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Post your cool stuff ideas here.

#61 User is offline   Cuchi Icon

  • Account: cuchi
  • Joined: 15-November 15
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Posted 19 November 2015 - 02:08 AM

More than idea is more suggestion for me but:

Costumisation character sounds a very very good idea, and this game start on steam, can make cosmetic with workshop, steam marketplace and drop like TF2 or csgo, but too with free cosmetic items, drop items, and only buy items.


And
NO SEXUALIZED FEMALE CHARACTER.

Never a girl go to war with a short and top-less.

Edit:
Gun game or plant bomb mode, and a ranked mode like LOL

This post has been edited by Cuchi: 19 November 2015 - 03:44 AM

Only a user of this english forum with a bad english


#63 User is offline   killspree Icon

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Posted 19 November 2015 - 10:41 PM

Can we clear this up and go straight to the collisions on both models to prevent myths about the female character being harder to hit?

This post has been edited by killspree: 19 November 2015 - 10:41 PM



#65 User is offline   SAMI Icon

  • Account: sami
  • Joined: 29-November 14
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Posted 28 November 2015 - 02:02 PM

Would be cool to see fake cloth simulation on players.

Just like how Fifa games have been doing this for years. So there's no real time cloth simulation, just 3-8 normal maps which are swapped and smoothly blends over the other to give a cloth simulation effect. Infact, it looks better than real time cloth simulation.
Max Payne 3 had this too [but it uses 3 instead of 8 normal maps. Doesnt look good as Fifa].

And I think UE4 supports this function. So, it would be real eye candy when looking at the players.

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#66 User is offline   KroniK Icon

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Posted 13 May 2016 - 06:36 PM

Found this awesomely cheap source of a HUGE library of sound effects that would be amazing for ambient sounds in maps.

http://www.universalsoundfx.com/

$40 for over 4,000 individual sounds including construction work, weather, traffic, weapons, small music sounds, sci-fi sounds, airplanes, and way more.

Not to mention that they give away 200 royalty free sounds for free if you sign up for their newsletter.

This post has been edited by KroniK: 13 May 2016 - 06:41 PM


#67 User is offline   sneakers Icon

  • Account: sneakers
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Posted 13 May 2016 - 09:08 PM

I already wrote this on the List of good Suggestions and the So what do you want to see? threads. I guess I'll re-post it here. Maybe it's not a popular idea since nobody commented, but I'm not sure about that.

Local Voice Sounds (Audibles)

These would be audible voice sounds that broadcast to players nearby. This could be used, for example, when you don't want to notify the entire team on the team radio channel.

Examples could be tactical messages appropriate for nearby players only, or even just silly audibles like "Damn!" or "Good Shot". There could be:

"Follow me"
"Go get the flag"
"I need escort!"
"Stay here"

I'm sure there will be more suggestions for more audibles. Note that all players in the nearby area, including players from the opposing team, can hear the voice sounds. I think this would open up another area for tactical communications in the game as well as an opportunity to add flavor to the game with more 'funstuff' voice sounds like "Gotcha!" for example. Of course, a switch should be available to disable the function in case a server operator doesn't want this option.

#68 User is offline   Chameleon.hider Icon

Posted 03 October 2016 - 04:05 PM

C9 Freeze, local voice sound, slowmo, EDIT(ADDED): correct weapon orientation

C9 Freeze was awesome. There are just so many positive stuff about it:
* Reckless stuff got you in trouble... so you valued your life. But if you died, you also had a second (sometimes a third and fourth) chance.
* Teamwork paid off. In some maps like Cambridge whole team would run together, some guys would split in spawn up to hold up other team. It resulted in insane battles, one team being completely surrounded on both sides... On other maps like Algiers, team would split up into 3-6 groups and fights would be more individual - such maps weren't very popular among players, because there wasn't much teamwork behind them.
* Thawing looked "natural" to UrT players, because it used the built-in medic animation, rather than artificial progress bar.
* Being frozen wasn't so boring - you still could have fun. There was interaction between frozen and alive.

Local voice should be a bind like "/ut_voice" which would work the same as "/ut_radio". Only difference would be type of sound played (so it's more like someone screaming rather someone talking trough radio) and sound hearable only to nearby players (maybe to enemy players too, half the volume?). It would be up to players to bind the sounds however they want to (no exclusive "/ut_radio" or "/ut_voice" only sounds, you could globalRadio OR localSay "Affirmative").

Slowmotion at round end. Some 1-3 seconds before match or round ends, game would start slowing down, so players could take their last shots (mouse sensitivity should get lower and moue should get some inertia so it would be harder to aim). An old game (Infiltration 2.9) disarmed players on round end and left them able to walk around for a bit before proceeding to scoreboard.

Weapon orientation is incorrect and inconsistent. Some weapons point low, some point high, half of them point too close, as if they were aiming at something on player's face. I know I posted this on github, but correct weapon orientation would help a lot. Right now I rely on a bind system that shows weapons only when I heal/reload, because having weapon displayed not only covers part of screen, it impedes aiming.
Example: PSG1 - almost perfect, AK103 & Magnum - low, P90 - very close. I know I posted this on github, but it's kinda big deal. At least make things consistent.

Please understand that Freeze mode is important for me (egocentric? yes, but I don't like lying) and I believe it could be implemented better. If you decide to change current Freeze to C9 Freeze, I'm here to help (sometimes I rarely check forums though, email might be good too). Though I am not sure I'd be good enough to join team as it's quite a responsibility (especially when code got stolen) and I've got a tiny project of my own :)
Thanks.

This post has been edited by Chameleon.hider: 03 October 2016 - 05:39 PM

War is hell, that's why "fun over realism".
CoD/Bf/MoH is "let's fake realism and pretend it's fun".

#69 User is offline   Swiiitan Icon

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Posted 03 October 2016 - 09:46 PM

1st idea:
The design of the loading screen could be something like this:

Posted Image
I enlarged the Map briefing because in my opinion it was too small. The map briefing would be a nice way of adding lore to the maps (:

2nd idea:
A sawn off shotgun as secondary for extreme short range. (0.5-1 meter should be the optimal range for max damage)
It's a 2 shelled shotgun, hitting most pellets from both of those shells should be an instakill (even with armour in my opinion)
This would be the optimal secondary for good jumpers that can move and react fast.
Having the model with a shoulder stock or not? I wouldn't mind either as long as the barrel is sawn off :D

(Alternative) Firemodes:
Standard: Right click triggers one shell (2 shells before having to load)
Advanced 1: Right click triggers one shell, Left click triggers both shells
[i]Advanced 2: Right click triggers Right shell, Left click triggers Left shell (clicking both will trigger both shells)


Posted Image
I know I've already posted this somewhere before but i like it so much it need to be repeated.

Even some more love for the shotty <3

This post has been edited by JustMe...: 03 October 2016 - 09:56 PM

Ingame: Swiiitan
Clan: **Saft

#70 User is offline   Chameleon.hider Icon

Posted 17 October 2016 - 07:39 AM

For extremely close ranges there's knife.
Also SPAS deals a lot of damage once you get at 0.5 metre distance. It can even remove a head if you hit that.
War is hell, that's why "fun over realism".
CoD/Bf/MoH is "let's fake realism and pretend it's fun".

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