Information on Proelium rules, gameplay, etc.

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Copyright © 1998-2049 Martin "Pfhoenix" Actor. Unreal Tournament, Unreal Tournament 2003, Unreal Tournament 2004, and UnrealTournament 3 are Copyright © Epic MegaGames, Inc. Do the right thing; don't be a putz.



Proelium Info

Overview
In Proelium, players run around in a top-down view, trying to hurt and kill each other for experience. Gaining experience is the only way to raise your combat level, which is the only way to gain more weapons and have stats boosted. Proelium's gameplay is very fast paced and more strategic than normal UT3. The reason for this is because all projectiles are fully interactive; shoot down incoming rockets, set off a chain reaction of grenades, deflect incoming flak with a well placed rocket; the simple addition of having projectiles be interactive with each other gives rise to more strategic use of weapons as they assume new defensive/offensive roles not available in normal UT3 gameplay. Proelium also sports a powerup system, where powerups will spawn at random locations in the level. Powerups include some mundane things like health regeneration along with some more interesting things like projectile deflection and invisibility. You can find a complete list of the powerups that come with Proelium below.


Movement
Proelium's top-down view provides a sense of absolute direction to players within an arcade-like setup. Because of the simplified view, three control methods are supported :
  • Mouse and Keyboard - using the mouse to control a targetting cursor, and using the keyboard for cardinal movement, this is the default method of control in Proelium. The player aims where the mouse cursor is positioned on the screen at all times. This control method makes precise aiming at any distance relatively easy, but rapid aim changing can be very challenging.
  • XBox 360 controller - connect up an XBox 360 controller to your computer for dual analog action. Left analog stick moves in the appropriate cardinal direction, while the right thumbstick directs the aiming of the player. With this method, it is very easy to rapidly rotate around, though precise aiming at a distance becomes increasingly challenging. Proelium comes with a file for default 360 controller mappings.
  • Gamepad - generic gamepad utilization isn't fully functional until Epic fixes certain gamepad mechanics in an upcoming patch.
To switch between M&K and 360 controls, in the UTProelium.ini file, after having run UT3 once since installing Proelium, look for the [Proelium.PR_PlayerInput] section. Under there, set bUseXbox=0 for M&K and bUseXBox=1 for 360 controls. Be sure to open up the included text file with the 360 control mapping and add them to the same ini section at the bottom of the keybinds (removing any existing Xbox_S bindings first from just the PR_PlayerInput section, as well). Before using any gamepad or joystick, you must also set in UTEngine.ini, under [WinDrv.WindowsClient], set AllowJoystickInput=1.


The HUD
Proelium's HUD makes some minor changes to UT3's HUD by adding some very noticeable elements. In the upper left is the display for your current Combat Level (in light green), your accrued experience (in light yellow), and the experience required until next level (in light red). In the upper middle appear your powerup slots (if you have any available to you). If you have the ability to use powerups, you will see the number of slots you have listed in the upper portion of the HUD. If you have active powerups, you'll see their icons, and their time bar directly beneath them, occupying the slot they fill in your powerup slots.


Weapons
The weapons of Proelium are all variants of UT3 weaponry, with a minor distinction : every weapon recharges ammo when not being used (including while being held and not fired).


Combat Levels
Combat Levels define what weapons, gear, and stat boosting attributes you have. They are the sole reason you kill the guy next to you (other than to make sure he doesn't do it to you). In order to reach the next Combat Level, you have to gain enough experience. You gain experience two ways - by hurting someone (experience gained only for lowering health, not shields, and overkill isn't rewarded, only the health you take away before they hit 0 and die), and by killing them (bonus experience awarded). However, not every kill is the same, not every target as worthy of your wrath. Sure, you could spend some time and stomp on someone at a lower level than you (which you won't really have a choice if you're the highest level player), but the experience you gain is proportional to the level difference between your target and you. Stomping on a lower level player will gain you less and less experience, the lower they are from you. Conversely, scoring a kill on a higher level player will reward you more than the normal experience. When you finally level, you'll notice two out of three things - audible sound, a short visual effect around your player, and the new goodies in your inventory/increased health/boosted shields/etc. Not every level will gain you something, however, and as you get higher up, it becomes increasingly harder to attain the next level.

Standard Proelium rules currently map out levels 1 through 20. It's possible to level beyond 20 (you could, with enough time, make it up to 99), and it's encouraged to set the Combat Level Goal to at least 21 or 22. The following is a complete list of default Combat Level Loadouts for each level (levels not shown have no loadout). For server admins, all of these are configurable via the UTProelium.ini file.

  • Level 1 - Impact Hammer, Dual Enforcers
  • Level 2 - +10 Health, +10 Shields, +10% ammo
  • Level 3 - Bio Rifle
  • Level 4 - +10 Health, +10 Shields, +10% ammo, +1 Powerup Slot
  • Level 5 - Stinger
  • Level 6 - +10 Health, +10 Shields, +10% ammo
  • Level 7 - Flak Cannon
  • Level 8 - +10 Health, +10 Shields, +10% ammo, +1 Powerup Slot, +1/8 Powerup Time
  • Level 9 - Rocket Launcher
  • Level 10 - +10 Health, +10 Shields, +10% ammo, Halo-style regenerative shields
  • Level 11 - Link Gun
  • Level 12 - +10 Health, +10 Shields, +10% ammo, +1 Powerup Slot, +1/8 Powerup Time
  • Level 13 - Shock Rifle
  • Level 14 - +10 Health, +10 Shields, +10% ammo
  • Level 15 - Sniper Rifle
  • Level 16 - +10 Health, +10 Shields, +10% ammo, +1 Powerup Slot, +1/8 Powerup Time
  • Level 18 - +10 Health, +10 Shields, +10% ammo
  • Level 20 - +10 Health, +10 Shields, =10% ammo, +1 Powerup Slot, +1/8 Powerup Time

Powerups
Powerups provide the spice of change and variety to Proelium. It's important to note that powerups fall into categories, and you will not be able to pick up more than one powerup of a certain category at time, even if you available slots. During play, powerups will spawn randomly throughout the level, if there is a player capable of picking up the powerup. There are five levels of powerups, and only by reaching certain combat levels will new levels of powerups begin spawning in the level. It's noteworthy to mention that any player at any level can pick up a powerup, provided that they have an available slot and aren't already using another powerup of the same category. This is important, because it means that the second the lead player reaches a level that unlocks new powerups, anybody can grab one and use it. The following is a list of the standard Proelium powerups and their properties.
  • Speed
    • Category - Speed
    • Level - 1
    • Duration - 10 seconds
    • Action - boosts player running speed
  • Health Regen 1
    • Category - Health Regen
    • Level - 1
    • Duration - 10 seconds
    • Action - regenerates player health 5 points per second
  • Invisibility
    • Category - Invisibility
    • Level - 1
    • Duration - 10 seconds
    • Action - turns player invisible
  • Experience x2
    • Category - Experience
    • Level - 2
    • Duration - 5 seconds
    • Action - multiplies earned experience by 2
  • Health Regen 2
    • Category - Health Regen
    • Level - 2
    • Duration - 8 seconds
    • Action - regenerates player health 10 points per second
  • Energy Absorb 1
    • Category - Energy Absorb
    • Level - 2
    • Duration - 10 seconds
    • Action - player reflects all instanthit/energy weapon fire and absorbs 10% of would be damage as health
  • Powerup Nullifier
    • Category - Powerup Nullifier
    • Level - 2
    • Duration - 1 second
    • Action - if the player has any other powerups, the nullifier picks one and cancels it
  • Lesser Deflect Projectile
    • Category - Projectile Manipulation
    • Level - 3
    • Duration - 10 seconds
    • Action - a fluctuating barrier around the player repels incoming projectiles at a maximum of short to medium range
  • Lesser Matrix Control
    • Category - Projectile Manipulation
    • Level - 3
    • Duration - 10 seconds
    • Action - the player is able to, for a short time, influence the matrix around him/her in order to stop dead a limited number of projectiles at a time within a short to medium range
  • Energy Absorb 2
    • Category - Energy Absorb
    • Level - 3
    • Duration - 7.5 seconds
    • Action - player absorbs 25% of instant hit / energy weapon fire while reflecting all of it
  • Experience x3
    • Category - Experience
    • Level - 4
    • Duration - 5 sceonds
    • Action - multiplies earned experience by 3
  • Health Regen 3
    • Category - Health Regen
    • Level - 4
    • Duration - 6 seconds
    • Action - regenerates player health 20 points per second
  • Greater Deflect Projectile
    • Category - Projectile Manipulation
    • Level - 4
    • Duration - 10 seconds
    • Action - a more quickly oscillating field that repels projectiles at a medium to long range
  • Energy Absorb 3
    • Category - Energy Absorb
    • Level - 4
    • Duration - 5 seconds
    • Action - player absorbs 40% of instant hit / energy weapon fire while reflecting all of it
  • Greater Matrix Control
    • Category - Projectile Manipulation
    • Level - 5
    • Duration - 10 seconds
    • Action - player is able to exercise more control over the matrix space around him/her, being able to stop dead more projectiles at a medium to longer range

Starting a Game
A game of Proelium Deathmatch is started like any other UT3 gametype from the UT3 menu system.