Unreal Tournament multiplayer with mutators[1] was awesome fun, like the one that made the player avatar grow bigger when the player scored a kill, and vice versa. It's a shame later multiplayer games didn't pick up on the mutator concept. Being able to easily tweak the gameplay mixed it up and added extra challenge or fun. [1]: https://unreal.fandom.com/wiki/Mutator
Was there a bighead mutator? I seem to recall players with huge heads.
Epic Allows Internet Archive to Distribute Unreal and Unreal Tournament Forever
81–90 of 121 posts
Re: Epic Allows Internet Archive to Distribute Unreal and Unreal Tournament Forever
#82Earlier quoted context omitted.
My first introduction to Unreal was via the "Unreal Tournament: Game of the Year Edition" right around the year 2000. I fondly remember some of those maps (Facing Worlds for one) but to think that lineage ends up at Fornite is crazy to me.
The base game was fantastic. Never could say no to a game on dm-morpheus. But what really made it great for me were the total conversion mods. I spent probably thousands of hours playing Infiltration back in the day. I can't imagine how much time and energy must have been poured into completely re-doing a game like that.
Re: Epic Allows Internet Archive to Distribute Unreal and Unreal Tournament Forever
#83Earlier quoted context omitted.
Its a crime that Halo 1 had Boarding Action and it never resurfaced (outside of Forge recreations) in later titles such as Reach with movement options like jetpacks.
I'll be honest I was never a huge Halo buff at least until Multiplayer. Maybe you can help me. My earlies memories of Halo2 multiplayer involved a map with two bases on opposite sides in a canyon. I bring it up only to talk about it, I know I could look up the name... It was the first online pvp game I had played. Having 1v1s with people with voice chat was so addicting. I remember it used to use an ELO calculation f…
Re: Epic Allows Internet Archive to Distribute Unreal and Unreal Tournament Forever
#84Re: Epic Allows Internet Archive to Distribute Unreal and Unreal Tournament Forever
#85Earlier quoted context omitted.
The base game was fantastic. Never could say no to a game on dm-morpheus. But what really made it great for me were the total conversion mods. I spent probably thousands of hours playing Infiltration back in the day. I can't imagine how much time and energy must have been poured into completely re-doing a game like that.
That’s a name that brings back memories. Infiltration was so far ahead of its time, and it’s interesting to look at how many of its features are now standard on even run-and-gun FPS these days.
But it's good that the games industry caught up so the infiltration-itch can be scratched in other ways.
Re: Epic Allows Internet Archive to Distribute Unreal and Unreal Tournament Forever
#86Earlier quoted context omitted.
? Internet Archive is sure to outlast Epic. Putting all your eggs in the same basket is worse than allowing the archive to do what they were created for
Given the continued mismanagement of the IA I would put decent money on that not happening actually.
Re: Epic Allows Internet Archive to Distribute Unreal and Unreal Tournament Forever
#87Unreal Tournament multiplayer with mutators[1] was awesome fun, like the one that made the player avatar grow bigger when the player scored a kill, and vice versa. It's a shame later multiplayer games didn't pick up on the mutator concept. Being able to easily tweak the gameplay mixed it up and added extra challenge or fun. [1]: https://unreal.fandom.com/wiki/Mutator
> It's a shame later multiplayer games didn't pick up on the mutator concept. The terminology didn't catch on, but the idea is out there. Compare "game modes" in Overwatch, for example: https://overwatch.blizzard.com/en-us/news/22938941/introduci...
Re: Epic Allows Internet Archive to Distribute Unreal and Unreal Tournament Forever
#88Unreal Tournament multiplayer with mutators[1] was awesome fun, like the one that made the player avatar grow bigger when the player scored a kill, and vice versa. It's a shame later multiplayer games didn't pick up on the mutator concept. Being able to easily tweak the gameplay mixed it up and added extra challenge or fun. [1]: https://unreal.fandom.com/wiki/Mutator
Turns out, if a redeemer rocket flys over, sound frequency goes slightly lower. If a few 100s of these fly over, sound frequency goes rock bottom, making the announcer say stuff like: Monsterkiiiiiiiuuuuuuuuuuuuuuuooorrgglllll. And then the whole level explodes because hundreds of redeemers tend to set each other off in a chain reaction
Fun times.