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Unreal Tournament 2004 is back

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Re: Unreal Tournament 2004 is back

#122

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…

I love Tac Ops! Was one of the most realistic mods out there (it was sooo easy to die).

I seem to remember there was some behind-the-scenes political / financial shenanigans with Counter Strike and the Game of the Year edition bundle that kind of killed it.

Re: Unreal Tournament 2004 is back

#123
Amazing, can’t wait to play

… oh wait I have a 60 hour a week job

… oh wait I have a wife with PPD and 2 young kids and I have to hire a babysitter just to put up Christmas lights

… oh wait I have RSIs in my dominant hand

I think I’ll just make do with my memories of this game. I imagine much of my opinion was colored by being a teenager when it was released.

Re: Unreal Tournament 2004 is back

#124

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.

Sniping people in the bathtub from the sink was so fun...

Re: Unreal Tournament 2004 is back

#125
post #27
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.

Open-source one: Xonotic https://xonotic.org/

This is the one that I still fire up with my friends once in awhile. The only problem is it sort of lacks the charm and nostalgia, and it's a bit rough around the edges in parts (the gun selection is fairly abysmal and don't feel right IMO).

Re: Unreal Tournament 2004 is back

#127
post #87

The most interesting part of UT2k4 to me is the software renderer. It actually worked on period hardware and many would argue it looks better. You should definitely give it a try if you've got the game on a modern machine.

You may be thinking of UT99 or even the first Unreal. UT2k4 required a GPU and didn't have a software renderer.

Re: Unreal Tournament 2004 is back

#128
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.

> 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

That used to be my jam in Q3A, Instaunlagged. Nothing is quite like railgun jumping with no splash damage. Dusk's crossbow jumping comes close, but isn't hitscan..

Re: Unreal Tournament 2004 is back

#129
post #87

The most interesting part of UT2k4 to me is the software renderer. It actually worked on period hardware and many would argue it looks better. You should definitely give it a try if you've got the game on a modern machine.

You may be thinking of UT99 or even the first Unreal. UT2k4 required a GPU and didn't have a software renderer.

UT2k4 had software rending support via the Pixomatic software renderer from RAD Game Tools:

https://www.radgametools.com/pixo/PixoWithUnreal2004.txt

Further discussion about it here:

https://forums.beyondunreal.com/threads/software-rendering-i...

Re: Unreal Tournament 2004 is back

#130
post #100

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.

It's a terrible map by almost every metric... ... except fun. But guess what metric matters most?

I was going to say this. It's not a well-balanced map gameplay-wise, but the grand scale of it back in the day was very awe-inspiring.
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