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Mod Ideas/Hoard

Mod ideas for UT 2003 – Hoard


The gametype itself originally has been implemented in Descent 3. It's basically a Death Match mode. The difference is: You don't get points for fragging people but for collecting "orbs" killed players drop and bringing them to a "Hoard Base".

When a player is killed he drops all orbs he was carrying at that time. If the kill was not a suicide then the player drops an additional orb. The general formula for calculating the scores in Descent 3 was:

        orbsē + orbs
score = ------------

This means:

  • 1 orb → 1 point
  • 2 orbs → 3 points
  • 5 orbs → 15 points
  • 10 orbs → 55 points

Interested Scripters

If you are interested in developing this mod for UT2003 then add your name to the list. Once you start development you should indicate that below (and hopefully include a link to a journal page). Before you start development you should also check this section to see if anyone else has started.


Wormbo: I already did this for UT (it's played on DOM maps), but I'm not sure whether I want to redo it for UT2k3.

EntropicLqd: Sounds very much like the Headz mod for Quake. You collect peoples heads after you've killed them and take them to a "pyre" somewhere on the level to score. The scoring was calculated in an identical manner. I thought about suggesting it - but did wonder if a team based version played on DD or CTF maps would work better (where you take the enemy heads back to your control point/flag to score).

DJPaul: It's like that level on Diddi Kong Racing (N64), where you have to return the ballons to the castle - minus the killing, of course.

Will: I am working on this, now.

Mysterial: I already did something almost identical (except for a different scoring calculation) called [Greed].

Will: Well bugger. I just got it pretty much finished, too. Just had to test it fully.

Kagato: I had an idea along these lines, but is probably too similar to deserve its own topic.

Rather than inspired by Descent, I was inspired by Sonic the Hedgehog. :)

A (large) number of tokens are spawned throughout the map (one option would be to replace adrenaline). There is a constant number of tokens in play. The goal is to pick up, and hold, as many tokens as you can. You score, for example, 1 point per second for every token you hold. If a player is killed, he drops all his tokens; if he is hit for X damage, he drops one. (If tokens land in a kill volume – eg lava – they'd have to respawn elsewhere.)

Or, if you want to be really nasty, a player's score is exactly how many tokens he holds. Games run to a time limit, and (a bit like musical chairs) the player holding the most tokens at timeout wins.

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