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Unreal Tournament 2004 is back

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Re: Unreal Tournament 2004 is back

#142
post #134

Earlier quoted context omitted.

I don’t know/remember TOSOK, is that a new mode? We used to play daily circa 2007-2010, my group of friends was in a well-known European clan. Haven’t played it since, sadly.

i think im mixing things up - that term might be unique to assault cube. in sauerbraten i remember a map called venice, everyone had snipers and its one shot to kill anyone, very satisfying if youre good and very frustrating if someones better than you.

I went to look for some videos of the game and damn… I guess it’s time to reinstall.

(Never played Assault Cube, always meant to but Sauerbraten was just so good)

Re: Unreal Tournament 2004 is back

#143
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.

If you like 1v1/2v2 gamemodes, Straftat is pretty amazing: https://store.steampowered.com/app/2386720/STRAFTAT/

Re: Unreal Tournament 2004 is back

#144

Earlier quoted context omitted.

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.

Haha realistic... reminds me that one of my favorite mods back in the day was Action Quake which was more action movie styled and less realistic. Last second sideways jumps in and out of the way were its claim to fame, imo.

Re: Unreal Tournament 2004 is back

#145

Earlier quoted context omitted.

These were my favorite part of Starsiege: Tribes. There was a modpack called Ultra Renegades that totally changed the gameplay and made it so twitchy and fun.

Loved Tribes! I mostly played Paintball mod from 2000-2004!

It was such a fun game! My friend group got really into the Shifter mod, you could build defenses for your base like walls and turrets. It was a blast!

Re: Unreal Tournament 2004 is back

#146

Earlier quoted context omitted.

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.

Haha realistic... reminds me that one of my favorite mods back in the day was Action Quake which was more action movie styled and less realistic. Last second sideways jumps in and out of the way were its claim to fame, imo.

> which was more action movie styled and less realistic

Another HL mod I remember fondly in similar veins is "The Specialists". If I remember correctly, it came out around the same time as The Matrix, and had all the fun moves like running on walls in slowmo, jumping forward/sideways and shooting in slowmo, and lots of other stuff. I think I recall it being possible to play both in 1st and 3rd person too, something that was kind of new at that point, unless I misremember.

I think at that I point I probably spent as much time with The Specialists as with Counter-Strike itself (and a cracked copy of 3DS Max 8 for making my own models of course).

Re: Unreal Tournament 2004 is back

#147

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/

Not only killed modding, but also killed the way those unique communities developed. I suppose it's possible you can find people on community Discord servers nowadays for pick up games, but not in the same way as just seeing and talking to the same people all the time on your favorite modded server.

Re: Unreal Tournament 2004 is back

#149

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/

My favorite server which I think is dead by now, Dead Man Standing was a low gravity CS 1.6 server, no footstep noises, but there was a hook you could use to maneuver the low gravity, and the hook made noise, it was really something with those CS mouse maps. That was peak CS for me, I never saw anyone come close to the quality of that server. DMS I will always miss you.

Re: Unreal Tournament 2004 is back

#150

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/

And it was literally just so they could skinnerbox people and sell skins. I still remember when if you wanted a skin you just downloaded it and could put it on your server and anyone who joined would download and use it. People running their own stuff makes DLC/lootcrate/cosmetics unviable and I do think a huge part of the "server" finding stuff is to algorithmically put you in situations you are likely to win/lose at certain rates to keep you playing. Anything other than community servers as the primary avenue is a dark pattern. You also lose out the path to getting into modding/3d modeling/programming/running servers that those modded servers were for lots of people including me.

If you have fun instagib servers that might detract from how many lootcrates people buy since they might just get curb stomped in it + it's just harder to track and measure the impact of changes when you are minmaxxing for monetary extraction when you have high variety of mods/servers. If you want to track and evaluate player behavior to manipulate it you need to control for as many variables as possible. These game companies are straight up evil.

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