File Info: Unreal Tournament 3 - UT2D v1.2
Description: Unreal Tournament 3 - UT2D v1.2
This mod turns UT into a crazy side-scrolling shooter. You can now play DM, TDM, CTF, and Duel, all on specially-made maps that keep you and your enemies on one 2D plane.Included with the gametype are 4 levels that work for all 4 of the supported gametypes. Play with friends online, or on your own machine against modified bots that now know how to fight on a 2D plane.
Whether you're playing a massive game of CTF or a quick duel on one of the smaller maps, you'll see that UT2D is easy to jump into and blow stuff up! This is still UT, just from a new perspective.
Make Something Unreal Submission:
-Phase 1: Best New Game Type
Name: UT2D
Version: 1.2
Credits: Joe Bates (jbizzler/ZeelessOne), Chaosnight for the map Chaotic, Odedge for the map Rising Sun 1.1, SAHChandler for the map Vapor Trail, and Rehevkor for the map Waterworks
Homepage: http://gearsforums.epicgames.com/showthread.php?t=614678
Description:
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:
1.2
Added UT2DArmorPickup_ShieldBelt (I never realized it had a drop; the other armors don't).
Fixed weapons not dropping.
Fixed CTF HUD navigation arrows pointing to flag.
Changed name and description of UT2D-RisingSun2D to UT2D-RisingSun11 per author's request.
1.1b
Fixed Waterworks not working properly on the PS3.
1.1
Changed the spectator camera so it zooms out when unfocused.
When spectating local bots, the camera will now move with respect to where they're looking.
Changed how bots react to eachother when they're really close to eachother.
Changed how far bots can see.
Light modifications to UT2D-Chaotic.
Added maps UT2D-RisingSun2D, UT2D-VaporTrail, and UT2D-Waterworks
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, but I included it anyway)
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.
Maps:
This includes the following maps:
UT2D-Chaotic by Chaosnight
UT2D-RisingSun11 by Odedge
UT2D-VaporTrail by SAHChandler
UT2D-Waterworks by Rehevkor
Mutators:
All the shipping mutators should 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. 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.
Realize all characters will always be on the plane Y=0. So spawns, factories and triggers should be accessable from this 2D plane. When your done with a map, go through all the pickups and navigation points and make sure they're at exactly at Y=0. You can do this easily under the actor properties in the "Movement" section.
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. The spectator camera is free to go anywhere, though, so don't try and stop it.
Surround the 2D gameplay plane with 2 UT2DBlockingVolumes, leaving a 64uu valley. Look at one of the included maps 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.
Bots can swim, but barely. They have trouble moving vertically and jumping out of water. I suggest that if you have water in your map, don't require them to move vertically and give them ramps to get out.
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!
On the UnrealEd toolbar, click View->World Properties. In that, click on WorldInfo, and expand GameTypesSupportedOnThisMap. If you include the UT2D gametypes, then they will be cooked into the map file. This has its pros and cons. If I make a change to the UT2D code that would break your map, it continues to function the way it did when you cooked it. I think you need these for it to work on the PS3 as well. However, if you want my changes, you need to recook and redistribute your map. This shouldn't be a big problem, though, because I don't intend to work with UT2D much after this release.
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:
http://gearsforums.epicgames.com/showthread.php?t=614678
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