The Reliquary's Bombing Run Mod for UT3

To Be Entered Into The Make Something Unreal Contest

$1,000,000
$1,000,000

 

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:

 

-improved pathing and navigation


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

can switch teams freely unlike regular ut



-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

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