Fan Weapon Ideas and More for CUT2:E

All about Chaos for Unreal... (UT3, UT2004, UT2003, UT)
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Alex Furgason
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Joined: Tue Sep 16, 2003 9:42 pm

Fan Weapon Ideas and More for CUT2:E

Post by Alex Furgason »

-=WEAPONS=-
AK42 Assault Pistol
Replaces and/or Cycles With: Assault Rifle
Primary Fire: Fires a single round.
Secondary Fire: Pistol Whip
Special Features: ability to have two at once (akimbo)
new ammunition type: dum dum bullets - cause enemy to bleed uncontrollably. Select Fire - semi, burst, or full auto.
Sounds to use: Using UnrealED, open the Weapon Sounds.uax using the actor classes browser and search for these sounds: BReload4 - reload sound, BShell1 and BShell2 - Shell casings sounds. click_ammo_out - no ammo sound.

CUTEnhanced Minigun
Replaces and/or Cycles With: Minigun/C.U.T.T.E.R.
Primary Fire - fully automatic, fires standard 12.7mm rounds
Secondary Fire - Semi-Automatic, fires 20mm slugs
Special Features: new sounds, new model (if possible)
Sounds to use: BMiniGunFire for Primary fire, BMiniGunWindDown for wind down sound, BMiniGunAltFire for Secondary Fire, SwitchToMinigun for switch to sound, BShell1 and BShell2 for shell casing sounds.

Molotov Cocktails
Replaces and/or Cycles With: Flak Cannon/Grenade Launcher
Primary Fire - Light and Throw, hold primary fire to throw farther.
Secondary Fire - Light and Drop
Special Features - New Sounds (if you have Postal 2 you can use its sounds for the molotov, but if not, oh well.) New model (duh), Explosion causes glass shrapnel to fly everywhere, and you could use the same explosion as the napalm grenades, if you want to.

Inflation Rifle
Replaces and/or Cycles With: Link Gun
Primary Fire - fires a single inflation dart
Secondary Fire - fires multiple inflation darts, takes a few seconds to charge and uses more ammo than primary.
Special Features: you can make your enemies look like the michelin man. New model, etc.
Sounds to use: BPickup2 for pickup sound, BReload11 for reload sound.

CUTSG - The one from original UT, but a little different this time.
Replaces and/or Cycles With: Shock Rifle/Crossbow
Primary Fire - Fires a load of buckshot
Secondary fire - Reloads Weapon
Special Features: Variety of Ammo Types, ability to switch to semi or full auto, upgraded sounds, upgraded model.

-=New Items=-

Bandages - cycles with health vial or randomly spawn anywhere on map, stops bleeding caused by AK42's dum dum rounds.

CUT Helmet - Cycles with 50 armor powerup, Protects player from headshots

CUT Body Armor - Cycles with 100 armor powerup, protects player from RPB rounds

-=New Ammo=-
Freeze Arrows - self explanatory
Electric Arrows - Causes enemy to be electrocuted and disoriented, also affecting accuracy and obscuring view.
EMP Grenades - Causes any player using the robot models to self destruct or malfunction, depending on health level.
Freeze Grenades - Self Explanatory

I hope you enjoyed my ideas as much as I did typing them. :wink:
Last edited by Alex Furgason on Thu Sep 18, 2003 9:12 pm, edited 1 time in total.
FurrySound
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Post by FurrySound »

Thanks!! You've got some good ideas in there. We have some of these ideas already on the table, but that doesn't mean you should stop giving them out.

As always we will look them over. At this time we have a roadmap for the next public release, but after that as we put together the next set of items, we can relook at these...
FurrySound{TOC}
-The sun never sets on the Chaotic Dreams Empire
jb
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Post by jb »

Sorry I moved them over here to let more people see them.

I agree with furry. Not bad at all and when we get the curret stuff we are working on finnished we can look at all of these good ideas and figure out wich one fits!
Jb
Alex Furgason
Posts: 16
Joined: Tue Sep 16, 2003 9:42 pm

You're Welcome!

Post by Alex Furgason »

I am glad to have helped or made at least a small difference, and those ideas were just something i had to get out of my head, they just popped into my brain at an instant, and i couldn't think about anything else until i got to share it with someone, but anyway, i still am happy to help. :D
Alex Furgason
Posts: 16
Joined: Tue Sep 16, 2003 9:42 pm

More Ideas and Stuff

Post by Alex Furgason »

Here are some more ideas, i'm not gonna post a whole lot due to not wanting to overwhelm you guys with ideas, so, here we go!

-=W E A P O N S=-

Vampire Gun
Replaces and/or Cycles With: ShieldGun
Primary Fire: Rapidly drains targeted enemy's health at a rate of 1 per 0.3 seconds, but uses a drainable energy source itself, which is rechargable and replenishes its energy at a rate of 10 per 0.5 seconds.
NOTE: If there is no target, and you use the primary fire, it will instead try to drain YOUR health since it has to feed off of something.
Secondary Fire - adds drained enemies health to your total health points.
NOTE: Since this weapon is considered an organic or "living" weapon, and it fits snugly onto the player's arm (it is "fired" by squeezing the nerve endings inside the thing, kinda like the half-life hive hand gun, i think), there will probably not be a need for an attempt to make hand models, but since you guys are making melee weapons, it wouldn't be a problem (i'm guessing)
Special Features: New Model, sounds (i'm imagining a sort of gurgling, hissing kind of sound, y'know, something organic)

Tactical Missile Launcher AKA "Lance"
Replaces and/or Cycles With: Redeemer/Ion Painter/Gravity Vortex
Primary Fire: Fires a single "Lance" missile that, upon targeting, will split into six smaller, faster missiles that are like itty bitty nukes. (think "redeemer explosion" only about 60% smaller, but almost as powerful) or, it could target onto several enemies at once.
Secondary Fire: As in the Redeemer, it will fire a player-guided "Lance" missile that has a HUD that displays fuel, health, and energy ammo (see special features to see what energy ammo is for).
Special Features: When fired with secondary, with the weapon function keys, you can alternate between heavy laser cannon (uses energy ammo), Self-Destruct (which is just a normal Redeemer explosion, but you guys could add graphical flare to it, just for fun)Or the normal Split Missile setup as in primary fire. And to keep this weapon balanced, players will be able to shoot down the rockets provided they see them in time.(thats what the health meter on secondary fire's HUD is for, so when your missile is low on health, just self-destruct!)

SpringFist
Replaces and/or Cycles With: BioRifle/CLAW2
Primary Fire: Expells a large metal spring which you can either use to push and shove players, or use to jump higher, or to detonate enemy proxies and fire mines. (Think "Pedestrian Repulsificator" from Carmageddon 2: Carpocalypse Now)And Like the AirFist from QII, It causes a medium amount of damage to your enemy.
Secondary Fire:Using a secondary barrel underneath the Spring launching barrel, The Springfist will release a hook similar to the grappling hook, but functions as a tazer, and uses an energy source like the link gun's power cells, so you can't just zap everybody forever. The tazer will be causing your enemy to be disoriented, lose 10 health per 0.1 second, and cause their screens to move around like the poison effect from Quake 2, and you could add those little "screen effect particles" as in the poison and napalm effects, except make little electrical bolts or something like that.

-=ITEMS=-

UPDATE: CUT Body Armor v2k3 - This Armor will only protect player from at least 2 or 3 RPB Sniper Rounds, as well as providing the same protection the orange shields gave you from all standard weapons, minus the flashy effects.

UPDATE: CUT Helmet v2k3 - This Helmet will only protect player from 1 headshot by any weapon capable of making a headshot (xbow, cutter, sniper, etc.)

I may post more ideas when they come to mind, but until then, keep waiting.
Alex Furgason
Posts: 16
Joined: Tue Sep 16, 2003 9:42 pm

More good, fresh ideas.

Post by Alex Furgason »

I have limited time to type this (i'm typing this from my school library), so i'll try and make it short.

-=WEAPONS=-

Technologically Enhanced Chakram
Replaces and/or Cycles With:BioRifle/CLAW2
Primary Fire: This sharply edged disc is thrown either like a frisbee or twirled around the index finger and released.
Secondary Fire: Calls back disc at any time.
Special Features: Uses a homing technology that allows it to seek out and destroy opponents by mutilating them (it shall pass back and forth through its enemy, remember that smartdisk from the UT legacy mod? just like that.)

Diamond-Edged Tulwar
Replaces and/or Cycles With: ShockRifle/Crossbow
Primary Fire:Performs a double slicing maneuver (sorta like slice once one direction, then slice once another direction, but in fast motion.)
Secondary Fire: Performs a beheading maneuver (single, powerful, yet slow, horizontal chopping motion that enables sweet headshots.)

-=ITEMS=-

Speedboots: not very original, but oh so fun. :wink: (you could make it either double or triple or even quadruple the players' running speed)
Randomly Spawns

Chaos Chain Mail: Protects player from up to a maximum of 5 sword attacks, all the while having a chance to slice his opponent back.
Randomly Spawns

Chaos Overkill: Gives the player 299 health, 300 armor, and 499 ammo for all weapons, and, seems to make the player heavier, slower, and 2X larger to make it even. Takes 10 min. to spawn and only spawns once per game.

well, kiddies, thats all the fun for today!
Zachariah
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Post by Zachariah »

There's some potential here , although some of these weapons have already been made by other people (MrEvil's weapon pack has a gun called the parasite , which is very much like the vampire gun you describe) I especially like the ideas of the armor/helmet/chainmail pickups , as they would be a great addition to the medievil mutator which I'm gonna blackmail this team into producing in a few weeks.
Shadowstar
Chaotic Dreams Team
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Post by Shadowstar »

Most of these ideas have already been considered in some form or another. They could make it into the mod, but right now we're rather booked up with stuff to do.
-Penfold-
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Post by -Penfold- »

The "Tactical Missile Launcher" and Scorched Earth's MIRV / Death Head were inspiration for the following idea (I think such a weapon would pay great homage to the classic 386 tank game):

The OCMMO: short for Opticaly guided Clulster Missile Multiple Ordinance. This would have 1 ammo count like the redeemer. It could have the standard Redeemer look with maybe a modified texture prehaps scaled up in size, or be all new looking. Weapon setting would toggle the ammo type the weapon would hold, and the available options would be dependant upon which ammo the player actually had. It could be loaded with Flak rounds, regular grenades, poison grenades, napalm grenades or perhaps even standard rockets or proxies.

The weapon could then only be fired in guided mode using primary fire. Secondary fire would fire out the cluster ammo, which would simply turn the missile into multiple projectiles each with the same forward velocity of the missile, but with slightly different trajectories off center for some spread. All of these projectiles would, unlike the missile, be affected by gravity. This could result in a very damaging close attack, or a very spread out though somewhat random/weaker wide area attack.

Enemy fire destorying the missile would detonate all the rounds in the location of the missile. An explostion graphic would probably be a good way to hide the transition from missile to projectiles. Or, even cooler, have the center projectile's mesh replaced with the missile mesh and it would be assumed the missile itself carried one of the rounds inside it. The viewpoint would end upon firing the cluster.

The maximum ammount of rounds each missile would fire off, would of course be a balance issue, so the Chaos team would have to figure that out. I think 9 to 15 rounds would probably be best.

If you'd really like to pay homage to Scorched Earth, you could leave a long lasting smoke trail from the missile and every projectile :D

What do you think?
Image
Shadowstar
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Post by Shadowstar »

I like it. The sound effects for that kind of weapon would be fun to make too...
Deapblade
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Post by Deapblade »

What about the classic chainsaw :!: :twisted: lol :twisted:
Last edited by Deapblade on Sun Mar 28, 2004 3:42 pm, edited 2 times in total.
Auraka
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Post by Auraka »

Chrome Fantasm ball to be thrown by the attacker. Auto target/flight primary, remote control (camera view, like redeemer) secondary, medium speed, can be shot down, creepy flight sound.

Nothing like drilling a hole in the head of your enemy:)
Djaff
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Post by Djaff »

I vote for chainsaw too ! :twisted:
(for all DOOM's nostalgic fans)

Well... what could I say about new kind of weapon?

I admit that I would be very happy to use some cartoon-typed weapons.
What about doing a "fun mode" in order to use the "banana bomb" or the "sheep" from Worms?
Or maybe you should prefer the cow-launcher or the remoted teddy bear?

My purpose is not to find the most cruel or the most amazing weapon we can do but to make some different "theme" of weapon in order to improve the UT 2003 experience.

Some themes that I propose:

-Realistic weapons
-Heroïc fantasy weapons
-Cartoon weapons
-Only guns (cas12)
-Mass destruction weapons
-old-fashioned weapons (yeah, Tommy gun!) flaggrules
-Alien weapons (Who said Sigourney?) lol

What do you think of it ?

(PS: The smiley launcher from chaotic is pretty cool) :D
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(only in french, sorry)
vernies_garden
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FLAMETHROWER!!! FLAMETHROWER!!! FLAMETHROWER!!!

Post by vernies_garden »

okay, why didnt a flamethrower ever make it?

i love the fire effect as soon as i saw it but made me search the whole map for a flamethrower. i looked at the site to see that one isnt included so i thought... well how would i do it? here goes i hope you like/consider it...

Weapon alts/replaces: link gun
Primary fire: standard flame
Secondary fire: burst (charges for a "fire mine" effect)
Advanced Weapon Option: Spread (fans out but uses more ammo)

-alt ammo-
green flame: attacks victums adrenaline along with health
red flame: attacks only health
blue flame: leaves smoke trail along with decreasing health
white flame: double burning rate


(ps-why no napalm rocket ammo?)

and please dont think that i dont appreciate this most wonderful addition to UnReal2k3
"...and I know we all can't stay here forever, so I'll write my words on the face of today. And then they'll paint it..." ~ Shannon Hoon (Blind Melon)
NeoNight
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Post by NeoNight »

the MUG will have fire ammo so that will be the flame thower (don't think its coming in this version though maybe next)
A knight of the new........
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