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Unreal Tournament thread. Can we get one going?
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You are currently reading a thread in /vr/ - Retro Games

Thread replies: 117
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Unreal Tournament thread. Can we get one going?
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Fuck that map.
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>So i told him to 1v1 me with instagib rifles... he actually did it the absolute madman hahahahahahaha!
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Don't mind me, just being the best map.
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any /vr/ servers?
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>>3317368
i would like to play with you guys but it would need to be later. have to head up to the store
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>>3317421
that's not deck16
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Compilation of CliffyB's recommended user-made UT maps from his old Ownage website
http://www.mediafire.com/download/2ha2ggf2b9576yr/Ownage+Maps.zip

The website
https://web.archive.org/web/20020204083455/http://www.planetunreal.com/cliffyb/

Also, if you play with bots, I highly recommend this mutator
http://www.mediafire.com/download/vvfzjxm0kwcbcbr/X8RandomBotsV090.zip

Most of UT's bots out of the box have their stats (accuracy, strafing, etc.) set to 0, have no preferred combat style, have no preferred weapon, etc. which makes fighting them rather easy and monotonous (outside of infamous exceptions such as Loque and Tamerlane). You can edit them on your own, but it's a painstaking task. This mod allows you to generate a randomized set of bots with varying preferences and varying stats based on the stat brackets that you set. For example, you can generate a random set of bots with their accuracy varying between 0 to 0.5, with their strafing varying between 0 to 1, etc.

If you have already made edits to the UT bots through the bot configuration menu and don't want them to be edited, this mod won't affect those. This mod will simply load its own bots in a match upon usage of the mutator.

Other things to note: setting camping other than 0 will sometimes cause bots to just camp like a retard in a map even if they have no weapons and powerups. Also, the mod generates bots with duplicate names. You can delete the entries with duplicate names, but it's a tedious task. I prepackaged the mod with the .ini I use which has the bots' stats set to my liking (camping always at 0, accuracy varies between 0 to 0.5, the rest of the stats vary between 0 to 1) and with the duplicate names removed. The original .ini is still included. Read the mod's readme if you want to edit the existing .ini files.
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>>3318559
>CliffyB
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>>3318583
Yeah, fuck the lead designer of the game, right?
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>>3318592
Yes.
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/vr/ server when?

id love to tyrannosaurus REKT all your asses in Crane
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Does anyone happen to know the name of this map?
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i used to play vs bots all day every day

shit is so fun
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>>3318583
I don't quite understand the hate against CliffyB.
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>>3317514
this tbqh super famicom
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>>3321079
Idiot who not only ruined UT3 but also Epic for tunring away from fast paced fps to slower cover based tps. Also he sprouts stupid stuff all the time acting like some bigshot.

>>3318592
Besides desinging some maps he didn't really do much with the Unreal games.
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How many of you camp on CTF-Face?
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Is this game any good on Dreamcast or PS2?
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>>3321142
It was pretty fun on the PS2. It had some of its own maps and characters. Some of the those maps got ported over to the PC version.
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Only played it on the PS2, don't know how well it is on the Dreamcast.
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Low grav instagib or gtfo
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>>3322539
gtfo then
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I used to run a server with Binslayer rifles and low grav. Good times.
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>>3317421
That's not Facing Worlds, sniper rifle CTF only, final destination.
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>>3322546
probably easier now with 4k displays
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Anyone in any clans?

{HzA} Zark rifle mod
[MOD] Binslayer rifles
<uXc> regular wepons
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>>3322553
Used to be in an old one called FDM before members moved on to BF2 and other military shooters. It completely died around the release of UT3
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I used to like that game until I learned how fucking cheap people can be in that game. The instadodge can be fucking overabused, the weapon balance is shit, and the level design invites hiding in hard to see places for cheap shots. Plus the fucking network code is STILL not that great from when the original Unreal had to patch it endless times to get it even semi-functional and you get horrible lag, weapon fire direction being wrong, and players glitching around under certain circumstances even if you're playing host and regardless of how much ping you have (even LAN has this problem).
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>>3323913
Play co-op instead of deathmatch then.
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>>3317368
>Buy a copy of UT at a flea market
>Turns out to be burnt but thus had no copy protection (Not sure if the retail game did)
>Make over a dozen copies
>Bring them to school and hand them out to a bunch of people in one of my classes
>Jocks, preppy chicks, geeks, pretty much every type of person bonding over fucking UT
>Played for hours and hours over a couple months
>Impact hammering people off the edge and having them glare at you all class the next day

It was just surreal how much appeal this game could have even to people that didn't play games at all. Truly a testament to how good it is.
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>>3318559
>Most of UT's bots out of the box have their stats (accuracy, strafing, etc.) set to 0
https://jonlinney.co.uk/info/utbots.htm
0 or baseline 50?
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>>3324062
I was referring to the number scale used by the mod's .ini, which goes from -1 to 1. If you use a scale that goes from 0 to 100, then the equivalent would be 50.
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>>3324083
That makes sense. Haven't peaked into the bot section of the .ini's in like a decade.
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>>3317421
That's not Crane
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>>3322546
Facing Worlds is literally one of the worst maps in FPS history.
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>>3323936
>even to people that didn't play games at all. Truly a testament to how good it is.
That's usually a sign of how bad something is not how good something is.
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>>3321030
Arturo's or something?
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>>3324196
I can see where you're going with that, and I somewhat agree, but I find it only applies when the game in question is extremely simplistic, like a phone app. Sure UT isn't the most difficult to get into, but it definitely has a lot more depth than the average application of that line of thought.
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Morpheus is still fun as fuck. During college, we'd play over a LAN and every time this guy got the Redeemer, he'd yell across the room "SHOW ME YOUR ASS" as he flew the nuke around the towers.
I miss those days.
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>>3324195
this is a really bad opinion
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Liandri Core + as many players possible (fill with bots if necessary) = trippy shit as fuck
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>>3324998
I mean, I can see it. It's literally just two towers floating on an island with nothing in between, basically designed for people to whore snipers. I have no real explanation for why I love it so much but I do.
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>>3324998
> dat tumblr filename
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>>3317469
>no mousewheel glitch
Shit webm desu
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I've really never played it, I'm more of a Quake guy (suck at both), is it good?

Is there any way we can play this online?
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>>3325612
nowhere near as fast as quake but all things considered UT is a great FPS.
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>>3325612
UT is about 15 times more interesting than quake, even in simple deathmatch

But if you want purely a reflex test, then as >>3325642 said there's no beating quake
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UT2014 is okay btw, better than 2k4 in my opinion.
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>>3325070
it's just nonfuckingstop death. super fucking fun.
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>>3325665
>UT is about 15 times more interesting than quake
>if you want purely a reflex test there's no beating quake

is this a new meme
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Someone please make a /vr/ server, I'm dying to play for the first time online
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>>3325742
>is this a new meme
Yeah, it's called opinion. Extremely dank. Also enjoy your overwatch clone.

>>3325710
>it's just nonfuckingstop death. super fucking fun.
UT99 has infinite translocator ammo in case you don't know. Also, I seriously hope you guys don't just walk out the front door with enemy flag.
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Meanwhile UT2014 has an whole 5 maps that are too visually busy to be enjoyable, the bare-bones shells are pretty great though.

Someone modded assault game mode in, but I still haven't tried it.

List of never ever:
>link nerf
>greed
>betrayal
>double domination
>bombing run
>DM-hyperblast
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>>3321136
All. Of. Us. Besides that smelly kid who actually insists on going for the flag cap, nobody likes him, but he keeps showing up.
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God yes

https://www.youtube.com/watch?v=ztHc0gBgwYk
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>>3326276
top tracks:
>forgone.umx
>razor-ub.umx
>skyward.umx
prove me wrong
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>>3326302
I would replace razor with mech8... but seriously there's so many good fucking tracks, it's kind of a short sell to go top 3.
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>>3326309
Actually it's a smaller OST than both unreal and deus ex

And in DX cause you can easily pick a top 1
https://www.youtube.com/watch?v=odfCTFPyZCo

Also, I like the UT3 remixes better than UT99 soundtrack, they hired jesper kyd, what can I say
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>>3326302
Almost
>run.umx
>skyward.umx
>SAVE ME.umx

honorable mention to Botpack #9
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Flak-tan best gunfu. Rocketlaun-chan fags need not apply
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>>3326337
>Flak-tan
That's an interesting way to spell ASMD-tan
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>>3322543
I loved binslayer servers
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>>3326337
Flak-tan has always been the best girl.
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>>3325665
Never insult Quake again. Quake duel is the highest skill ceiling of all FPS. Is the architecture typically gothic, are the maps generally dark and brown? Yea. That's just its style. UT has interesting weapons with alternate fire. It's fun but real competitors go to Quake.
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>>3326714
anon is still right though. You're confusing competitiveness with fun
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>>3326714
>Quake duel is the highest skill ceiling of all FPS
They aren't really all that different in that particular mode, weapons, yeah, and movement physics. Being able to bunnyhop does not a high skill cieling make, you can get the basics of strafe jumping or whatever you kids call it these days in 10 minutes.
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>>3325710
You know what's also super fucking fun, someone using an instant aimbot with no reload time that goes through walls during instagib. Just nonfuckingstop death.

Oh, wait, that's not fun at all. Looks like your argument doesn't hold water.

Also, it's boring as shit because the separation combined with open level design limits your options. You have basically two options, charge out in open right or charge out in the open right. You can try to translocate or hammer jump but ultimately it's going to end up being a nearly identical encounter. If translocators are on, then you've got one additional option of translocator boosting to get a flag.

Even the original 2Forts designer wasn't so bad at mapping enough to leave out alternative paths and obstructions to change the game pacing and methods of approach. Making it a significantly more enjoyable, interesting and playable map even if it's not as fancy looking.
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>>3327031
i wasn't trying to argue bruh i just said it was super fun

stop being a fag
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>>3324196
yeah sort of like tetris, super mario bros, etc
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>>3317405
Instagib + slow mo = heart pounding
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>>3327972
>Not increasing the game speed beyond 130% with instagib enabled
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>>3326346
Shock-Raifu is for normies.
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>>3330519
No, Flak-chan is an easy lay. Shock-chan is a gentleman's raifu *tips fedora*
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>>3325673
>shaky mouse that can't aim
>sliding back and fourth in a firefight
>spamming blindly
Well it's a good thing your opinion on UT isn't worth shit.
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>>3331045
the player shown didn't die. His opponents died. What ever problems you might have with their technique, it worked well for them.

I'm a little surprised how much the game reminds me of UT99. I don't have the hardware to run it, but if I had, it probably would be a nice substitute (if it retains the no-fuss single player)
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>>3331045
I never did git gud at UT, it's true. Still my favourite multiplayer FPS.
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>>3325942
Why do the counters under the crosshair dance when you walk?
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>>3331667
to suggest they're similar to holographic projections in world space, not overlays in screen space. The movement gives them a little bit of "weight"
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>>3331678
Okay, though it feels weird that only they do that, everything else is still.
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>>3331681
agreed, it looks inconsistent
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>>3331667
Something something view bob "pre-alpha"

Or maybe it's tied to weapon bob
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Re: Q3 vs UT, could someone post some examples of high-level UT matches? Maybe from famous tournaments back in the day? UT2K4 too, if that was even a thing. I doubt UT3 was popular enough to ever have had a competitive scene.

I assume there's no real competitive community for any of the games any more, right?
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>>3331926
anyone with skill played quake. maybe played CS if they were low IQ and retarded but had good aim. high level UT is a myth
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>>3331926
UT has duel and 5v5 CTF as competitive modes

https://www.youtube.com/watch?v=A1ea-F0mnIU

Here's a fresh one, ACo is one of the most famous UT "pros", played 2k4, UT3 and UT2014. Not sure about UT99.
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>>3331053
>I don't have the hardware to run it, but if I had
You don't have a computer made in the last decade and a half?
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>>3334025
laptop from 2008 and a desktop from 2009, "upgraded" with a 660GTX or so. So I'd expect to run that game at like 800x600 with half the effects disabled. Might as well run UT99 in full pretty mode then
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>>3334031
>desktop from 2009, "upgraded" with a 660GTX
Yeah you should be able to hand it medium settings at 60FPS at full res from what I've read at least.
I haven't played it and won't until it's released in more public manner. But so far indicators are that you really don't need anything spectacular to play it and a 660GTX is more than capable video card to play basically everything these days. The processor depends on which as much as when. An i7-960/975 for example from 2009 would be suitable for most games today as well. Other people have noted using worse processors without a problem.
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>>3324998
tumblr plz
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>>3334050
>The processor depends on which as much as when
Core 2 Quad Q9550 (2.83GHz), Yorkfield, it seems

Guess I'll give a demo a try when the game's actually available
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>>3334068
https://www.youtube.com/watch?v=PDtPxG7jSWw

This guy does a UE4 demo with the same processor, better video though. But yeah your processor shouldn't really be holding you back too badly. You'll definitely be able to configure it to playable standards at minimum.
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>>3334091
Noting his is overclocked though. But it depends on the game, scenery and so fourth.
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>>3334091
we'll see. UT99 with MeTaL textures runs fluently at full screen and looks pretty. I don't need the latest and greatest. 2014 was just an option because it reminded me of 99 in style
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>>3334098
Even UT99 isn't that optimized and on modern hardware you can get framerate drops on some custom levels like this
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>>3334109
I play only the stock levels, so it's unlikely I'll encounter that issue
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>>3334109
This level also dropped me below 60 a few times. I forget which processor/card combo I had in at the time.
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>>3334118
Derp, need image.
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>>3334109
>>3334121
when people make these levels, do they pay attention to the old school mesh limits?
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>>3334126
Iunno. It works on my version of UT. I'm not really aware of the technical specs for UT or it's mesh limits or changes with any of updated patches.
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>>3334135
oh, not talking about any limits of the engine. Just, it's an old engine, with a bunch of inefficiencies. It was a common practice back then to obey some informal mesh limits, how many vertices you see on the screen normally during play. Designers would put in corridors, or leave out details to meet these limits. Nothing prevents you in UnrealEd to just go all out and do insane amount of polygons. They will bring the engine to its knees though, hence the framerate drops.
Back then level design used to be a bit of an art, you couldn't just do what you wanted.
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>>3324104
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>>3334146
In that case, probably not. Those two levels would shit on hardware released when the game was. I forget what I was running at the time. It might was likely a Q6700 with either GTX 260 or a GTX 950 and they were playable but the AA used was pretty heavy hitting especially with the resolution. Though in UT99 I framelock to 85FPS because the game has shit framerate dependencies that affect physics, texture animations, and weapon damage.
The mouse input is also kind of garbage and the low 85fps limit doesn't do it any favors but it's playable.

Those levels were more see what you can do with the engine levels. Fully playable though. Though the latter is fairly big and that one image is only showing about a fifth of the entire level or so and there's a garage that's roughly fully implemented in that every level has multiple fullscale cars on it and ramps all the way to the bottom in the same way the construction sight is and I think an elevator or teleporter that goes up and down floors. It's been a while since I've played the level.

It's a shame the subway train, doesn't go around underneath the entire thing, it just passes through the tunnel.
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>>3324104
Why do people like the worst kinds of maps with the shittiest flow and terrible designs.

You've got perfectly decent maps like whatever the fuck this one is called.

Shit there's another decent third party map that some guy made that was on 99 and 2K4 with a spiral ramp on the right, elevator in the back, and a crossection of water below by the ramp. I forget the name of it, I'd have to go through the maps. That was a good map for UT99 and 2K4.

Roughinery is a great map for 2K4 but it doesn't translate quite as well to UT99 due to the more constricted movement options.
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>>3325665
I find UT is more reflex nessecary than Quake because UT tends to have less momentum in movement and less indicators on direction to track. So you kind of need to be ready to dodge a poorly animated enemy who can dodge in any direction and when they dodge depending on what they've done you might need to deal with teleporting or the rough stops and moving in a different sporadic direction.
Quake's movement and thus aim generally has a regularly smooth and fluid flow to it. UT is more stuttering and teleporting all over the place constantly without any predodge lean indicators anything and also tracking potential bounce/movement from translocators. Similarly the sporadic movement you'll make yourself requires sporadic offsets to maintain mouse positioning.
UT always seems way more challenging to position for mouse even though the overall movement fairly slower in general. The worse mouse doesn't help that fact either.
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>>3334226
Also, while dealing with the poorer input and rigidity of motion, the shock rifle adds yet another thing to the aiming repetoire. The closest thing to it in Quake is air rockets on enemies since you can bounce them higher and longer in a way you don't really get in UT. But your aim is still generally centralized on the path prediction of their motion unless you're playing QW and have bounced someone from a non frontal direction in the air whose maintained their momentum and can now swirl in either direction while moving forward making much much harder to predict since they can swerve around rockets. Frontal rockets in QW are effectively death, side/back rockets can actually manage to get you killed since the person in the air has a much easier shot at you while still controlling their movement and being harder to hit now. The plus side is they're going to be concentrating on their movement as well unlike someone whose been popped in the air from the front who has no movement control anymore and whose only option is to aim at you with an entire floor as backdrop for splash damage before you kill them in an attempt to stalemate.
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>>3334238
How long have you been playing Quake 3? Have you gotten down strafe jumping or using the mouse?
It seems odd.

I mean even if you watch some of the pros they have even less mouse movement than I do regularly, a bit jumpier in comparison but also steadier in many situations.
https://www.youtube.com/watch?v=z7cfCUA4Ia8

It might explain why you're having trouble with the bots on medium. Settle down with your mouse and pay attention the bot movement in general and you'll probably do better. Crosshair where they will be in necessary time not where they are immediately, play the game as a fraction of a second ahead of what you're seeing rather than what you're seeing on the screen immediately in front of you.
Though it's difficult to imagine you not having that much trouble with UT bots given how jumpy they are and their weapons if you have trouble with medium difficulty bots in Q3 which aren't hard at all. I could understand having less than ideal mouse input coming from UT and not having acclimated, but you don't need great aim to even beat bots on medium.
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>>3334298
https://www.youtube.com/watch?v=2DDfwrjVyxk
Here's some quakeworld. Watching the mouse movement you should notice a significant amount of smoothness and regularity. There's some snapmotion but alot of it is just speed and precision and doesn't make up the majority of mouse play.

I'm not saying UT99 doesn't have any smooth motion, but it trends towards snappiness like around the 4:00 minute mark you start seeing how UT kind of forces you to bounce around rapidly in close encounters in a way Quake rarely does.
https://www.youtube.com/watch?v=t0KkSoV_Gyw
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>>3334068
i5 3570k and GTX 680, solid 90 fps on "high", solid 60 on "epic". Considering most maps look UT99 tier at this stage in development it can run on almost anything.
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>>3326389
Which ones did you visit? [MOD]? Thrill Kill Club?
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>>3325673
>>3325942
UT2014 looks barely better than UT3, so why the ridiculous requirements?
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>>3334121
I played the fuck out of this, and two other city maps (a rainy/Matrix inspired one and a Judge Dredd looking one) with Infiltration and TWT zombies. That was the shit back then.
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>>3318559

M8 ur a fuckin top guv, ave a banana me ol mucker

I've been trying to find a decent set of UT99 maps for ages but most of the places that hosted them are archaic as fuck and require some serious e-exploring to find the decent loot.
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Which is the objectively better UT: '99 or '04?
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>>3337076
'04, but people love 99 because no copy protection and playable online, it runs on toasters these days, they're idiots.
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>>3337396
There are things I absolutely fucking hate about 2k4. But I guess the "objective" answer is "whichever I played first".
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>>3337396
>>3337673
2k4 looks too busy for me. 99 has just the right focus
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>>3321136
I know it's been a bit but do you have a source for that pic. GIS only shows its guess of 'human'.
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