Hello everyone!\o/
Just tested my precious with bots and was very much excited about it)
Greatly recommended to check it out, at least for fun
The mod is basically another attempt to alter the Unreal gameplay, the difference is it's aiming for pvp gameplay. Weapon and item balance is based on actual experience of sniper and anti-sniper games. Such items as ScoutShip, attention detector, mines, and MASK have proven a worthy and balanced additions (or replacements for voicebox and silencer).
Download here:
http://commlink.msk.ru/U/
Installation:
Everything from mod/ goes to System
In maps/ there's the test map nl_Harobed
. utx belongs to it.
Choose NaliLand T gametype
PS
Some weapons are in the attics.
PPS
To use the scoutpod, approach it, choose 10 ("vehicle control"), fire the direction you want to fly.
Quickly turn in flight to shoot sidewards while moving forward.
Choose 10 in flight instead of a weapon to turn the shield on.
To land, fall on a =plain= surface otherwise the scout breaks.
NaliLand Mod for U1
15 posts •
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- mizukami999
- Skaarj Scout
- Posts: 10
- Joined: 07 Jun 2008, 22:37
Subject: NaliLand Mod for U1
Post Posted: 07 Jun 2008, 23:07
Last edited by mizukami999 on 09 Jun 2008, 03:51, edited 1 time in total.
- mizukami999
- Skaarj Scout
- Posts: 10
- Joined: 07 Jun 2008, 22:37
Subject:
Post Posted: 09 Jun 2008, 03:22
Don't really know whether U1 gametypes work with UT. The guns must work through the editor if SpecialPak is specified in editpackages.
- Darkon
- White Tusk
- Posts: 2239
- Joined: 12 Nov 2007, 15:11
- Location: P46153
Subject:
Post Posted: 09 Jun 2008, 14:36
Could you describe the mod perhaps? The only thing with 'land' that I can think of real quick is 'candyland', and I'm pretty sure it's not similar..
Never trust a Dutchman in a tulip fight.
- mizukami999
- Skaarj Scout
- Posts: 10
- Joined: 07 Jun 2008, 22:37
Subject:
Post Posted: 09 Jun 2008, 16:17
Sure.
Haven't you seen the "Pirates of NaliLand" in standard texture package?
There are people around who like Unreal coop. I'm not one of them because that's not very playable in my opinion. The idea was to make something balanced for pvp using Unreal single-player maps and actually use Unreal maps in combat at their full. Not to change Unreal into something different but rather to create conditions for having exciting gameplay on those large beautiful maps, keeping the Unreal spirit etc.
(Imagine how you play a coop game realizing that from the other end of the map another team of players has started and that you're going to meet them somewhere in the middle.)
To do this, many aspects of the game were modified changing the gameplay quite a lot.
Some of them are listed further.
While making the mod, I threw away many interesting features of the previous versions that allowed to play without modifying the original maps. I further realized that the number of maps we used for playuing was limited, so I decided to abandon this idea and make modifying maps necessary.
Maybe some of these features will come back in further versions.
Some new stuff
Team mode, two teams start in the different corners of a map.
1. Team respawn in teamplay. Every player has an ability to place his own playerstarts once per life so that he respawns on it. (no running through all the map from the start)
2. Players are slower and can be fatiqued. This makes racing across maps harder and both close and ranged combat become more hardcore.
3. Weapons rebalanced. More lethal, every gun has its certain tactical application.
Completely new:
*Asmd 3rd mode with amplifier on spawns a portal teleporting the player
*Flak and 8ball grenades can be attached to any surface as mines (without the gun). 8ball grenade can be thrown as smoke shell
*Recoil effect on some guns
Other changes, such as
*Razor altmode is guided (redeemer way)
*Biorifle can store the altmode charge like in ut without releasing it. Biogel doesn't explode by itself and can only be triggered by biogel
*Dispersion pistol also accumulates projectile speed in altmode
*Cannot zoom while running (personally I hate those strafing snipers)
etc
4. Items.
*(instead of Dampener) AWARE - item that detects somebody seeing you and visually indicates mines and pawns in shadow or behind a wall at short distance
*(instead of VoiceBox) MASK - spawns the hologram of its owner while making the owner invisible. the holo mirrors owner's movements. (can only be used within the visibility of... transmitter on the ground)
*Invisibility makes owner translucent for a long period of time (while ducking only)
* Forcefield: can spawn a small version while ducking. It covers the player's frame in duck position allowing him to stand up and shoot above the field
etc
5. Items and weapons are rare and take long to respawn and are the game's valuable resources.
6. ScoutPod.
Small scout ship that transports its owner to unreachable areas. Has force field, allows to shoot hand weapons not only forward but also sidewards while keeping straight flight direction. Must only be landed on plain surfaces... Can shoot highly devastating plasma bombs (if allowed in the editor). Known problem: movement not very smooth.
7. While ducking, hitting the area above one's visible frame no longer causes a hit.
Well, describing that is not of much use. It's a different set of rules.
Haven't you seen the "Pirates of NaliLand" in standard texture package?
There are people around who like Unreal coop. I'm not one of them because that's not very playable in my opinion. The idea was to make something balanced for pvp using Unreal single-player maps and actually use Unreal maps in combat at their full. Not to change Unreal into something different but rather to create conditions for having exciting gameplay on those large beautiful maps, keeping the Unreal spirit etc.
(Imagine how you play a coop game realizing that from the other end of the map another team of players has started and that you're going to meet them somewhere in the middle.)
To do this, many aspects of the game were modified changing the gameplay quite a lot.
Some of them are listed further.
While making the mod, I threw away many interesting features of the previous versions that allowed to play without modifying the original maps. I further realized that the number of maps we used for playuing was limited, so I decided to abandon this idea and make modifying maps necessary.
Maybe some of these features will come back in further versions.
Some new stuff
Team mode, two teams start in the different corners of a map.
1. Team respawn in teamplay. Every player has an ability to place his own playerstarts once per life so that he respawns on it. (no running through all the map from the start)
2. Players are slower and can be fatiqued. This makes racing across maps harder and both close and ranged combat become more hardcore.
3. Weapons rebalanced. More lethal, every gun has its certain tactical application.
Completely new:
*Asmd 3rd mode with amplifier on spawns a portal teleporting the player
*Flak and 8ball grenades can be attached to any surface as mines (without the gun). 8ball grenade can be thrown as smoke shell
*Recoil effect on some guns
Other changes, such as
*Razor altmode is guided (redeemer way)
*Biorifle can store the altmode charge like in ut without releasing it. Biogel doesn't explode by itself and can only be triggered by biogel
*Dispersion pistol also accumulates projectile speed in altmode
*Cannot zoom while running (personally I hate those strafing snipers)
etc
4. Items.
*(instead of Dampener) AWARE - item that detects somebody seeing you and visually indicates mines and pawns in shadow or behind a wall at short distance
*(instead of VoiceBox) MASK - spawns the hologram of its owner while making the owner invisible. the holo mirrors owner's movements. (can only be used within the visibility of... transmitter on the ground)
*Invisibility makes owner translucent for a long period of time (while ducking only)
* Forcefield: can spawn a small version while ducking. It covers the player's frame in duck position allowing him to stand up and shoot above the field
etc
5. Items and weapons are rare and take long to respawn and are the game's valuable resources.
6. ScoutPod.
Small scout ship that transports its owner to unreachable areas. Has force field, allows to shoot hand weapons not only forward but also sidewards while keeping straight flight direction. Must only be landed on plain surfaces... Can shoot highly devastating plasma bombs (if allowed in the editor). Known problem: movement not very smooth.
7. While ducking, hitting the area above one's visible frame no longer causes a hit.
Well, describing that is not of much use. It's a different set of rules.
- TheIronKnuckle
- Gilded Claw
- Posts: 1967
- Joined: 12 Nov 2007, 07:21
- Location: Riding my bicycle from the highest hill in Sydney to these forums
- mizukami999
- Skaarj Scout
- Posts: 10
- Joined: 07 Jun 2008, 22:37
Subject:
Post Posted: 10 Jun 2008, 08:46
If you adjust their number correctly, that's quite fun.
But they do look and act little dumb sometimes 'cause standard bots are used. Resemble Counter-Strike a little.
The best way to play with them seems to be with frag limit.
They're quite deadly also and I personally could do nothing against a group of two in mid-range combat (when they use automag/stinger/minigun). They can not access some weapons on the map available but they can navigate. At least on nl_Harobed they can find their way from the church to the complex entrance and even can climb the rock in between.
ScoutPod tests vid
http://www.youtube.com/watch?v=j2W0hbxnNnc
But they do look and act little dumb sometimes 'cause standard bots are used. Resemble Counter-Strike a little.
The best way to play with them seems to be with frag limit.
They're quite deadly also and I personally could do nothing against a group of two in mid-range combat (when they use automag/stinger/minigun). They can not access some weapons on the map available but they can navigate. At least on nl_Harobed they can find their way from the church to the complex entrance and even can climb the rock in between.
ScoutPod tests vid
http://www.youtube.com/watch?v=j2W0hbxnNnc
- Hyper
- Skaarj Assassin
- Posts: 109
- Joined: 14 Nov 2007, 09:00
- Contact:
Subject:
Post Posted: 10 Jun 2008, 15:23
Is it a new version of this mod?
http://naliland.narod.ru/
If so, you may want to update the site.
Also, I still have the previous version on my site. When development of this new version is complete I can upload it to my downloads again.
http://naliland.narod.ru/
If so, you may want to update the site.
Also, I still have the previous version on my site. When development of this new version is complete I can upload it to my downloads again.
- mizukami999
- Skaarj Scout
- Posts: 10
- Joined: 07 Jun 2008, 22:37
Subject:
Post Posted: 10 Jun 2008, 18:13
Yes.
Nice to hear somebody remembers that.
It's open when you want to shoot hand weapons.
When you choose its control gun, it closes and the shield appears.
Nice to hear somebody remembers that.
Nice scoutpod.. but does it stay open?
It's open when you want to shoot hand weapons.
When you choose its control gun, it closes and the shield appears.
- Mister_Prophet
- Red Nemesis Leader
- Posts: 3098
- Joined: 11 Nov 2007, 23:30
- Location: Lost in Oraghar
- jackrabbit
- Skaarj Elder
- Posts: 1014
- Joined: 11 Nov 2007, 21:23
Subject:
Post Posted: 13 Jun 2008, 01:50
What about releasing a 'complete' download (zip) with manual included instead of a folder with a bunch of unreal files?
hell, if its any good.. I'll go ahead and do that for him
- mizukami999
- Skaarj Scout
- Posts: 10
- Joined: 07 Jun 2008, 22:37
Subject:
Post Posted: 14 Jun 2008, 08:00
That's because i've been changing something too often.
We'll have some test games in the near future and then I'll make a zip.
We'll have some test games in the near future and then I'll make a zip.
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