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The future of Unreal Tournament begins today

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121–130 of 149 posts

Re: The future of Unreal Tournament begins today

#122
post #15

This will be very interesting to watch. I think I spent more time playing with skyrim mods from steam than playing the original game, which was a new experience for me, since using fan-made game mods was usually more trouble than it was worth in the past. A streamlined "app store" experience can add years of life to a game, and with the massive investments required for AAA titles these days, that has to be good for t…

Bathesda games have been mod friendly for years now. In fact mods used to be the norm. I played more nodded Quake 2 15 years ago than I did Quake 2. And selling them is not particularly new, Valve experimented with it back with CS1.6 and all those other mods that came out in the pack.

Ah, the days of Action Quake 2. Strife jumping and writing configs where as big part of the game as the rounds. https://www.youtube.com/watch?v=FqOnty5VKHs#t=18

Re: The future of Unreal Tournament begins today

#123

Earlier quoted context omitted.

A few fun ways this also looks like turn-of-the-century FPS world: -We could see an FPS rise in eSports prominence again -Mods built on top of one game create tons of variety accessible to one player base -Mod developers have an easy way to become recognized game developers Also, not related to the old Quake / UT / Half-Life scenes, but the marketplace for assets will be on top of a game that isn't Team Fortress 2, s…

Halo(still) and Call of Duty have huge eSports prominence

I wouldn't call Halo 'huge', and it's extremely US-based, CoD on the other hand is doing pretty well (in terms of esports) outside America as well.

Re: The future of Unreal Tournament begins today

#124
post #34

Earlier quoted context omitted.

I love the movement mechanics of previous UT games, between always-run, dodging (doubletap a direction), double-jumping, and walljumping (jumptowards a wall, doubletap opposite direction), it was a rather entertaining game to play. Add to that the completely crazy weapons by today's FPS standards, and you have something I haven't seen in a long while. I wish it would come back. If it has that, that game has a player.

The interesting thing about the weapons was that most were rather slow-moving and projectile speeds were very important. So motion prediction was far more important than for modern shooters. Shooting someone out of the air with a rocket launcher was a feat.

This is true for Quake 3 Arena too. Mid-air rocket shots is impressive to pull off and are dominantly portrayed in frag videos like Annihilation.

Re: The future of Unreal Tournament begins today

#125
post #58

Earlier quoted context omitted.

I bet it will. The open-source competitive shooters I can think of (Warsaw, Quake3's Challenge Pro Mode mod [in the sense that it was designed by community]) all had interesting and complex movement schemes. And since we now have Github, all that awesomeness is just a pull request away...

There was even a Quake mod called "Defrag" which "de-fragged" the game (removed the killing), making it soley focused on movement. Really neat stuff; hard as hell but really rewarding when you start to get the hang of it. https://www.youtube.com/watch?v=QYBs_lslyuY

I tried and gave up. Fragging is easier than controlling the motions. I was not even able to master strafing in-spite of seeing lot of youtube videos.

Re: The future of Unreal Tournament begins today

#126

This is the future of game development. I have been saying this for a while to friends. I'm excited to see how this goes.

Do you suggest that every company will either be building its own moddable game + engine + mod store or being reduced to a mod-builder?

Re: The future of Unreal Tournament begins today

#127
post #34

Earlier quoted context omitted.

The interesting thing about the weapons was that most were rather slow-moving and projectile speeds were very important. So motion prediction was far more important than for modern shooters. Shooting someone out of the air with a rocket launcher was a feat.

One reason I loved the original Tribes game where the main weapons were slow moving like the spinfusor and grenade launchers. That, coupled with the high mobility (Jetpacks!) of the players lead to real duels that could last a while.

Phew, I spent far too many hours on Katabatic. :)

Tribes is a great game favoring mechanics over realism.

Re: The future of Unreal Tournament begins today

#128
This is the only on-line game that I played at a seriously high level(ut2k4). It pretty much burned me out on multi-player games but... Dare I ask; will there be TAM? I never really experienced the "dance" of ut2k4 in any other game. Spiritually it could be compared to guntana I suppose. Once you get the muscle memory down it's a complete mind game. 100+bpm mind game. How I miss it :|

Re: The future of Unreal Tournament begins today

#129
post #58

Earlier quoted context omitted.

I bet it will. The open-source competitive shooters I can think of (Warsaw, Quake3's Challenge Pro Mode mod [in the sense that it was designed by community]) all had interesting and complex movement schemes. And since we now have Github, all that awesomeness is just a pull request away...

There was even a Quake mod called "Defrag" which "de-fragged" the game (removed the killing), making it soley focused on movement. Really neat stuff; hard as hell but really rewarding when you start to get the hang of it. https://www.youtube.com/watch?v=QYBs_lslyuY

Similarly, 'surf' maps for Unreal Tournament (if I recall correctly), which was capture the flag without the shooting, requiring players to run an obstacle course and abuse the game physics; dodging sideways up a steep ramp caused people to launch in the air, that kinda thing.
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