Mod UT2004 back to Z

Ideas, technology and contributions to Z modifications

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CHYROS
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Mod UT2004 back to Z

Post by CHYROS » 2006-03-01, 04:06

I just came up with the idea that Z could quite easily (to some degree) be put in Unreal Tournament 2004; the Onslaught game type could be a basic engine for it. The nodes could be the flags; and the nodes would spawn what the respective factories in Z would spawn.

High-level vehicle factories would spawn tanks, for instance, while 1-star ones would only spawn jeeps. Mid-level ones could spawn Hellbenders, which mimic the APC quite well. Robot factories could be simply weapon pickups; a 3-star robot factory node could spawn a sniper rifle, rocket launcher and some basic tools, for instance. The Z levels would only have to be remade in UnrealEd. In the end, a new mod may even be developed (if there's someone willing and able to do it).

I have a small amount of experience with mapping in UT2004, but I don't understand how to make terrains (that's outdoor-maps) nor have I actually made a serious map yet.

Well, that was just my two cents.
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Post by KISSMAD » 2006-03-08, 02:48

Great idea. :D
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Post by nuFFi » 2006-03-27, 23:15

yeah, a ut2004 mod would be realy great. but you need many good mappers, programmers aso. and it would take SOME TIME.
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Post by BERSERK3R » 2006-07-16, 14:51

Hey Guys, long time no see! :cheers:
Checked the site again yesterday and see if there was any good news, and there was, and also the site got a new look, very nice.

Then I noticed this topic and because I'm working on a mod I'm getting the hang of working in 3dsMAX and now I'm working on a head of a psycho (not sure if its brad or allan) to start with.

I always wanted to model a Z robot but I didn't have the skills but if I had I would definately have made some robots, but now I have some basic knowlege and skills of MAX I tought let's try modeling a head first.

I'll keep you guys posted if I got something good ;)

If you like to help me, by giving tips or profiding me with some good ref pics, I'd be very pleased!
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Post by Zod » 2006-07-16, 18:18

Hi there,

I am not famaliar with UT modding but I am a fan of UT and UT2004. I thinks it would be a great Z derivate.

Best regards,
Zod
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Post by lumina » 2006-07-21, 21:08

I say use RTC wolfenstein insted. It uses Quake, plus wolfenstein already has lower and raising flags on the game. There is a MP map that works like Z too one team has to get all the flags to win. Other wise battle last forever. lol Each side has a bunker in which = fort in center on their side. lol kind of ironic I think.
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Post by CHYROS » 2006-07-22, 14:11

lumina wrote:I say use RTC wolfenstein insted. It uses Quake, plus wolfenstein already has lower and raising flags on the game. There is a MP map that works like Z too one team has to get all the flags to win. Other wise battle last forever. lol Each side has a bunker in which = fort in center on their side. lol kind of ironic I think.
I dunno, as far as I can remember there's no vehicles in RTCW, let alone spawn nodes. I really can't remember if there's a map editor, but if there's not, it might become a little difficult :lol: . Anyway, my eye fell on UT2004 because it would not require actual "modding", just themed maps. Of course I would play ANY game if it had a Z mod ;) .
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Re: Mod UT2004 back to Z

Post by BallWin » 2008-06-09, 13:14

CHYROS wrote:I just came up with the idea that Z could quite easily (to some degree) be put in Unreal Tournament
The history repeats 8)

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2002 year :wink:
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Re: Mod UT2004 back to Z

Post by CHYROS » 2008-06-10, 00:29

^ Heyyyy, you made that yourself? :O
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Re: Mod UT2004 back to Z

Post by KISSMAD » 2008-06-10, 01:35

Hey BallWin
Where can I get that map?
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Re: Mod UT2004 back to Z

Post by BallWin » 2008-06-12, 14:28

CHYROS wrote:^ Heyyyy, you made that yourself? :O
The idea has arisen in 2002 -- the mod Z for UT.
Was building:
-- Architecture of a fort - interior: rooms, lifts, pedestrian subway, still
-- Respawn point
-- Half-finished map: 2 forts (blue and red)
-- No final texture
-- No new models
-- No new kinds of the weapon

As it turned out:
-- A matter of time - to move up to a fort of an enemy 5-6 seconds (on the largest map)
-- It is impossible to establish sequence and type units in respawn point
-- The structure UT does not allow to introduce gameplay Z

It not Z. It only new card for UT - no other.
No any causality with Z except for similar buildings.
It is not interesting.

It would be possible to use for this purpose Battlefied 2. However test in 2005 has given negative result. The reason - all soldiers immediately died on start of respawn point(except player). And it is constant.
BF2 Editor has not allowed to create single maps (in 2005).
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The comrades from Germany can be know about it more now ;)
KISSMAD wrote:Hey BallWin
Where can I get that map?
Yes, the initial variant for original UT was kept.
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Re: Mod UT2004 back to Z

Post by KISSMAD » 2008-06-13, 09:23

BallWin wrote:
KISSMAD wrote:Hey BallWin
Where can I get that map?
Yes, the initial variant for original UT was kept.
So where can I download the map from, please.
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Re: Mod UT2004 back to Z

Post by BallWin » 2008-06-13, 10:28

KISSMAD wrote:So where can I download the map from, please.
No problems. The building archive lays here.
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Re: Mod UT2004 back to Z

Post by buman » 2008-06-16, 00:03

Hi guys. I haven't been posting in this forums since god knows when cause somehow the interesting topics are ... dead.
Still this IS interesting.
I just asked myself: What would be the perfect game to base for a Z modification on?
And: Why would anybody think the easiest way to create such a mod would be to take an ego shooter as the mod's base?

And here's my idea:
You should create a mod for a strategy-game, since Z itself is one.
The last strategy-game with a nice editor and a complex trigger-system was WarCraft 3.
And as a matter of fact it would be possible to create a Z mod for WC3 (the triggers sure would allow that) BUT:
Blizzard will soon release StarCraft 2, I think spring '09 (my forecast, could also be later) which will contain an editor such as WarCraft 3, maybe more complex. The whole thing would be pretty easy to manage:

1.I'd learn how to use the editor (I already have the WC3 basics plus I do know someone who perfectly knows the old trigger system) and create a map that only includes the basics of Z ( 2 forts , some buildings, time instead of resources, etc), but no new models or textures - then again I sure could modify some units, making their damage and abilities more similar to Z unit's ones.

2.Then - if someones interested - this person could do some models and textures so that I can just replace it.
Some modelers are active in this forums I think. And I know some in other forums and stuff.

3.What follows then is some beta-testing, some more maps and buying some rocket fuel to get through the night playing a new version of Z ;)

What do you say?
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Re: Mod UT2004 back to Z

Post by CHYROS » 2008-06-16, 20:54

I'd probably be able to help in beta testing, but I have no modding skills to speak of. Very few existing RTS engines would support the unique Z gameplay mechanic, I think, though.
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