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Difference between revisions of "Assault"
From Liandri Archives
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===Unreal Tournament 2004=== | ===Unreal Tournament 2004=== | ||
− | Objectives in UT2004 | + | Objectives in UT2004 take several different forms:. |
− | * | + | * An Energy Core must be delivered to a certain location; Energy Cores are picked up when an attacker runs over them and dropped when an attacker dies. They cannot be thrown and defenders cannot move them, although they will reset to their original spawnpoint if no attacker touches them for 30 seconds. |
− | * | + | * An objective must be destroyed before attackers can continue to the next objective |
− | * | + | * An attacker must come within the radius of a certain location in order to complete the objective |
− | * | + | * When a member of the attacking team comes within the radius of a certain location, a timer begins to count down. If that player dies or leaves the radius, the timer stops. When the timer reaches zero, the objective is complete. |
− | * | + | * An attacking player carrying a certain item must come within the radius of a certain location to complete the objective |
− | * | + | * An attacking player within the radius of a certain location must press the "use" key to complete the objective |
− | |||
==Construction== | ==Construction== |
Revision as of 08:56, 22 July 2007
Assault is an objective-oriented gametype in Unreal Tournament and Unreal Tournament 2004 in which one team attacks the objectives (usually one at a time in a specific order) while another defends. Often, attackers will be rewarded for completing an objective by being allowed to spawn closer to the next objective. If the attacking team completes the final objective within the allowed time, the teams switch roles and another round on the same map begins. If not, the original attackers lose. If a second round begins and the new attackers complete the final objective in less time than the first attackers, they win; if not, they lose.
The Assault gametype supports vehicles and turrets.
Contents
Objectives
Unreal Tournament
Objectives in UT are typically categorized in two ways:
- The objective must be destroyed before attackers can continue to the next objective
- An attacker must come within the radius of a certain location in order to complete the objective
Unreal Tournament 2004
Objectives in UT2004 take several different forms:.
- An Energy Core must be delivered to a certain location; Energy Cores are picked up when an attacker runs over them and dropped when an attacker dies. They cannot be thrown and defenders cannot move them, although they will reset to their original spawnpoint if no attacker touches them for 30 seconds.
- An objective must be destroyed before attackers can continue to the next objective
- An attacker must come within the radius of a certain location in order to complete the objective
- When a member of the attacking team comes within the radius of a certain location, a timer begins to count down. If that player dies or leaves the radius, the timer stops. When the timer reaches zero, the objective is complete.
- An attacking player carrying a certain item must come within the radius of a certain location to complete the objective
- An attacking player within the radius of a certain location must press the "use" key to complete the objective
Construction
Assault is the most difficult gametype to map for because it involves not only the creation of a vast map, but also many other assets which must accompany the map including voice commands to alert players to objectives, an opening and closing matinee sequence, a credible story, and the use of many actors which are unnecessary in other gametypes. The Backstory is particularly important in Assault because the entire map revolves around it. Therefore, a lot of planning needs to go in to creating an Assault map in order to add realism, flow, and balance. Assault maps are oriented like singleplayer maps, so they're set up in a more or less linear fashion. Because of this, creating a balance between attackers and defenders is extraordinarily difficult. Also, Assault maps are generally huge. This means that optimization is an issue that must be addressed very carefully.
Default Assault Maps
Unreal Tournament
Unreal Tournament 2004
Unreal Tournament 2004 Official Epic Bonus Pack
See Also
- Warfare - Assault won't be returning in UT3, but some of it's gameplay elements will be included in Warfare.