Siege ?

Zephirum

Veteran XV
EDIT: I'm a stupid dumb-butt who instantly found what he was looking for via the power of search.

http://www.the-pond.net/modules.php?op=modload&name=PNphpBB2&file=viewtopic&t=3877

1. Siege. Create a Siege gametype based on T:V. Well... duh. However, it's still necessary to state this because it means that we'll be working off of base T:V, using the same weapons, physics, packs, etc. This also means there aren't going to T2 specific items implemented (ie no cloak pack, no shocklance, no conc grenades, etc). The possibility of adding these things was discussed early on and it was decided that base T:V was the way we wanted to go instead of emulating T2 Siege.

2. Maps. We plan to create six maps for project release. There will be no remakes of T2 maps for this release. We'll leave that up to community mappers if people desire those maps. Maps will be objective-type maps similar to the Assault mode of UT2K4 where multiple objectives will have to be met to complete a map. We're aiming for approximately 8-10 minutes of gameplay per round. We will also be utilizing in-game cutscenes for pre-map, halftime, triggered events, and end-game. Don't worry, they will be short and to the point to cut down on repetitiveness.

3. Halftime. One of the things discussed so far has been the lackluster halftime in T2 Siege. We intend to provide more map details and stat tracking. Better stat tracking will be implemented and designed to promote teamwork instead of freelance play. This means that repair-junkies will get their dues as well as the buckler-whores (perhaps moreso).

4. Noobifying. We want to make it easy for people new to the gametype to get their bearings. We will be improving load screens by providing more, easy to grasp, gameplay info. There will also be audio and visual guidance to the objectives. This hasn't been fully ironed out yet, we just want to avoid having new people join and not having a clue what to do.
 
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