Overview |
Onslaught is a vehicle-based gametype first introduced in Unreal Tournament 2004 and developed by Psyonix.
Overview[]
Each team has their own vehicles and you cannot steal your foes vehicles unless they unlock them by first getting into them. If your enemy jumps into a tank and then leaps out to pick up ammo you can then hijack it and turn the tables on him!
The main objective in any Onslaught game is to destroy your enemies' "Power Core." This critical point is usually located in the heart of your opponent's base. Sounds simple, right? Here's the catch - a Power Core cannot be damaged unless your team has a link to it. How do you acquire a link? By controlling the smaller "Power Nodes" on the map and making a connection from your own Power Core to your opponents. Power Nodes begin as neutral points in the level and once they're touched they begin to build for your team. At this point the opposing team can attack and try to destroy the Node as it is being constructed. If they manage to destroy it it will go neutral again and can be re-claimed by either team. If they fail to destroy it the Node will be built for your own team and a link will be made to your own Power Core.
The next step in an Onslaught map involves proceeding to the next Node. Since the enemies Power Core can only be damaged if there is a link to your own Core you'll have to take over a number of Nodes in order to make this connection. It is extremely important to note that you can ONLY take over a Node if you control an adjacent Node. You must progress across the map, taking over point by point, in order to stage an assault on your enemies' Core. Since death comes quick in the Tournament it is also good to know that once your team controls a Node you can then choose to respawn at it. This allows a team to have an advancing presence on any given map."
The objective of the gametype is to capture a series of power nodes that connect your base to your opponents' base and to destroy their power core.
Key elements in an Onslaught game include the Power Cores, Power Nodes, and Power Links. Also frequently present in Onslaught games, though not unique to the gametype, are vehicles, turrets, and three additional weapons: the AVRiL, Grenade Launcher, and Mine Layer.
In Onslaught, each team has one Power Core, usually located somewhere within their base. The core can lose health either by enemy attacks or through draining during overtime. Power cores can only be attacked when a power node linked to the core is controlled by the enemy team. They cannot be healed by any means, so it is vital to protect them from enemy attacks at all times. The amount of health of a Power Core can be adjusted by the mapper; in all official ONS maps, the Power Core has 5000 health, except for ONS-Dria, where it has 9000.
Next are the Power Nodes and Power Links. Each map features one or more power nodes connected to the power cores via power links. At the beginning of the game, all nodes are neutral, meaning they are not controlled by either team. To take control of a neutral power node or attack an enemy node, it must be linked to either your power core or a power node controlled by your team. Unlike power cores, power nodes can be healed, and their construction can be accelerated by using the Link Gun's alternate fire. Most nodes have 2000 health, though this is not a strict rule.
Warfare is an evolved form of this gametype, serving as the successor to Onslaught.
Scoring[]
The scoring rules for Onslaught are as follows:
- 2 points are awarded for destroying a core during regular time.
- 1 point is awarded for destroying a core during overtime.
Configurable options[]
Unreal Tournament 2004[]
Configurable options | |||
---|---|---|---|
Item | Type | Default | Description |
Bots | |||
Number of Bots | Integer | 0 | Specify the number of bots that should join your match. |
Bot Mode | List | Use Map Defaults | Specify how the number of bots in the match is determined. |
Bots Balance Teams | Boolean | Yes | Bots will join or change teams to make sure they are even. |
Bot Skill | List | Average | Set the skill of your bot opponents. |
Game | |||
Weapons Stay | Boolean | Yes | When enabled, weapons will always be available for pickup. |
Goal Score | Integer | 3 | The game ends when someone reaches this score. |
Time Limit | Integer | 20 | The game ends after this many minutes of play. |
Enable Player Highlighting | Boolean | No | At a distance, players have a team colored glow. |
Random Link Setup After Reset | Boolean | No | After a reset, a new link setup will be chosen at random. |
Teams Swap Sides After Reset | Boolean | Yes | After a reset, teams will switch sides so they are defending the PowerCore they were previously attacking. |
Core Drain in Overtime | Integer | 20 | In overtime, PowerCores lose a maximum of this much health every second. |
Delay at End of Game | Float | 4.000000 | How long to wait after the match ends before switching to the next map. |
Friendly Fire Scale | Float | 0.00 | Specifies how much damage players from the same team can do to each other. |
Spawn Protection Time | Float | 3.00 | Specifies how long players are invulnerable after they spawn (unless they fire). |
Rules | |||
Allow Weapon Throwing | Boolean | Yes | When enabled, players can throw their current weapon out. |
Weapons Shake View | Boolean | Yes | When enabled, some weapons cause view shaking while firing. |
Allow Taunts | Boolean | Yes | Enables players to use the recorded taunts. |
Maplists[]
Unreal Tournament 2004 Onslaught maps |
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ONS-ArcticStronghold • ONS-Crossfire • ONS-Dawn • ONS-Dria • ONS-Frostbite • ONS-Primeval • ONS-RedPlanet • ONS-Severance • ONS-Torlan XP Bonus maps: ONS-Aridoom • ONS-Ascendancy ECE Bonus Pack maps: ONS-Adara • ONS-IslandHop • ONS-Tricky • ONS-Urban Semi-official maps: ONS-Icarus • ONS-Sidaro |
Trivia[]
- Within the files for Unreal Tournament 3, there are images suggesting that the original version of Onslaught was considered for the game before evolving into Warfare. Maps that eventually became Warfare maps bear filenames with the "ONS-" prefix.
Author's notes[]
Each team has their own vehicles and you cannot steal your foes vehicles unless they unlock them by first getting into them. If your enemy jumps into a tank and then leaps out to pick up ammo you can then hijack it and turn the tables on him!
The main objective in any Onslaught game is to destroy your enemies' "Power Core." This critical point is usually located in the heart of your opponent's base. Sounds simple, right? Here's the catch - a Power Core cannot be damaged unless your team has a link to it.
How do you acquire a link? By controlling the smaller "Power Nodes" on the map and making a connection from your own Power Core to your opponents. Power Nodes begin as neutral points in the level and once they're touched they begin to build for your team. At this point the opposing team can attack and try to destroy the Node as it is being constructed. If they manage to destroy it it will go neutral again and can be re-claimed by either team. If they fail to destroy it the Node will be built for your own team and a link will be made to your own Power Core.
The next step in an Onslaught map involves proceeding to the next Node. Since the enemies Power Core can only be damaged if there is a link to your own Core you'll have to take over a number of Nodes in order to make this connection. It is extremely important to note that you can ONLY take over a Node if you control an adjacent Node. You must progress across the map, taking over point by point, in order to stage an assault on your enemies' Core.
Since death comes quick in the Tournament it is also good to know that once your team controls a Node you can then choose to respawn at it. This allows a team to have an advancing presence on any given map."
Preview notes[]
As you may have guessed, maps like this are quite huge, and although you can respawn at any control point your team controls, walking for a few minutes to join the battle is not the way of UT. Therefore, something new had to be added. Something faster. Something more powerful. Something like a tank. Or a dune buggy. Or a fighter. Or a bomber."
Gallery[]
External links and references[]
- ↑ Fragmaster, redef (Aug 21, 2003). "Unreal Tournament 2004 Trip Report". PlanetUnreal. Retrieved Oct 29, 2024.
- ↑ Rein, Mark (July 24, 2003). "Descriptions of UT2004's Assault and Onslaught Game Types". Atari Forums. Archived from the original on March 13, 2005. Retrieved May 7, 2019.
- ↑ Rice, Kevin (August 7, 2003). "Unreal Tournament 2004 (PC) Preview". Gamespy. Archived from the original on December 3, 2003. Retrieved May 7, 2019.
- ↑ Calvert, Justin (May 14, 2003). "Unreal Tournament 2004 Impressions". Gamespot. Archived from the original on January 16, 2005. Retrieved May 10, 2019.
- ↑ Callaham, John (May 16, 2003). "Unreal Tournament 2004 Impressions". HomeLan Fed. Archived from the original on February 7, 2005. Retrieved July 11, 2020.
See also[]
Gametypes for Unreal Tournament 2004 |
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Solo gamemodes |
Single player |
Multiplayer gamemodes |
UT2003 gamemodes: Deathmatch • Team Deathmatch • Capture the Flag • Bombing Run • Double Domination • Invasion • Mutant • Last Man Standing New gamemodes: Assault • Onslaught • Instagib CTF |
Semi-official mod gametypes |
ECE Edition mods: Air Buccaneers • Alien Swarm • Clone Bandits • Deathball • Domain 2049 • Frag.Ops • Jailbreak 2004 • Red Orchestra • Rocketeer • UnWheel |
Other |
Vehicle CTF |