UT2D v1.0 Info

Download UT2D v1.0
Filename: UT2D-1.0.zip
Author: Joe Bates (jbizzler) and Chaosnight for the map Chaotic
Size: 24.1 MB
Created: 4/29/2008
Updated: 9/1/2009
Downloads:
Also known as: Unreal Tournament 3, Unreal Tournament 2007 [working title], UT3
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UT2D v1.0 Details
This mod creates gametypes that turns UT3 into a 2D game! You jump a little higher, and some things are missing, but other than that it's basically UT in 2D!

Changes:
1.0
Added ability to jump out of water.

0.9.8b
Added UT2DBlockingVolume.

0.9.8
Tweaked spectator mode.
Made players walk through each other.
Blocking volumes change (use regular BlockingVolumes now)

0.9.7
Added PS3 support.
Fixed camera effects so they stay on the screen (i.e. Impact Hammer blood spatter)
Fixed recursive EncroachedBy bug.
Removed UT2D Instagib mutator along with Instagib Rifle (suddenly stopped working!)
Included UT2D-Chaotic
Some other stuff I can't remember.

0.9.6
Fixed tiny bug that makes bots appear to shoot behind themselves.
Added the ability to extend view downward while crouching.
New level border mandate, see mapping notes.

0.9.5
Added UT2DScout for proper bot pathing (see mapping notes)
Made the AI better again.

0.9.4
Added UT2D Duel gametype.
Restricted AI sight to be similar to human's.
Greatly improved AI to act more human.
Bots only go after flag bases in CTF games.

0.9.3
Made bots far better.

0.9.2
Fixed dropped powerups leaving the 2D plane.

0.9.1
Restricted UT2D Instagib mutator to UT2D gametypes.
Made wall-jumping values the same as they will be in Zeeless.
Added some additional mapping instructions.

0.9
Original Release

Installation:
Installation is pretty straightforward. For PC, just drag the included UTGame folder to "My Documents\My Games\Unreal Tournament 3" or wherever you keep your local UT3 files. Then just start up the game, and you'll have three wonderful new gametypes.

For the PS3, place the included USERDATA.JAM file in the root directory (i.e. E:\) of some media the PS3 can read, like a USB flash drive. Start UT3 on the PS3, plug in the media, goto Community->My Content and hit [square] to import it. You should now have the gametypes listed.

What's included:
Because of its 2D nature, some weapons had to be modified, and others excluded. Also, obviously default UT3 maps won't work very well with it. Here's a list of what has been modified and what hasn't.

Gametypes:
These are exactly the same as their original shipping counterparts. They only exist to implement the different camera and physics changes. You get:
UT2D Deathmatch
UT2D Team Deathmatch
UT2D Capture The Flag
UT2D Duel

Weapons:
Here is a list of all the weapons that have been modified for 2D gameplay.
Avril (It's silly without vehicles)
Bio Rifle
Enforcer
Flak Cannon (The shells bounce 2D off walls but still spread)
Impact Hammer (Way more useful in this)
Link Gun
Rocket Launcher (The grenades stay on the 2D plane)
Shock Rifle
Stinger
Translocator (The disk stays on the 2D plane)

Weapons not in:
Sniper
Redeemer
Instagib Rifle
All deployables

Powerups:
All the powerups are working as well. See mapping notes for a more technical explanation of this.

Cheats:
AllWeapons will now give you the 2D weapons only.
DoubleUp will give you a second 2D Enforcer.
PhysicsGun has been disabled entirely.

Maps:
This includes the map UT2D-Chaotic, by Chaosnight.

Mutators:
All the shipping mutators shoudl work except Weapon Replacement and Instagib.

Controls:
The controls are simple. Everything is for the most part the same as UT3. The only change is forward and backward ('W' and 'S' on a keyboard and up and down on the left analog stick) now make you jump and crouch respectively.

Mapping notes:
First and foremost, you need to get UT2D into UnrealEd. To do this, first, make sure UnrealEd is closed, then open UTEditor.ini, and find the section that reads [ModPackages]. Add a line to it that reads:
ModPackages=UT2D
Then copy
\Published\CookedPC\Script\UT2D.u
to
\Unpublished\CookedPC\Script\UT2D.u

Another important thing is proper bot pathing. You need to modify UnrealEd to make bot paths based on the new jump height. Just open up UTEngine.ini, goto [UTEditor.UTUnrealEdEngine] and set ScoutClassName=UT2D.UT2DScout. Make sure you're under the UTEditor section. There are two other ScoutClassName properties, and it has to be the one in the editor section. Make sure if you ever map for regular UT3 again to change this back.
You can now start UnrealEd.

Mapping for 2D has a lot of different rules. I have included UT2D-Chaotic. Naturally, all maps should have the prefix 'UT2D' and should support all the UT2D gametypes. So, place UTTeamPlayerStarts and UT2DFlagBases (More on flags in a bit). Flag bases can be in Deathmatch games. They just don't have flags on them, so it's safe to include them. Also, to reflect this, in View->WorldProperties->WorldInfo->GameTypesSupportedOnThisMap, add all 4 UT2D gametypes.

Realize all characters will always be on the plane Y=0. So spawns, factories and triggers should be accessable from this 2D plane.

The camera won't always be in the level. Make sure there is always something for the camera to see to avoid the hall of mirrors effect. Chaotic is a good example of this. Tentacles at the edge of the level block players from ever seeing outside it. Make sure there's always something to look at, and don't let the camera get to such a position where the rest of the level is totally blocked out.

Surround the 2D gameplay plane with 2 UT2DBlockingVolumes, leaving a 64uu valley. Look at Chaotic for an example of this. This way, players who feign death will stay on the 2D plane, and bots know they are restricted to it as well, and don't try and strafe out of it. It lets dead ragdolls through, too.

Some actors should be the UT2D version. Rule of thumb, look at an actor's child classes and see if there is a UT2D version first before placing it in the level. There are special flag bases and poweup factories so they spawn 2D versions that don't bounce out of the 2D plane when dropped. For weapon factories, you can use the normal ones, but make sure they only spawn UT2DWeaps.

It'd be best to put things in the foreground and background for aesthetics, even though they can't be touched. Don't put too much in the foreground, or it will get in the way of the camera.

Add vertical corridors for players to wall dodge back and forth off of and move vertically!

Be original and have fun!

Bug reporting:
I don't know of any bugs in this, but they might be there. Please post bugs right here on this thread.

Screenshot:
This is a quick screenshot I made. It'll give you a quick idea of how this mod looks.
http://home.comcast.net/~joobot/screen2.bmp

**Additional Notes**
Don't talk about maps on this thread. Chaosnight is going to manage the UT2D mapping community now in another thread. http://forums.epicgames.com/showthread.php?t=609768
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