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Unreal Tournament 2004 is back

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Re: Unreal Tournament 2004 is back

#191

Earlier quoted context omitted.

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!

Everything about Tribes was awesome.

Such a shame the way the post-Dynamix/T2 development studios completely failed to understand what made 1 & 2 great.

Re: Unreal Tournament 2004 is back

#192

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…

That entire realm of "Run your own game servers and do whatever you want with it" is dead. Not because of cheating either.

It's dead because if you can play on a server that lets you equip a skin you didn't pay for, that's bad for Epic's quarterly statements.

Your fun is not profitable enough. Sorry.

Re: Unreal Tournament 2004 is back

#193
post #20

This is great. I remember playing this for the first time at a Wizards of the Coast in the mall. They had 8 or so PCs on a LAN in the back of the store. My first true LAN party I guess.

Same, one of my very first gaming experiences. Nothing but great nostalgia!

Re: Unreal Tournament 2004 is back

#194
post #7

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…

My favorite game of all time was Quake, similarly extended with QuakeC, into the QuakeWorld CTF game. I still dream about those maps.

Same, same. E4M3 Elder God Shrine forever.

Re: Unreal Tournament 2004 is back

#195

Earlier quoted context omitted.

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 t…

There was also the opera mod which was pretty cool.

Re: Unreal Tournament 2004 is back

#197
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.

I was surprised when I realized, that a game from year 2004 still had a software renderer. But I thought it was just old leftover from the first Unreal game.

Re: Unreal Tournament 2004 is back

#198

Earlier quoted context omitted.

Facing Worlds was absolutely peak.

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.

> a strategy-less map

I only really played ut2k4 not 99, but in the 2k4 Face map there was a "ledge" (I don't know the term, like a stray polygon edge or something) out of sight on one side where you could fake like you had fallen off, land on the ledge, wait a couple seconds and then crouch or do whatever it was that made you drop the flag.

The game would show the message "so and so dropped the flag" which IIRC was the same message it shows when you die while holding the flag, and to most people it seems like you fell into the void and died, but you're actually just hanging out on the ledge.

There wasn't a way back up from the ledge, so you can't do this to shake people chasing you and then go score, but if you do this while you're ahead, the other team can't score until they get their flag back...

okay that's not really "strategy", it's super cheap.

Re: Unreal Tournament 2004 is back

#199

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 lost so many hours to this game. Thank you for the walk down memory lane.
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