The Reliquary's Bombing Run Mod for UT3
To Be Entered Into The Make Something Unreal Contest
Hi All,
The Bombing Run mod has come along nicely, and I would like to take this
opportunity to invite all the Bombing Run players to join back forces - and we
develop a community around it, like in UT2k4. I know a lot of people are upset
about this great game type being left out of UT3. On a positive note this has
given Warhead / Relic the opportunity to build this mod to be way better then
what it was in UT2k4. The mod is almost complete (beta) and needs a little
polishing. Warhead has gone out of the way to fix many issues in the core UT
code, as
well to make this a better then ever. This has been a huge challenge due to the
many issues that were present in UT3 itself. But many of these have been ironed
out and things looks way better than in UT3.
No mod can achieve success if it is not played. and the community around it does
not grow. I, for one, will support this mod all the way. I am sure there are
others who are doing it as well. This is the opportunity for all BR supporters
to jump in and show your support by contributing in any way you can. This can be
different for different people. For example, I have setup a BR server, made a
few arena maps, and play anytime I can to support the mod. I have held a BR
tournament (UT3) and it was a success (with BR 1.4 version). I encourage and
introduce the mod to as many people I can.
So, if you like Bombing Run, then you will of course love this mod and play it.
There are already 4 - 5 servers setup and ready to play. There are more than 20
maps and the game play is fun and intense as well. So all those people lurking
in the dark waiting for more players to jump into the game, be the first to step
up and be the one to draw attention to this mod.
Improvements over UT3 engine:
bots can find their way even to places where pathing breaks.
reachspecs evaluations are adjusted to fix broken paths.
if they can't path directly to a place then they path to a nearby place and
then once reached that place will use dynamic pathing to reach objective.
bots detect situations being stuck like being frozen and looping back and
forth
bots use special moves such as jumping in order to resolve pathing problems
bots use low gravity and quad jump
when jumping bot using precise steering to get them to goal without drifting
bots can dynamically navigate to a place without using path nodes
bots detect both horizontal and vertical blockages and navigate around them
when pathing breaks bots will at times use dynamic navigation and navigate
directly to target, navigating around blockages
dynamic navigation applies to most bot modes, such as jumping, walking,
driving and swimming
advanced soaking algorithm detects the stage of breakdown a bot is at when
failing to reach a place and getting stuck, and based on stage makes bot
takes appropriate action, such as using dynamic pathing, special move, going
to a random place, going to a place near the objective instead of contining
to try to directly reach objective, and etc
bots use special moves such as jumping and forward dodging to reach
objectives even if pathing is not breaking. results in reaching objectives
faster and in a more dynamic way. bots rival humans in their speed at
reaching the ball.
bots are able to reach ball even when it's been shot up into a very hard to
reach place
-misc ut bugs
sniper zoom sometimes not working
weapon crosshairs sometimes disappearing
players sometimes not able to ready up
player positions were being altered in end game pic from original position
at end of game
-misc
supress bots from killing immediately after spawning
decrease voting time when only one player
minimap radar shows position of all members of your team
can leave end game menu and go back to winner pic
-revamped scoreboard (see changelog for details)
-ai improvements
bots are now able to play maps where in prior br they
just froze or ran around, such as BombingHoops (usually high up goals broke
all, and i mean All, bot behavior in prior br)
bots use ball boosting both for scoring and for defense
more intellegent passing
bots don't pass ball backwards
bots don't hog ball
bots pass to teammate ahead of team very readily
bots will pass the ball forward in order to use their weapons, even if an
enemy is not directly in front of them
bots can jump and shoot at goal dynamically in any situation from anywhere
without needing a special actor like a ShootSpot
bots use special moves to score such as shooting while in mid air, jumping
first at goal and then shooting at the apex of the last multi jump, etc
bots will find the optimal place in front or under goal from which to jump
or shoot score
bots can also handle goals which are positioned horizontally instead of the
usual veritical
bots recognise situations where they need to shoot a score instead of jump,
such as failing health
you can order a bot to give you the ball
you can order a ball running bot to stay in one place until you are ready
for it to move onward
bots maintain wide perimeters around the main objectives and keep them
secure, moving freely all about the area, both in defensive and offensive
modes
bots moves directly to enemy goal to receive a pass and score, and yet while
waiting will still keep falling back to keep their perimeter area covered
bots recognise team possesion of ball, so that if a team member has
purposefully dropped the ball and yet is still near it, the bots will not
pickup the ball but instead attack base
bots use killzones to reset ball
bots lob ball away from home base
bots are aggressive in seeking out ball runner, even using low grav and mult
jumps to pursue and dog fight enemy ball runner in air
-improved ball handling
ball is more accurate in flight path, both when shot
regularly and when pass locked, now possible to easily make shots which
previously were overly difficult or impossible
-enhanced Spectate mode
when spectating you can specatate any player or
objective and move the camera to any position and angle.
spectating ball very useful, as it keeps spectator in center of action
camera stays locked in relation to what you are spectating, so you can keep
the camera facing towards a player, bird's eye view, behind view, etc.
admins can spectate on the fly without leaving game
-customizable game
many ini settings for changing how the game operates
many stock ut things can be altered without need for mutator, such as multi
jumps, dodge jumps, gravity, jump height, etc
each map running on a single server can have it's own private list of
mutators, so that one server can host many different styles of games
two stock themes exist for ball launcher and ball: regular and necris
-warfare power node support
standalone power nodes can be placed in map just like
for warfare, making br games highly customizable
can have side objectives beyond the normal objectives
-vehicle support
first br to support use of vehicles
option to carry the ball in any vehicle
can score in a vehicle
Authors:
Warhead Programming
Relic Project Leader / Server Admin / Level Design
Voidy Server Admin / Level Design
Laambo Level Design
Maps developed:
BR-TR-Sanctuary
BR-TR-FacingWorlds
BR-TR-Suspense
BR-TR-RoundAbout
BR-TR-Icelands
BR-TR-HeroesOfAnubis-Final
BR-TR-Nethedral
BR-TR-TwinTombs
BR-TR-SanctuaryIBR
BR-TR-TwinTombsIBR
BR-TR-NethedralNano
BR-TR-BombingHoops_Beta1
BR-Voidy-Thorns-IBR
BR-Voidy-MatrixLobby-IBR
BR-Voidy-TempleBurnerb4a
BR-Voidy-FastAction
BR-Voidy-WootFB1
BR-Voidy-Wooty
BR-Voidy-Islands
BR-Voidy-Cooked
BR-Voidy-Arena-IBR
BR-Voidy-RomraMoonStation
BR-Voidy-Flarised
BR-Laambos_Black-Ice-v2
BR-Laambos_Holy-Crapola-v2
BR-HallOfGiants2008
BR-{AW}HardCourt
BR-SpaceStation
Modification Website / Forums: http://relicsut.com/ut3br.htm
YouTube Videos:
Maps Slideshow