Sauron said:
dno to me it just feels kinda wrong.
as soon as there is a some kind of leaguemod that allows launching and doesnt force objectives to be taken in order you got a problem; lets say team A takes objectives 2, 3 and 5 while team B takes objectives 1, 3 and 4, which team wins then?
If you set up parallel objectives then they would all count equally. The team that takes more of them quicker would be the winner. So if team B took three parallel objectives in less time than A did, it would win. There are some parallel objectives in RobotFactory and Mothership, and they count equally if both sides finished at that parallel section.
So you don't need a mod to set up parallel objectives since that's controlled by the fortstandards in the map, or least that's how it worked in UT99. It's all in how you design the map. If you want to override the way the maps are designed and just force all the objectives to be active, then they probably wouldn't play too well.
I don't really see much need for a launching mod in UT2k4. There are other alternatives now. If you want people to be able to fly up somewhere in your map, give them raptors, or add jump pads that shoot them where you want them to be able to go. You can also put those steep ramps or just walls that people can dodge jump up, like in DM-Rankin. Granted none of those things require two people to use, so it wouldn't be quite as satisfying as hitting a 90 yard touchdown pass, but it's similar. So I don't see anything in UT2k4 that would prevent designing very non-linear maps if that's what you want.
On a different subject, I'm noticing that tactical suicides are a lot more useful in the new assault than in UT99.
I thought with the new teleport button when a new objective opened up, this wouldn't be the case, but now it seems there are new reasons to suicide, especially in AS-Junkyard.
For example, say you're on foot trying to clear the way for the Hellbender, and you hear that the Hellbender has been destroyed. Naturally you know you can drive better than anyone else, so you can suicide to respawn back by the Hellbender to hop in and drive it. Sometimes if you don't do that, then there's no one there to drive it for a while, which hurts your time.
Or if you're on defense, since the attackers now come in waves instead of continuously, if you find yourself extremely low on health or ammo, you sometimes know you have time to suicide and respawn with full health and ammo before any attackers will arrive again.
On FallenCity the teleport thing seems a little bugged if you're on defense and the forward outpost falls, when I press Q to teleport to the gate lock defense point, it doesn't teleport me. So I can either suicide to advance, or else let the sentinels cut me to ribbons. I don't know if that's controlled by the map or by the game engine, but I wish the teleport would work in a consistent way.
speden