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Unreal Tournament 2004 is back

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Re: Unreal Tournament 2004 is back

#111

One thing I missed from Unreal Tournament, which too few other games adopted IMHO, was the concept of mutators. Effectively server-level mods which, as the name implied, mutated the gameplay in some way. There were silly ones like the one making your characters head larger for each kill, and those which made it just different like low gravity, and so on. It was also relatively easy to make your own, thanks to UnrealS…

those ant-sized man in house maps were the best. i dont think ive ever seen anything like it since.

The game Grounded almost has that feel, but it's open world.

There's another game called Hypercharge:Unboxed that is definitely giving me the feeling of those old UT maps, but I haven't actually played it.

Re: Unreal Tournament 2004 is back

#112

One thing I missed from Unreal Tournament, which too few other games adopted IMHO, was the concept of mutators. Effectively server-level mods which, as the name implied, mutated the gameplay in some way. There were silly ones like the one making your characters head larger for each kill, and those which made it just different like low gravity, and so on. It was also relatively easy to make your own, thanks to UnrealS…

Warcraft 3 had some of the greatest mods that kept the player base alive for decades

Re: Unreal Tournament 2004 is back

#113
post #48

One thing I missed from Unreal Tournament, which too few other games adopted IMHO, was the concept of mutators. Effectively server-level mods which, as the name implied, mutated the gameplay in some way. There were silly ones like the one making your characters head larger for each kill, and those which made it just different like low gravity, and so on. It was also relatively easy to make your own, thanks to UnrealS…

This reminds me of Quake with the DeFrag mode "sub-game", but also gameplay available in Quake Live in which you could have a Railgun only match, but they could also behave like Rocket Launchers for rocket jumps. Also allowing players to change the configuration of their game through the dev console was cool. My favorite visual change was to configure the railgun trails to persist for multiple seconds.

Railgun trail to match the reload time, always!

Re: Unreal Tournament 2004 is back

#114

Earlier quoted context omitted.

Hell yeah! So many runs on that map. It’s so funny how it was basically a strategy-less map since there wasn’t much you could do other than trying your best avoid incoming fire while running like a madman up the slope in the middle of the map.

Camp out in the upper chamber, wait for Redeemer to spawn, grab it and nuke 'em all. Great for taking out snipers posted on the opposing tower who are preventing your guys from crossing. Fuck, CTF-Face was a vibe.

UT99 was the first real FPS experience I had. My friend invited me to a LAN party (also first time), and the whole thing was mind blowing.

People all over the house shouting and laughing.

I have a distinct memory of someone attempting what you just described, but my friend just happened to be ready and he sniped the redeemer right as it was shot. Big explosion and nothing left of the player but a scorch mark on the building. I laughed myself to tears. Good times.

Re: Unreal Tournament 2004 is back

#115

One thing I missed from Unreal Tournament, which too few other games adopted IMHO, was the concept of mutators. Effectively server-level mods which, as the name implied, mutated the gameplay in some way. There were silly ones like the one making your characters head larger for each kill, and those which made it just different like low gravity, and so on. It was also relatively easy to make your own, thanks to UnrealS…

While most seemed to prefer Counter-strike, my childhood gaming was dominated by an Unreal Tournament mod called Tac Ops. While the games looked similar, the mechanics felt very different than Counter-strike. It was a much faster-paced game. There were a ton of servers with wacky mods. I spent a ton of time on the low-grav servers. There were also some that made the top-scoring player huge. Those odd game modes were…

This is brilliant, I had complete forgotten about this one!! Thank you very much.

Re: Unreal Tournament 2004 is back

#116
post #6

Are there are any FPS shooters on the genre of UT (or even Quake3) but modern, not remasters? I've been missing a lot the frenetic gameplay of those, used to play a lot of UT at a decent level but nowadays I only see tactical FPSs or the likes of Counter-Strike/Battlefield with a high player count.

Not really unfortunately. This video goes a bit into why ( https://www.youtube.com/watch?v=F-t37idOfvk ), but the short version is the skill floor (or ceiling?) was too high, making it unwelcoming for people to just pick up, unlike a COD-like shooter.

Halo 3 multiplayer had this solved by maintaining a dynamic rating of the players so that it could match skill levels when random matches were made.

Re: Unreal Tournament 2004 is back

#117
post #6

Are there are any FPS shooters on the genre of UT (or even Quake3) but modern, not remasters? I've been missing a lot the frenetic gameplay of those, used to play a lot of UT at a decent level but nowadays I only see tactical FPSs or the likes of Counter-Strike/Battlefield with a high player count.

Tribes 3: Rivals is a load of fun. Flying around on jetpacks helps raise the skill ceiling.

Re: Unreal Tournament 2004 is back

#118

One thing I missed from Unreal Tournament, which too few other games adopted IMHO, was the concept of mutators. Effectively server-level mods which, as the name implied, mutated the gameplay in some way. There were silly ones like the one making your characters head larger for each kill, and those which made it just different like low gravity, and so on. It was also relatively easy to make your own, thanks to UnrealS…

Counter-Strike 1.6 (and other Goldsrc based games) greatly benefited from AMX Mod X's scripting capabilities. I miss the days where people were playing modded servers.

Obscuring server browser and/or not allowing self-hosting dedicated servers killed modding in modern games. A real shame.

https://www.amxmodx.org/

Re: Unreal Tournament 2004 is back

#119
post #91

UT2003 was the first online multiplayer game I ever played, and I played it a lot, mostly at the office with coworkers; we then moved to UT2004. So, so many fond memories of both. Glad is back.

do you remember the map called Phobos II? for some reason they didn't include it with 2004, it was my favorite map
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