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[Idea] Assault gamemode
Posted: Wed Jun 20, 2012 9:49 am
by Jimmy
So the Unreal Tournament Assault gamemode is friggin' boss. Would it be cool to have it as a Zandronum community project?
For those unfamiliar with the gamemode:
- There are two teams - one team attacks and the other defends.
- The game itself consists of a scenario in which the attackers must infiltrate a base and complete a series of objectives (which are listed on the screen). It's like a normal co-operative game but obviously with the players split into opposing teams.
- The objectives vary - they can involve reaching a certain checkpoint within the base, finding a crucial item like a keycard or something, or shooting at something like a reactor until it explodes.
- The defenders win if they manage to prevent the attackers from reaching all the objectives within the timelimit.
- If the attackers complete all the objectives, then the second assault begins, in which the teams swap sides. The attackers now defend, and vice versa.
- The second round is won by the team who attacked quickest.
Assault maps are huge, linear, and have plenty of cover provided for the attacking team, as well as extra weaponry for the defending team.
Each time an objective is reached, the spawn point for both sides changes to advance both teams closer to the
next objective.
I'm willing to code the core scripts if the idea gains enough interest, and also to lead a project of mappers if it really takes off.
Of course, for all I know, it might've been done already but I haven't yet seen such a project. Anyway, thoughts?

RE: [Idea] Assault gamemode
Posted: Wed Jun 20, 2012 9:53 am
by Ijon Tichy
we all know this would basically become "AS-Convoy - now in Zandronum!"
guaranteed
RE: [Idea] Assault gamemode
Posted: Wed Jun 20, 2012 9:53 am
by Dark-Assassin
This would be nice to see.
Shouldn't require all that much ACS (Well, heaps in my view of ACS) to create either.
Also now with the use of 3d floors in software and competitive game modes, there can be some quite complex maps created for it.
RE: [Idea] Assault gamemode
Posted: Wed Jun 20, 2012 10:07 am
by Jimmy
Ijon Tichy wrote:
we all know this would basically become "AS-Convoy - now in Zandronum!"
guaranteed
Probably. :P Doom needs more train maps.
-=Dark-Assassin=- wrote:
This would be nice to see.
Shouldn't require all that much ACS (Well, heaps in my view of ACS) to create either.
Also now with the use of 3d floors in software and competitive game modes, there can be some quite complex maps created for it.
Yeah, it probably wouldn't be too much work. Agreed on the 3D floors, too - height advantage is a massive factor in the gameplay of UT04 Assault maps. Often you have two routes to an objective that follow the same path but are above/below each other, which are often harder to defend than two completely separate paths.
RE: [Idea] Assault gamemode
Posted: Wed Jun 20, 2012 4:01 pm
by Disguise
Never played any of the Unreal games, but this sounds interesting!
RE: [Idea] Assault gamemode
Posted: Wed Jun 20, 2012 4:07 pm
by Reaku
I played the Assault game modes before, they're fun as long as you have people playing them.
This is a really nice idea, but it's left to how everyone else feels on it.
RE: [Idea] Assault gamemode
Posted: Wed Jun 20, 2012 5:55 pm
by _Cold
-=Dark-Assassin=- wrote:
This would be nice to see.
Shouldn't require all that much ACS (Well, heaps in my view of ACS) to create either.
Also now with the use of 3d floors in software and competitive game modes, there can be some quite complex maps created for it.
I hate 3D flooring, but I love this idea. My PC can't handle that awesomeness, hence me playing DOOM.
RE: [Idea] Assault gamemode
Posted: Wed Jun 20, 2012 7:03 pm
by Minigunner
AOW1 had started an Assault gamemode, called Engagement, but it went unfinished as Voltlock moved on to RGA2 or whatever. The version it is in is v179, but it is difficult to find (and I am making a major understatement here).
EDIT: Well shit, I found it.
http://wads.crisisresponseunit.com/?dir ... w-v179.wad
THANK YOU CATASTROPHE. 
RE: [Idea] Assault gamemode
Posted: Wed Jun 20, 2012 7:33 pm
by Medicris
Yes, please. I wonder who'll step up to helping map for it, the community's pretty much already given it a green light.
RE: [Idea] Assault gamemode
Posted: Wed Jun 20, 2012 7:44 pm
by Reaku
Should be fun to map for! Just gotta learn to script for it.
RE: [Idea] Assault gamemode
Posted: Wed Jun 20, 2012 7:47 pm
by Yellowtail
I think one of the things that you kind of forgot about is the secondary objectives. (Usually ones that will help the team advance forward a bit faster in a certain part of the assault, for example)
RE: [Idea] Assault gamemode
Posted: Wed Jun 20, 2012 7:49 pm
by Reaku
Yellowtail wrote:
I think one of the things that you kind of forgot about is the secondary objectives. (Usually ones that will help the team advance forward a bit faster in a certain part of the assault, for example)
One thing to also keep in mind with maps like this is to NOT create bottle necks with the maps, design them like a actual map or an actual building, allowing several differetn acess routes through the surrounding area to get to where you need to go, and as you advance, more would open up, giving you more things to see and do, as well as potentially creating several arenas in one map!
RE: [Idea] Assault gamemode
Posted: Wed Jun 20, 2012 9:48 pm
by TheBladeRoden
Assault was my favorite game mode in UT04, then they dumped it in UT3 >:( I made a map for it too, except it was on planes instead of trains or automobiles. Looked nice, but played crappily.
RE: [Idea] Assault gamemode
Posted: Wed Jun 20, 2012 11:04 pm
by The Toxic Avenger
I loved this mode in Timesplitters 2/Future Perfect, and I'd love to see it happen here.
RE: [Idea] Assault gamemode
Posted: Wed Jun 20, 2012 11:25 pm
by Minigunner
Actually, I was gonna finish that Engagement map (unofficially), but I lost the file (I was 3/4ths done!).
RE: [Idea] Assault gamemode
Posted: Thu Jun 21, 2012 4:31 am
by bazzoka
OH!

i knew i was unluky in game but now... you one not luky guy miniguner

RE: [Idea] Assault gamemode
Posted: Thu Jun 21, 2012 6:31 am
by Jimmy
Alrighty then! I'll start the coding process, and make a project thread once it's ready. Please continue to discuss - I should have something ready quite soon. :)
RE: [Idea] Assault gamemode
Posted: Thu Jun 21, 2012 4:29 pm
by Ænima
I'd love to play a game of Zandronum with "sabotage or defend against"-type situations like in Return to Castle Wolfenstein: Enemy Territory. Aka, one team has to blow something up and the other team has to prevent them from doing it.
RE: [Idea] Assault gamemode
Posted: Thu Jun 21, 2012 5:06 pm
by Ivan
Hell yea, I agree this would be pretty boss if it was made. Who knows ... (I played this like mad in UT)
RE: [Idea] Assault gamemode
Posted: Sun Jun 24, 2012 10:20 am
by Jimmy
Crap. I've hit a few stumbling blocks. Curse my inability to think ahead with ACS. :( My test map is proving that Assault might not actually be a feasible gamemode to port to the Doom engine. :(
I think I'm going to require an assistant coder. One who is adept at ACS and can organize my horrendous mishmash of code into something sane, and possibly help me out with some of the things I just can't do.