As much as I love UT99/04's utlra blocky industrial visuals, I absolutely adore the new aesthetic they've gone with, it's absolutely incredible looking.
and for an early alpha, what I've played is already fun as hell. I'm far too used to double jumping, but the wall dodge / sliding system is fantastic
i'm definitely gay for UT
Why haven't I downloaded this sooner?
Do you see what I see?
[img]http://puu.sh/gnFfO.jpg[/img]
my only gripe with the newest map atm is that it feels like they used too much white and i hope not all of the levels are like that, otherwise its amazingly perfect
[QUOTE=MacD11;47263982]my only gripe with the newest map atm is that it feels like they used too much white and i hope not all of the levels are like that, otherwise its amazingly perfect[/QUOTE]
I think it's to contrast with the generally darker playermodels
[QUOTE=hrak;47263991]I think it's to contrast with the generally darker playermodels[/QUOTE]
Even then, it just feels like they like the colors white and orange too much, and i hope that every map doesnt end up like that
EDIT:
I should probably clarify. It works perfectly on outpost21, but anywhere else it would just feel tired and really kind of annoying to me unless there was a very wealthy amount of maps present.
Yeah but it would suck if every map was like that
[QUOTE=MacD11;47264024]Even then, it just feels like they like the colors white and orange too much, and i hope that every map doesnt end up like that
EDIT:
I should probably clarify. It works perfectly on outpost21, but anywhere else it would just feel tired and really kind of annoying to me unless there was a very wealthy amount of maps present.[/QUOTE]
DM-Lea is a perfect example of how it doesn't necessarily have to be clean for it to work, so I don't think they are going to go overboard on super clean Whites and such.
Why on earth would they make all the maps the same style?
I don't see how you can be concerned about that.
UT99 has a very dark style to it, but each level felt different and exciting. Who is to say that the new aesthetic can't do the same just as well?
I'm a hardcore UT99 fan. So much so that it's still my go-to in terms of multiplayer FPS. But I'm giving these guys the benefit of the doubt here, especially since the majority of the content is fan-made or has made changes based on fan input. True fans of the series are going to be the ones in the forums making the critiques, and providing content. And that's what this game is for, the fans.
The temple maps already have the Unreal 1-nali crosses in some of them so I'm certain we are gonna get an official "updated Unreal 1 temple" look which is exciting because I loved those maps.
[QUOTE=paul simon;47268851]Why on earth would they make all the maps the same style?
I don't see how you can be concerned about that.[/QUOTE]
UT3 was pretty much alot of browns and greys, i guess that just has me concerned as far as whether or not theyd use too much of one style.
Ut3 was too dark for me, darker then original UT even. Ut4 is a much better feel, it feels like a combination between all the games put into one.
UT3 wasn't dark at all. It just didn't have any saturation.
UT99 was dark but used colours effectively.
UT2K4 had TONS of colors but held a decent balance of dark and bright levels.
UT(4?) looks to be going for a balance between UT99 and UT2K4.
[QUOTE=IceWarrior98;47271703]UT3 wasn't dark at all. It just didn't have any saturation.
UT99 was dark but used colours effectively.
UT2K4 had TONS of colors but held a decent balance of dark and bright levels.
UT(4?) looks to be going for a balance between UT99 and UT2K4.[/QUOTE]
As long as they stay as far as fucking possible from UT3 this will be a good game.
It's already great and feeling like a UT game, they can only make it better.
Unreal Tournament 2004 remains to be one of my very favorite games to this day. There's such variability in the gameplay, weapons maps, and atmosphere -- I just love every minute of it, and I love how it all blends seamlessly together. It still feels impressive and fun to play a decade later.
Reintroducing that to a modern scope sounds really fantastic, I just hope the development remains organized. A lot of community involvement is good, and it steers the game in a direction that fans will enjoy. From fans, for fans. I just hope that they don't take it overboard into some kind of mix-and-match aesthetically retarded callback. But what I've seen thus far gives me a bit more optimism than that.
[QUOTE=hrak;47263991]I think it's to contrast with the generally darker playermodels[/QUOTE]
This is one thing that bugged me about UT3. I didn't quite like the Gears of War look to the characters in contrast to the zany, stylish characters of UT2004. I don't mind grit, but it'd be nice to see those characters like Mr. Crow and those Egyptian guys come back and for everyone to not have the same basic body type.
Just me or is the netcode godly? I was playing with almost 200 ping but every one hit kill shot landed right on target.
UT3 went too far with noise clutter. In some maps some character models were like camouflages.
[QUOTE=Jackald;47272405]Nothin' stopping you making a super dark industrial UT99 map and submitting it to Epic...[/QUOTE]
UT99 wasnt just super dark industrial though, that was just one of the several styles in maps. And even then, most of the industrial maps in it had pretty good color variation and lighting.
[QUOTE=Jackald;47272405]Nothin' stopping you making a super dark industrial UT99 map and submitting it to Epic...[/QUOTE]
Except every map I ever made for Counter-Strike was complete shit. My level design skills are unrefined, if existent at all.
But I think you misunderstand. I have no complaints regarding the community driven development process. I think it's the best idea anyone could ever come up with. And considering what's come out of it thus far, I'm confident in this game.
Throw in a modern remake of DM-Morpheus and low gravity and I'd say goodbye to real-life again.
That map is amazing for a deathmatch with fuckloads of players, even though half of them gets killed initially because of the few spawning points.
[QUOTE=Xubs;47275164]the optimization is godly too, 120 FPS in a full server in the middle of intense combat with many projectiles on screen
UT4's optimization already kicks the shit out of everything I've seen thus far[/QUOTE]
Arguably not all player models and hats are in yet. But yeah it's really good so far.
[QUOTE=itisjuly;47275405]Arguably not all player models and hats are in yet. But yeah it's really good so far.[/QUOTE]
It does run pretty well and should only get better. This is taken from the patch notes on Tuesday: "First pass on performance optimization, barely touched the surface."
[url]https://wiki.unrealengine.com/Version_Notes[/url]
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