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Exits need to establish good flow into defender base and provide options to combat potential spawn griefers.
Minimum of 2 exits or 1 exit in the case of split rooms. Make an effort to give attackers good visibility into the area immediately surrounding the spawn door.
Since players are protected in their spawn rooms we need to be careful not to place the doors in direct line of sight of key areas i.
Opportunity to thematically stage the level, affords freedom to do some set dressing since there is no combat happening.
They are relatively tight, contrast in spacing with the bowls they are connected to and function as funnels for attackers.
The first of these is where defenders are comfortably able to get to within the door unlock time. Holding and pushing past these thresholds should feel like a big power shift between attackers and defenders.
Utilized to build or maintain momentum, fake out defenders, quickly rotate between lanes, and gather the attackers together to push. They need to be oriented in the direction you want rallying players to face as they teleport in.
They are ideally situated on the outer edge of the map, adjacent to the major flow direction. Rally Points must have a strong landmark nearby ideally integrated that can be utilized for call outs.
Bigger and more open, arena-like spaces. Affords largest surface area for gameplay variance and experimentation. Making these too porous and maze-like means a carrier can easily sneak through without ever being seen, which is bad.
At the same time, we have to make sure that there is enough cover to dart between while still allowing sight lines through easily understandable corridors that are long enough for players to utilize effectively.
Multiple lanes that interconnect with each other and with choke points in ways that add advantages and disadvantages to taking each path.
Staging area and safe space for the attackers. Only attacking team can shoot through exit barriers. Exits need to establish good flow into connected combat bowl and provide options to combat potential spawn griefers.
While we consider the overall structural breakdown to be established already, there is room for variance and some added complexity inside of the individual elements for future, more advanced designs.
This can theoretically be expanded to other actors via interface, but it is recommended that this element is utilized sparingly.
Those patterns have so far proven most successful for us 5 man shock is insane on defense the same way 5 man rocket is on offense.
Blackstone, Heist, and Highroad are our other shells that are currently on hold and may be revisited later. The entirety of the creation of Blitz throughout its various iterations has been a huge team effort.
Every discipline on our internal team as well as the community have had an influence and helped in solving particular problems in unique ways across all fields.
Stacey Conley: Where did you get the idea for Fort? A lot of the level design for flag run is based around having larger maps with five minute rounds.
At the time, I wanted to try a modification to the game mode which reduced the round time and condensed some of the action into more bite sized chunks.
To do this effectively, I needed a smaller map that people could instantly understand but also offered a wide variety of ways to score.
That is when I came up with the idea of making Fort. A fort is immediately recognizable as a defensive structure and so players can very quickly know what they need to defend or attack, depending on which team they are on.
The rest of the map then came organically as I was building and solving problems around the structure. In the past, I've certainly used sketches for some maps but it always just depends on how strong of an idea I have at the start.
Sometimes I like to just jump in and start laying down shapes. With DM-Chill, I started out building the main courtyard and establishing the distances between the buildings and connection points.
With Fort, I started building up the main defensive wall and figuring out where I wanted the entry points of the structure and how they interacted with their surroundings.
With Blitz also being under development while I came up with the layout for Fort, a lot of the changes have been influenced by the progression of Blitz as a game mode.
Gameplay mechanics like "Rally" coming online have definitely dictated some of the flow of the level mixed with general play test feedback within the team.
Don't have the Launcher? Download it at unrealtournament. Stu's role is now Sr. Gameplay Designer on Unreal Tournament. This release also includes the final Grenade Launcher mesh with new animations.
There have been a lot of improvements to animation in general, for both first person and third person other players animations.
Check out the new update video for more details on gameplay changes. The primary fire mode launches bouncy grenades that explode on contact or after a short delay.
The secondary fire mode fires sticky grenades that explode when secondary fire is pressed again. The Grenade Launcher's primary role is a choke point control and suppression tool.
Its timed detonation ability also lends itself well to boosting and traversal. In the hands of a skilled user, the GL is also an effective close range and prediction weapon.
Check out Fort, one of the Blitz levels, which is in the midst of its transformation from a gameplay shell to a fully meshed level.
You can now also play Blitz with your friends in co-op against various skill levels of enemy bots. Most of the weapons now have new positioning, new firing and idle animations, and new animations to support player movement feedback.
Overtime now lasts 2 minutes, rather than the match ending immediately on the next frag. There is no longer any spawn protection or powerups in Duel, and weapons now respawn 20 seconds after being picked up.
With host controlled start enabled, the player who started the match has control of when the match will start. That player can end warm up and start the match at any time, regardless of how many other players have joined.
Also, the map vote selection interface is now used after standalone matches as well to make it easy to choose your next map. You can check HERE for a detailed change list.
The new Unreal Tournament update, released today, features the new Flag Run game mode. It also includes a new prototype weapon, the Lightning Rifle , as well as improvements to the Grenade Launcher prototype.
UT is now on Unreal Engine 4. New user flow and training has been improved, and the main menu has also been refreshed.
LAN servers can once again be launched from the menu. Quickmatch now uses a scaleable instance system and is no longer tied to hubs.
It is still a work in progress and all the playable levels are currently low poly shells. We are excited about its potential and ready to hear from you about it.
Flag Run is available as a Quickmatch option, on hubs, or even offline against bots. You can give us feedback on the forums , in the Unreal Tournament subreddit , Discord or in the comments below.
The Lightning Rifle prototype is a long range hitscan weapon with clearly defined advantages and disadvantages; a sniper weapon feared when used at long range but limited at closer range.
It has two very different fire modes depending on whether the weapon is zoomed in. When the weapon is zoomed in it will automatically begin to charge as shown by a meter in the scope.
If the weapon is fired before it is fully charged, it releases a low powered beam of lightning at the target which can be fired at a fairly quick rate.
However if the player allows the weapon to fully charge before firing, it will release a large beam of lightning which does a significant amount of damage to the first target it hits and then chains to cause some damage any nearby targets in line of sight of the hit target.
When fired from the hip, the rifle will shoot a high speed but low rate of fire projectile which sticks to an enemy and electrocutes them for three ticks of damage over a second.
This allows the player make interesting skill shots at medium to close range and defend himself. The Lightning Rifle is currently only available for play using the Weapon Replacement mutator.
The primary fire mode shoots out bouncy grenades that explode on contact or after a short delay. The secondary fire mode fires stick grenades that explode when secondary fire is pressed again.
In the hands of a skilled user the GL is also an effective close range and prediction weapon. There have also been a lot of AI improvements, changes and improvements to other weapons, updates to the new community maps, new sounds, and many other updates and bug fixes.
We will also have a video coming soon for a detailed explanation of the changes, additions and updates. Epic Games has announced the latest round of Unreal Dev Grants, awarded to recipients for their contributions to Unreal Tournament.
Epic Games Senior Level Designer, Sidney Rauchberger, worked directly with the community level designers to help make their maps game ready.
Here are the latest round of Unreal Dev Grants recipients being awarded for their Unreal Tournament contributions and their level designs!
Due to the presence of the three X29 fusion devices, the moon has now been displaced into a decaying orbit. This has led its former crew to designate the facility … Unsaved.
The grants were announced on the Unreal Engine Live stream with Sr. Community Manager Chance Ivey. You can check out the archive below.
You can find images of each of the maps here. Download Unreal Tournament for free at www. We have just released an update to Unreal Tournament for you to check out and play!
The update has many new features that were included from Unreal Engine 4. This update also includes Spooky Facing Worlds from the Halloween content and you will have special challenges and items to unlock!
We have also polished the tutorial system and new players will be directed right to the tutorials when they enter the game.
For a complete overview of fixes, changes and updates, check out the following video by Zaccubus or read the release notes over at the Unreal Tournament Wiki.
As always, you can post comments and questions below or on our forums. You can also reach us via Twitter and Facebook!
You can also find UTGame on Snapchat! The new Unreal Tournament update, released today, features many improvements to the new Flag Run game mode.
Unreal Tournament now uses your Epic username for in game identification. We have implemented a clan tag system that will allow you to add your clan tag or other personalization before your username.
Your name will then appear with your clan tag in brackets followed by your username. It is still a work in progress and all of the playable levels are currently low poly shells.
We are excited about its potential and ready to hear your comments and suggestions. You can give us feedback on the forums, in the Unreal Tournament subreddit, Discord or in the comments below.
To improve the smoothness of movement in team games where you are often in close proximity to teammates, players no longer collide with teammates unless both are trying to stop in the same location.
This update includes a number of weapon functionality improvements and balance tweaks. The Lightning Rifle prototype has continued to undergo functionality and balance iteration, and has now replaced the sniper rifle on our Flag Run maps.
The Rocket Launcher alternate fire mode now fires multiple rockets in a spread pattern, and rocket seeking is now both easier to engage, and easier for an alert target to avoid.
This update includes a number of Instagib mode improvements requested by the Instagib community. There have also been a lot of AI improvements, changes and improvements to other weapons, and many other updates and bug fixes.
Zaccubus has created a tutorial to help new players understand the mechanics of Capture the Flag. The Unreal Tournament community has always been very welcoming to new players.
If you're just starting out in Unreal Tournament and Capture the Flag, come join us on our Discord channel to chat with the community and ask questions about the game!
An update for Unreal Tournament has been released today. It includes five new community levels available for free on the marketplace! An update for Unreal Tournament has been released today and includes five new maps that will be available for free on the Unreal Tournament Marketplace.
Users can either go grab the levels directly from the marketplace or will be prompted to download them from in game.
You can read more about the new maps on the blog post HERE. There have also been some miscellaneous bug fixes to levels, bots, sounds and more.
If you'd like to hear more about the new maps and changes coming in the build, check out our live stream archive below.
In this update, that will be releasing today, players will have the opportunity to grab five community maps for free from the UT Marketplace.
We're very excited to release these beautiful levels to the community! We love what the community has done and we're looking forward to more community levels in the future!
Don't forget to grab the new build from the launcher and get your free maps! You can check out the trailer, created by Zaccubus below!
The time has come once again for you to vote for your favorite play of Unreal Tournament Season Two! We have some amazing frags and the top three winners will receive some awesome Epic Games swag.
If you'd like to upload your awesome plays, simply make a post here! Any skill level is welcome, don't be shy!
You can also give the link to Zaccubus on Discord. Be sure to download the latest Unreal Tournament build if you haven't already, and start recording those amazing plays!
It's free! We have another new build of the Unreal Tournament pre-alpha for you to check out and play. This build includes a new warm up mode before multiplayer matches start, lots of movement and weapon functionality and balance changes, a new armor system, significant HUD updates, and a profile and key bindings system refactor.
The HUD now supports a horizontal weapon bar option, in addition to the vertical weapon bar. HUD scaling and opacity settings have been adjusted, and new more visible versions of the crosshairs are now standard.
With the new armor system , the small armor replaces the thigh pads and gives 50 armor. The medium armor replaces the vest and gives armor.
The shield belt still provides armor. Regular armor pickups stack up to a maximum of armor. Damage impacts on players with any amount of armor will produce a special armor hit effect.
In addition, players with over armor will glow with a bright shield belt effect. Players with 51 to armor will have a less bright armor overlay. Last but not least, players now start with 25 armor.
Many weapons were adjusted for this build. Flak Cannon damage per shard was reduced, and shard damage was further reduced after bounces.
Rocket Launcher grenades were made more predictable and easier to use, but with a shorter fuse time. Also, the Rocket Launcher alt-fire load up can be held for all 3 barrels even if you run out of ammo while loading.
Shock Rifle primary fire damage was increased, and minimum combo damage was increased. The Stinger Minigun alt fire has been revamped.
The Link Gun primary fire now overheats after shooting a long burst, resulting in a very slow firing rate until it is allowed to cool down.
The Link projectile now starts with smaller collision and grows quickly after spawning, so primary fire is less effective at close range. The alt-fire blob web functionality was temporarily removed from the Bio Launcher until it can be improved.
A shot down Redeemer missile now plays an alarm sound when shot down, and the time to explode after being shot down was reduced.
In addition, the missile is outlined through walls for both teams when it has been shot down but has not yet detonated.
Ready players can now enter warm up mode before a multiplayer match starts. The new Weapon Settings menu makes it much easier to group and configure your weapons.
This update also includes player movement tweaks, a profile and key bindings system refactor that addresses many issues, and many other game enhancements, bug fixes and updates.
You can read about all of the changes on the Unreal Tournament wiki. So much work was put into the making of the maps and we had a hard time deciding on the winnners.
Luckily, we had the help of the folks at Mapcore to give us a hand. Phase one had 74 submissions and we were overwhelmed with the quality of work and the level of expertise the level designers showed in their offerings.
With such small teams, getting through all of the maps was quite a challenge! We want to thank everyone who entered a map in the contest and we're hoping to see some of these levels completed and in the game sometime in the future.
Sprony from Mapcore will be contacting the winners to get their information so they can receive their prizes. Congratulations to not only the winners, but to everyone who entered.
Your work is amazing and we can't wait to see more. We'll be in touch with all of the winners to discuss the possibility of their levels getting into the marketplace or game!
We would like to thank all of the entrants for their hard work, the Unreal Tournament community for their assistance, the UT QA team and most of all Sprony, the fine folks at Mapcore and Chris Kay from Epic Games for making the contest a reality!
If you'd like to see more screenshots, head over to the Unreal Tournament Flickr Page! This build includes a visual overhaul of the Titan Pass Capture the Flag level.
For this release we'll be periodically holding several matchmaking tests. To make sure we have enough players in queue for matchmaking to work successfully, we'll be enabling it during peak times to keep your queue times low.
This is still a work in progress, with new sounds, sound balancing, and a new custom client-side sound amplification system in development. This new system provides per client custom amplification, occlusion, and low pass filtering of different types of sounds based on if player is the instigator, target, or teammate of the instigator of the sound.
There has also been continued iteration on player movement, including adjustments to slide functionality and character acceleration.
Shot down Redeemers now fall out of the sky with a delayed explosion so defenders have a chance to run.
The Impact Hammer alt-fire shield now slows projectiles instead of destroying them. This update also includes Bot AI improvements and many other game enhancements, bug fixes and updates.
Chaos fans rejoice! The killer mod that has been available for almost every game in the UT series, returns. This is part four in our ChaosUT interview series.
You can grab any or all of them over at the team's website, Chaotic Dreams. If you'd like to give them some feedback or just chat about the mod, you can head over to the Chaotic Dreams forum or jump in THIS thread on the UT forums.
Team members have come and gone , but some constants have remained, like Project Manager R. He has put a lot of love, time and energy into the project over the years, "just for the fun of it".
Mark R. Flagg Myers: Amazing! Sure, it takes a lot of time with a small team who do this part-time, but these guys are just knocking it out of the park.
MM: When you consider that we still haven't added any weapons yet, I guess you could say we have a very long way to go.
But we don't plan on waiting until the entire mod is finished before releasing our 1st version to the public. MM: I've been around it so long, that there's really too many to pick just one.
But one of them would have to be way back in the Quake2 Chaos days, when Trixie invited me to join the MOO Clan, which was one of the most popular and respected clans playing Chaos at the time.
It felt like a real honor. SC: What other mods have you worked on? MM: That's easy. The first public release of Chaos for UT4. Not reaching a public release for UT3 was such a huge disappointment, and the break-up of the old team that followed, really was depressing for me.
To see it come back to life, and potentially succeed once again - it's hard to describe how exciting that would be for me. RFlagg reminded us the the Chaos team is still recruiting!
If you think you have what it takes be sure to go post in the Chaos thread on the Unreal Tournament forums! The triumphant return of the killer mod.
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