Workshop Thoughts

All about Chaos for Unreal... (UT3, UT2004, UT2003, UT)
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TooL
Posts: 3
Joined: Sat Feb 02, 2008 4:37 pm

Workshop Thoughts

Post by TooL »

Gametype/Mutator:

CTR/Untitled
A mix of various modes, games, and thoughts.

'Chaos Trigger Run'

In the middle of the field/level spawns a 'Trigger ball' - the Trigger ball is a device that 'triggers' an overload sequence within the matrix of a Power Core. Players goal is to gain control of the Trigger Ball and run it to the Power Core of the enemies base on average of three times. There is however, complications. Much like battling from node to node in Onslaught/Warfare - the nodes come pre-owned on a level, and they must be 'busted' in order to gain access to the power core. This is however easier than it sounds - there are class based players within this game type - upon a players choice, they can choose from a Forerunner, a Reciever, and a Backer. To each their respective duty upon the battle ground.

Forerunner - Speed class - one that goes ahead of all others and seek frontline solutions on the fly, or that hang back and clear the way for other team mates with their standard Chaos-modified rifle.

Reciever - The 'Quarterback' of the Trigger Ball, the one that carries, picks up, passes, and delivers the device. They are a technical/all-around class within the game. Given fairly multi-purpose tools to get the job done.

Backer - The slowest class of them all, which is more or less encouraged to stay back and maintain the defense of the base. Whether through massive repair, node maintainance, supplies, deployables, or smashing on comers with a well stocked chaos-modified rocket launcher (or old UT-based Chaotic weapons :P )

Well I know that Chaos doesn't like to make full out conversional mods - thats why we take the touch of chaos and bring back a few of the pleasantries of the Unreal series that have seemingly been taken away. The grace of Bombing Run, the love of XMP, and bringing multitudes of aspects into this gametype. *shrugs*


Charms

Last man standing/mutant/relics

This mutator/gametype is much like the ones listed above. There are about ten different 'charms' which come as distinct modifications of varied type. A player will spawn with a randomized charm, which will appear as a ring floating diagnolly around them - as well as on the HUD in a 'bracket.' The goal of the game is to be the last one alive. A player will systematically kill opponents - collecting their 'charm(s)' and gaining more power in the act of - making them a stronger force to reckon with. Much like power ups in the game itself - an impact hammer can 'knock' away a charm onto the ground, however - it can remove as many as they like, so long as one remains (perhaps the primary/initial charm).


Vehicles

Chaos-board
'Blade Runner'
A hoverboard modified for murder in a chaotic universe. Retractable blade within the main board, a charge-able jump system allowing for extra vertical air, and a suction/vortex fan vent that will pull it back down to the ground rapidly - allowing for more maneuvrability, killing, and all-round carnage. The drawback for such a universal device is that it is drastically easy to knock the player off, with the increase of time that a dismounted player will take to get up.

Chaos-cyle
'Razor'
A motorcycle constructed for the massacre and mayhem of death. The motorcycle has a nitrus system that allows it to go in a straight line at high speed, or allows it to prop up on it's rear wheel and prep it's undercarriage's spinning blades to grind through pedestrians. Both the back of the cycle and the under-belly reveal a vulnerable place on the vehicle, allowing for it to be easily destroyed.

Models
Chaos series - to follow that lord of yours...
An armored knight - futurized/unreal'd
Same done for a 'demon'
(concept art to be scanned)

Nali War Cow
Image

You know you want to shoot it.

Nali
Image

Same reason[/img]
indy
Posts: 3
Joined: Tue Feb 12, 2008 12:08 am

Re: Workshop Thoughts

Post by indy »

TooL wrote: Chaos-board
'Blade Runner'
A hoverboard modified for murder in a chaotic universe. Retractable blade within the main board, a charge-able jump system allowing for extra vertical air, and a suction/vortex fan vent that will pull it back down to the ground rapidly - allowing for more maneuvrability, killing, and all-round carnage. The drawback for such a universal device is that it is drastically easy to knock the player off, with the increase of time that a dismounted player will take to get up.
I'd love to see a better board in this game. I would also add the ability to ride both ways (switch as we boarders call it), maybe a few more tricks - grinding would be cool and helpful is cases (ie grinding down the cable in suspense) and it should be a bit harder to knock a player off. I mean you can run straight forward when you're getting mini'ed in the head, but don't have the balance to stay on your board when grazed in the shoulder by an enforcer bulllet? Come on!
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