Honestly I wish Epic would just relinquish the IP and let fans carry it. They don't want anything to do with it anyway and all they care about is Fortnite.
Honestly I wish Epic would just relinquish the IP and let fans carry it. They don't want anything to do with it anyway and all they care about is Fortnite.
Thanks for the post btw you reminded me that I once planned with my friends that we would try doing a LAN party once we all get a vacation xD!! might put the pile of PC parts in my room to good use finally!!
Would you believe most of those old sites that hosted them are still up?
In all their 2004/2005 glory, too.
UTZone is still kick'n.
Plus there's newer places like Unreal Archive.
GameBanana has a crap-ton of skins and such, too.
Check em out.
Hot take, i always hated Facing Worlds. It's like the "Turbine" for UT. I always disliked big giant space maps where people just keep hitscanning you from 300km like Longest Yard in Quake. Best maps are the ultra closed claustrophobic shitfests lmao
Hot take, i always hated Facing Worlds. It's like the "Turbine" for UT. I always disliked big giant space maps where people just keep hitscanning you from 300km like Longest Yard in Quake. Best maps are the ultra closed claustrophobic shitfests lmao
As you may have heard, Epic Games have decided to disable the master server for ut 2004. As a result, the community has decided to replace the master server with one of our own, and this guide will
As you may have heard, Epic Games have decided to disable the master server for ut 2004. As a result, the community has decided to replace the master server with one of our own, and this guide will
I spent entire years of my youth in UT99.
My best friend and I would constantly make new skins and maps and compare our work. I have no idea how many hundreds of hours were spent in the game and UnrealEd. UT2k4 was a lot of fun too, afterwards it got all a bit wobbly.
UT3 was depressingly fine. It looked great but it was clear their heart wasn’t in it anymore and they were only trying to sell the engine and not make a game.
Unreal 1 is to me also the gold standard of peak pc single player fps. Playing it when it was brand new was mindblowing. Unreal 2, not so much. I remember the doctored screenshots receiving a lot of backlash back then. If only the disappointing graphics had been the worst part of the game.
I spent entire years of my youth in UT99.
My best friend and I would constantly make new skins and maps and compare our work. I have no idea how many hundreds of hours were spent in the game and UnrealEd. UT2k4 was a lot of fun too, afterwards it got all a bit wobbly.
UT3 was depressingly fine. It looked great but it was clear their heart wasn’t in it anymore and they were only trying to sell the engine and not make a game.
Unreal 1 is to me also the gold standard of peak pc single player fps. Playing it when it was brand new was mindblowing. Unreal 2, not so much. I remember the doctored screenshots receiving a lot of backlash back then. If only the disappointing graphics had been the worst part of the game.
Doctored screenshots?
What are you talking about?? I never saw those but there was a lot of pre-release screenshots and concept art. Some of the concept art was confused for screenshots maybe too. And in some pre-release screenshots the game actually looked better, but on release the game still looked damn good, maybe your graphics card had problem with it, when I first ran it it looked awful because of that reason and other. It couldn't do most of the graphics. The Xbox version also got scaled down on graphics.
also...in the past I made here some interesting posts on the topic
What are your favorite Class Based Team Games online? For me it might be Unreal 2 XMP (more on that later, the addon version) xbox version:
retrogametalk.com
Funny thing is, currently I am playing through a late beta version of Unreal that got fully recovered only when I got "on the run" last year, so I do it now on public access computers out of lack of windows laptop(s) that I had to leave behind. lol
And there is a particularly interesting level that got cut (otherwise the beta has all the same levels as the released game, just different versions of them and minus the Radikus level) that used a seamless variant of the warpzones. Not just portals but the level is made a bit "Escher-like". Funny thing is that almost noone ever used full potential of these things. There was even meant to be a gametype for UT that used these things and switch them. But you can make a dynamic maze of switching warpzones to another location, a feature not known by many people and it was implemented for that UT game originally, first featured on the engine version "220".
Either way the level was called DmSolaris. It was only once ever shown in a public screenshot and that was in the preview article for Unreal Dreamcast version. Its possible the level would become a Dreamcast exclusive if it wasn't cancelled.
There is a guy here who played the level (though he gives some incorrect information in his videos on the background of it all) on the community patched version of the game.
Basically with warpzones you can have what is known as non-eucledian geometry. Its not perfect, and by default hitscan stuff doesn't travel through but it was cool thing either way.
It also absolutely needs to have the same dimensions on the other side, otherwise weird things/homs start to happen lol.
The level hasn't been properly ported to UT yet, I would have done so if I had the means/chance though.
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As for Unreal II again, it had a really rough developement and it was messed up by a lot of executives/decisions. The last nail in the coffin was the project director leaving for good, it was like Zack Snyder leaving Justice League as director and the results were similar if not worse. I do have access to documents from around the time he left and the level scripts and dialogues, sadly not the whole "cut". There are whole parts of game missing.
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