Jump to content

Search the Community

Showing results for tags 'gamemode'.

More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


  • Information
    • Battalion News & Updates
  • Game
    • The Welcome Desk
    • General Discussion
    • Design Ideas
    • Questions
    • Technical Support
    • Dedicated Server Discussion
  • Community
    • Recruitment and Free Agents
    • Modding
    • Community Discussion Area
    • "Non-Battalion" Discussion
  • Forum Specific Requests/Bugs/Questions
  • Test
  • Testing Area
  • thetz.org's Forum
  • DutchDisaster #DDClan's Discord server
  • DutchDisaster #DDClan's Logo
  • DutchDisaster #DDClan's #DDClan
  • Ex CoD1/UO players's General Discussion
  • Battalion 1944.CRO steam grup join us !'s Battalion1944.cro Steam grup !
  • |VSG| Venom Squad Gaming's 1944 General Discussion
  • Tactical Teams/clans's Introduce your Team/clan
  • Tactical Teams/clans's General Discussion
  • TryHardClan's Topics
  • Xtream Team Tactical crouch's Topics

Product Groups

There are no results to display.


There are no results to display.

There are no results to display.

Find results in...

Find results that contain...

Date Created

  • Start


Last Updated

  • Start


Filter by number of...


  • Start










Found 1 result

  1. InstaPizza

    Onslaught Gamemode

    Onslaught So I have been debating and thinking a lot about this idea and I think its worked out far enough to show and receive feedback. Currently working on the learning UE4 and already making general systems that can be prepared for. General Idea Goal and Maps The idea is that a group of players will be fighting a onslaught of AI enemies that will come on in waves. Here the players got to work together to survive and scavenge guns from the AI.Below are a few small map ideas that can support this game-mode. Though I like the map that is surrounded by enemy spawns, this increases tension and possible flanks by the AI AI This is going to be the hardest part as AI is just not easy to program right rather said really hard. Classes The composition of the AI changes on which is the current round, having multiple classes: Sub-machine gunner (grunt that sprints forward) Assault/support (stays more back and throws nades) Sniper (stands back and seeks higher positions to take shots Maybe a 8/4/1 division seems about right Intelligence Over each round the AI enemies are supposed to get more "intelligent". General aspects: Reaction speed on seeing targets Accuracy Focus cone(for spotting people) Specifics(possible tactics and is going to be really hard/impossible): Keep track of players location if spotted to find targets Possible flanking routes Pinching players Additional ideas Just some random ideas that might make it more interesting Restocking ammunition at end of wave Care-package with weapons/ammo DP28 as stationary gun Shop?(kinda goes against the grain with the current game) Barricades Conclusion This will take me ages and hopefully by when the mod tools are complete I have something to show, the AI is going to be the hardest part and will be the focus after I get the basic game-mode working. Until then if you have any additional ideas or critique just please post a reply, I am more than interested to read your opinion.