt fire button while
you're doing this your rockets will be released in a tight pattern
instead of fanning out.

Gameplay
--------

-Dodging defaults to on. You can easily turn it off. I'd suggest
getting used to it. It took me a couple of months during Unreal1's
development, and now that I'm used to it I don't fall into lava or
dodge accidentally. I use it well and I'm able to escape attacks quickly.
Bear in mind that dodging in low gravity will give you great momentum,
it is an easy way to zip around. Also, Dodging forward will make you
flip forward.

-Feigndeath is bind-able in the regular menus. When you are faking,
your name will not show up on other people's HUD's when they have their
crosshairs on you. Oh, and remember, feigning death with the shieldbelt
on is just dumb.

-Throw weapon is very useful in team games. You can bind this in the
menus as well. When you hit this key you'll throw your current weapon
out... use it to hook up your buddies with guns. It also has other
interesting functions- one time in a firefight Alan was coming after me
and I threw my gun into his hand (the Flak Cannon, it has a longer
weapon switch time than many of the other guns) and I was able to blast
him while he was confused and switching. It was like an action movie
where one guy throws his gun to the other guy, says "catch" and shoots
him. :)

-Weapon Prioritization is in the main menus and is very easy to
navigate. Just drag your fav gun to the top, and the gun you like the
least to the bottom. You can prioritize the translocator and impact
hammer as well. I'd suggest making use of the SWITCH BEST WEAPON binding
option, as this will switch to your highest priority weapon in your
priority list when you press it. Very useful. [This is also another
way to put the translocator away once you teleport.]

MAPS
----

-Map cycle lists
The default deathmatch map cycle list cycles Phobos and Turbine.
Morpheus is a wide open low grav map that may not run as well as
the other 2 maps online, and if you want to cycle it you'll need to
modify the map list when you're starting your server/practice session.

Phobos

-Jump boots are extremely useful in this space station map.
-The central courtyard is one big clusterfuck, and if you go for the
hidden shieldbelt down there you'll need those boots to high tail it
to a higher level.
-There are another pair of jump boots out near the armour/health
vials/minigun, and you can use those to jump up on the outside of the
space station and surprise foes.
-Also, remember that you can "lift jump" in UT. It works like this-
when riding a lift, and it is almost at the top, hit JUMP and you'll
catch a lot of extra air.
-If someone is controlling the tower in Phobos where the Damage Amp
is, you can lift jump over them and spray down hot lead as you're
falling towards them, they'll never know what hit them.
-Phobos CAN be played one on one, but you may spend a fair amount
of time hunting.

Turbine

-The Amp can only be accessed by impact jumping. Yes, the bots will
go for it. :)
-There is a great camper spot up high somewhere near the highest
minigun/health/armour.
-The shieldbelt is hidden behind a shootable wall in this map.
-Make sure you use audio cues in this map. They'll give away your
foes' locations all over the place. :)
-Turbine can be played one on one without feeling too large.

Morpheus
-The Shock Rifle's regular fire is damned useful on this map. You
can knock people off the buildings easily.
-Beware of combo-move monkeys on this map that hang out in the
middle level.
-Impact jumping will give you a hell of a vertical edge on your
foes. Try impact jumping and unloading rockets like mad on your
foes as you're coming down.
-Pulse gun is very useful on this map. The alt fire will work
wonders on a floating target.
-Morpheus can be played one on one without feeling too large.

That's about it for now. Make sure you play with the mutators;
low grav instagib CTF is pretty nuts. :)




--------------
WE'RE ALL GONNA DIE!!!

hee hee

In other news, check this out:

http://members.tripod.com/a-c-s/

Let's spam this poll in favour of the contest!

Also, in UT demo news... the cool people over at
Gamekey have set up an alert system for the demo.

http://www.filekey.com/key.php?filekey=utpredemo1



------------------------------

On Monday I'm speaking at the GDC Raleigh.

If you're in the area and have 90 bucks to spare, the GDC roadshows are
worth checking out.

http://www.gdconf.com/1999/roadtrips/raleigh.htm

Also...

http://www.cliffyb.com/trophy.jpg

How damned cool is that?

--------------
http://www.cliffyb.com/decals.jpg

Can you say "MCNASTY?"

I think you can.

-----------------------------
Dan Sarkar, artist supreme, created this little "motivational" image
for all you developers out there.

http://www.cliffyb.com/violence.jpg

Enjoy.

=)

----------------------------------------

I'd like to welcome James Green to the Epic team!

James is a great modeler/animator/artist who has cool hair and a cool
attitude.

Plus, he hates the sunlight just like the rest of us. He'll fit in well
at Epic.

You can check out his previous work at:

http://www.perilith.com/james/

ROCK!


--------------------------------

I never played the first System Shock, but I really enjoyed the second
one. Some great storytelling, pacing, and detail in it. Like Brandon,
I disliked the end as well. No one should try organic levels until we
have tons of polys/nurbs/real curves/etc... :)

Anyways, I had to mention that Tracie Spencer is a talented foxy lady.

Her CD is rockful.

In other news, finding someone to marry you who won't put all sorts of
religious crap in your ceremony in the South is like trying to find a
needle in a haystack.

--------------------------------------
Epic Games...
Cliff Bleszinski 11/10
Alan Willard 04/11
Brandon Reinhart 05/15
T. Elliot Cannon 02/4
 

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