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Unreal Tournament 2004 is back

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Re: Unreal Tournament 2004 is back

#171

I'm still playing ut99 GOTY with my son (yeah, I'm that old)... and nothing else matterrrrrrrrrrrr

Still the FPS I play the most! We organize LAN parties at some of the vintage computer events.

Tell me more! Are you in the Bay Area?

Re: Unreal Tournament 2004 is back

#172
This is cool, but reminds me of what we don't have. 99% of the content for Unreal Tournament was made by the community. Why can't the community make an open-source game? There are probably even attempts to make an open-source UT04. But I wish open-source could just make more standalone games. We have so few... Tuxracer, Chromium BSU, Battle for Wesnoth, Warsaw, etc.

Re: Unreal Tournament 2004 is back

#174
post #45

I'm still sad that Epic Games axed UT4 (2014).

I liked UT3 too, but I guess UT2004 was the peak, with all its different game modes. UT3 felt a little bit like a console thing, with fewer modes. Overall I had much more fun with UT2004, playing it with friends in LAN. UT3 simply didn't pack as much fun gameplay.

Ah, for me that would have been UT aka UT99. But chances are, I'm simply 3 - 6 years older than you ;-) Though I definitely I was not the intended age group upon release.

UT4 would have been pretty nice. I remember building the alpha from source when they put it GitHub.... .... Which is now closer to the release of UT 2004 than today. sigh

Re: Unreal Tournament 2004 is back

#175

Earlier quoted context omitted.

Once you do get past it, though, there are some options. Including climbing the tower from the outside with the translocator.

Oh yes totally. But getting to the enemy side was the fun part. Also, how cool was that the translocator could be used as a weapon.

I liked getting to the other side of that map by telepunting - drop the translocator disk at your feet, smack it with the impact hammer just right, and you could send it flying ridiculous distances. You could easily send it the opposite tower in Facing Worlds if your aim was good.

Re: Unreal Tournament 2004 is back

#176

Earlier quoted context omitted.

I think most UT99 maps were balanced for chaos. Different types of chaos depending on the mode and the map. But they were genuinely all great. I don't remember hating any map in particular.

That’s kind of what I miss about classic shooters. No rankings, no matchmaking — just random jank in service of pure pubbie fun. Don’t like the map? No worries, we’ll cycle to a new one in a few minutes. (Or hop on over to a different server.) Versus CS just being endless rounds of perfectly balanced de_dust2 these days. “Competitive,” sure, but freakin’ boring!

It really was all geared towards having fun. And the fact that all the weapons were available on the maps rather than being pre selected made the game so easy to play.

There was no wasting time figuring out what style of play you wanted to go for. You just picked a game mode and went for it.

And as you said, maps were changing very quickly depending on how the game mode was set up.

Plus, so many exploding bodies

Re: Unreal Tournament 2004 is back

#177
post #175

Earlier quoted context omitted.

Oh yes totally. But getting to the enemy side was the fun part. Also, how cool was that the translocator could be used as a weapon.

I liked getting to the other side of that map by telepunting - drop the translocator disk at your feet, smack it with the impact hammer just right, and you could send it flying ridiculous distances. You could easily send it the opposite tower in Facing Worlds if your aim was good.

I didn’t even know that’s a thing you could do! Might have to reinstall the game and give this a try.

Re: Unreal Tournament 2004 is back

#178
Played this a few months back. In terms of value, it felt right up there with the Orange Box.

The one glaring problem the game has is double-tapping movement keys to dodge. Kills your fingers and you can’t ignore it because dodging seems to be the primary mode of skill expression beside weapon choice and aim.

Re: Unreal Tournament 2004 is back

#179

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…

Wow thats a name I haven't heard in a long time! I really miss the way tacops 2.2 felt, never did get along with 3.x versions. Was definitely a formative gaming experience for me as well
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