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Unreal Tournament 2004 is back

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181–190 of 208 posts

Re: Unreal Tournament 2004 is back

#182

Hoo boy. I lost waaaaay too many hours to the Monster Hunt mod back in the day. The RPG style PvE one. All those leeches link gunning the one brave player at the front shooting the boss... Crazy fun I'm not sure if this release is a good thing or bad thing for me haha

Oh man, I'd forgotten about Monster Hunt. That's the one with the gates right, which spawned a boss when you destroyed them all?

I had a heavily modded version of the game that I ran with bunch of other most, including ChaosUT (Loved the explosive cross bow), some Infiltration weapons and other random bits. Genuinely some of the funnest gaming I remember having as a kid.

Re: Unreal Tournament 2004 is back

#183

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.

de_rats and similar in CS1.6

Re: Unreal Tournament 2004 is back

#185

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…

The entire extensibility story in Unreal series has been amazing from the get go. Where QuakeC was really more of a scripting language "on the side", with UT it felt more like the entire game is written in UnrealScript, with some native bits here and there for performance. The language was interesting too, incorporating things such as first-class support for various states (you could define different implementations…

Sounds a lot like emacs, there's a core written in C etc but the overwhelming majority of the bits that make it an editor are in a scripting layer that you can change at runtime (and indeed there's hardly any reason to use emacs if you're not doing so)

Re: Unreal Tournament 2004 is back

#186
post #58

Surely epic will shut this down. The installer downloads a copy of the original game, well that is my reading of it.

Did you read the part where they say “With Epic’s blessing”?

Bold to assume a poster on the internet can actually read.

Re: Unreal Tournament 2004 is back

#187

Earlier quoted context omitted.

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 a…

On the other hand, during the anarchy years of bring-your-own-skins (and sprays), there was a lot of horrible shit out there — goatse was only the tip of the iceberg.

I don't buy the 'people need to be protected from things' argument.

I lived both eras.

Independent servers and self-modding were hands-down superior in terms of creativity and fun.

The current locked-box 'as the developers intended' version sucks in comparison.

And as referenced, its primary purpose is absolutely to enforce scarcity so that can be monetized.

Goatse in exchange for true ownership? Any day of the fucking week. My eyelids work, and I can close them myself.

Re: Unreal Tournament 2004 is back

#188
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 want something wild and frenetic check out Chivalry 2. It's an FPSlasher

Re: Unreal Tournament 2004 is back

#189
post #131

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…

Few games today can put me in the heightened frenzy of an Unreal Tournament instagib match. Pure, unadulterated adrenaline. For a few years Sauerbraten scratched that itch.

UT1 was basically instagib by default: https://m.youtube.com/watch?v=Hm3m1sszTEs&t=6s

So many sounds that will forever live in my head.

I think I actually beat UT99 on a laptop trackpad a couple years later. (School device)

Re: Unreal Tournament 2004 is back

#190
post #51

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…

Luckily it seems modern games (e.g. TF2, Overwatch) make this even more accessible with so called "workshops".

Eh... it was arguably more accessible back in the day, because it was (a) server side & (b) fully decentralized, so each server admin could run whatever they wanted.

Some games come close now, but I'm not aware of any multiplayer games that afford that level of control to their playerbase.

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