Unreal Tournament 2004 is back
91–100 of 208 posts
Re: Unreal Tournament 2004 is back
#92UT99>
Re: Unreal Tournament 2004 is back
#93One 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…
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.
Re: Unreal Tournament 2004 is back
#94Are 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.
Re: Unreal Tournament 2004 is back
#95I'm still sad that Epic Games axed UT4 (2014).
Re: Unreal Tournament 2004 is back
#96Re: Unreal Tournament 2004 is back
#97UT99>
Yeah, I couldn't really get into UT2004. Not sure what it was that bugged me since it was so long ago. But I played a lot of UT99 and I was doing it on a 28.8 modem.
Re: Unreal Tournament 2004 is back
#98Are 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.
Re: Unreal Tournament 2004 is back
#99One 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…
This reminds me of Quake with the DeFrag mode "sub-game", but also gameplay available in Quake Live in which you could have a Railgun only match, but they could also behave like Rocket Launchers for rocket jumps. Also allowing players to change the configuration of their game through the dev console was cool. My favorite visual change was to configure the railgun trails to persist for multiple seconds.
Re: Unreal Tournament 2004 is back
#100Earlier 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.
... except fun.
But guess what metric matters most?