CUT2 vCTF

All about Chaos for Unreal... (UT3, UT2004, UT2003, UT)
R.Flagg
Chaotic Dreams Team
Posts: 8460
Joined: Thu May 09, 2002 2:55 pm

Post by R.Flagg »

The way this will probably go down, is that we'll have a release that has some of the features we've talked about, but not all of them. And then we'll just keep adding to it as we go. (ya know, rather than making everyone wait until it's completey "finished" - which of course never really happens. we tend to just keep going until a new game comes out or something :) )

Ok, team teleporters are a feature we haven't fully worked out yet. It's on the list, but not on the top. There were personal teleporters in Q2Chaos, and the way they worked was that you had to collect 100 of the cells (ammo for BFG and hyperblaster) and then you could hit your keybind and set the Exit spot. It appeared as that weird glowing egg thing I showed a pic of earlier (I think I did anyway). Then, when you were ready, you hit your keybind again, and you would teleport to the spot where you placed your little egg thingy.

So, naturally what we want to do, is to maybe not use the ONS node system as our 'base', and build on that...but rather to take our Q2Chaos version, and build on that. Evolution, and all.

So..., how would you do it? :wink:
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