Falkentyne
[H]ard|Gawd
- Joined
- Jul 19, 2000
- Messages
- 1,868
Hmm is there a place you can download the original/OST soundtrack from?
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I would rather pay for the game and have the mods for free, tbh.
I would rather pay for the game and have the mods for free, tbh.
Ditto, but it almost feels like Epic can't follow that model without pandering to the demands of AAA publishers, which is effectively why UT3 was so mediocre.
And is the reason why this one wont be mediocre, NO AAA publishers!
Ditto, but it almost feels like Epic can't follow that model without pandering to the demands of AAA publishers, which is effectively why UT3 was so mediocre.
If this new community driven model delivers a game which actually accommodates the community and leverages the advantages of the PC platform then I am more than happy to give it a shot, because most other AAA developers sure as hell don't give a shit about developing PC games which aren't in any way compromised by considerations required for console development.
Don't get your hopes up too high, though. This IS the company that has very blatantly and publically given PC gamers the cold shoulder for the best part of a decade.
Really like this track too,
Foregone Destruction:
https://www.youtube.com/watch?v=i214Bv5tPL4
I hope we get music like this in the new game, here is a post from one of the original composers over at UnrealEngine.com
https://forums.unrealengine.com/showthread.php?4828-Music-(Original-Unreal-UT-Composer)
That post made my day!
What's the IP?I play UT almost every weekend. Mostly Sundays, but I sometimes get a Saturday in as well.
The server I play on it hosted by a friend of mine. It's a 155% game speed, 55% air control, instagib capture the flag with low gravity. Fast paced with lots of action.
We've been following all the great discussions going on in this forum, and lots of well thought out proposals. I really appreciate the blueprint prototypes some of you have been creating - it's good to see the discussion threads popping up about them in this forum. One of our designers, Nick Donaldson, whipped one up to try out some movement ideas we'd been chatting about in the office. Blueprint based prototypes are a fantastic way to effectively demonstrate ideas and allow others to provide useful feedback. I encourage everyone to get involved building prototypes (you can use Nick's test level as a starting point - it is available on GitHub) and providing feedback on the prototypes.
I thought I'd share with you some of the movement related ideas we've been talking about at Epic. Most of these mirror or are based on the proposals we've seen here in this forum.
Our preference is to move back toward the level scale and weapon balance of UT99. At the same time, we want to provide as much as possible the freedom of movement and sense of mastery that UT2K4 movement could provide. We also want to make sure that the movement system is accessible and not overwhelming for new players - we want the community to grow and thrive. For now, we should also decouple our thinking about movement in the much more open and large scale vehicle oriented maps - it's reasonable that we may choose some unique mechanics that work for those environments.
It seems clear that Unreal Tournament will have dodging. I don't think it would be recognizably UT without that mechanic. We should keep the double tap control scheme, but at the same time provide an alternative way to trigger dodging for people that aren't comfortable with the double tap.
We're leaning toward not having double jump in the base movement mechanics, and instead increasing the default jump height.
We're experimenting (as you can see in Nick's prototype) with providing the ability to get up over edges that you couldn't quite reach with your jump. This allows us to decouple how high we let players jump from what geometry it seems like you should be able to clear.
We're experimenting with wall dodge - we like the mechanic, and want to make it work well in more normally scaled levels. We're also thinking about whether we'd allow wall dodges to be chained. If we do, we'd make sure that the vertical velocity of the wall dodge was minimal (or zero), so you wouldn't be able to climb, and would actually still be dropping as you performed them.
Wall running, or possibly dodging along walls, is also an interesting mechanic to explore.
The feeling of weight in movement is a combination of gravity and view adjustments when jumping and landing. This gives us some flexibility in coming up with mechanics that are balanced and at the same time feel good.
I really encourage you guys to keep coming up with movement ideas that go beyond what UT has done in the past. We probably won't incorporate most of them, but they help us all expand our thinking, and a few of them may be the key to creating the perfect movement mechanics for the new Unreal Tournament.
There's a lot more we want to discuss that we've been hearing from you and are getting excited about ourselves, so lets keep this conversation going!
Steve Polge
It's $10 on SteamIs ut99 free? I can't find my old copy lol Miss that game, best arena shooter ever.
Is ut99 free? I can't find my old copy lol Miss that game, best arena shooter ever.
During a length interview with RPS, Unreal Tournament 2014 project lead Steve Polge revealed that the remake of Unreal Tournament is not built on any of the previous games. Instead, Epic Games aims to create something new by bringing together the best elements of each UT title. And as you may have thought, the community itself will decide those gameplay elements that must be featured in it.
As Steve Polge when asked about the game on which UT2014 will be based on:
“We don’t really have a specific UT that we’re building on. We’re really trying to understand and talk about what it was that everyone liked and didn’t like from the various UTs, and figuring out how to bring the game forward and bring together the best elements of each ones.”
Polge revealed that Epic Games tried to merge the gameplay mechanics of its older titles in UTIII, which obviously resulted in a disaster (at least in our opinion).
“There’s very passionate fans from each one, and I would say UT III was our first attempt at sort of merging gameplay mechanics between UT ’99 and UT 2K3 and 4, and in some ways I think we did some things right, but there’s some things that we know we could definitely have improved on.”
Polge concluded that with the community’s help, Epic Games will create something new and familiar at the same time.
“Our fans have a lot of new ideas about balance between those two game types. We do too. Again, it’s a challenge when you have people who are passionate about each one, but we think we can come up with something that is… we don’t expect that what we end up with will be any one of those games, it will be something new, but that feels both new and really familiar and appealing to most of our fans.”
Unreal Tournament will be powered by Unreal Engine 4 and will be completely free!
I'm not even sure you could have many of the neat ramp jumps, like on Rankin, without UT03/4 style movement.
You'd have to get hurled really hard by the dodge, or it would need to be less severe of an incline maybe... neutering movement is not the way I want to go, but people have a megachub for UT99.
Fucking noobs, man. Sadly, I think Epic is going to make it super accessible by levelling the playfield by tying everyone's hands. That'll show them nolifers with their skills..........................
First deathmatch round played on the new UT!
http://www.youtube.com/watch?v=XupPMjJB0-8
Love that they are being so open with the community, the way the industry has become so clandestine and PR focused seriously gives me the shits.
It concerns me a little that we see EXTREMELY alpha-looking footage and they say "we'll be getting the game out soon"...
That's the entire point, its a community driven development so they want to get the alpha out to start receiving community input and feedback.