• Unreal Tournament GOTY - Die, bitch!
    1,846 replies, posted
Based on this post on the forums [URL="https://forums.unrealtournament.com/showthread.php?21825-UT4-Robot-Faction&p=217898&viewfull=1#post217898"]here[/URL] it seems as if they are completely overhauling the design of the robots for UT4.
Two more tracks from Shivaxi and Xenofish. [media]https://www.youtube.com/watch?v=t54i7n9WLpw[/media] [media]https://www.youtube.com/watch?v=VCG3YFf4FqE[/media] I was not aware of that Big Asteroid easter egg until I saw the latter video. [editline]12th January 2016[/editline] I can't believe that I forgot about this UT theme Redux prior to the above post. Those two other videos should have been the afterthought instead of this. [media]https://www.youtube.com/watch?v=Dd1BH-IJCGw[/media]
They are not nearly as cool as the tracks from the UT99 soundtrack. They'll probably improve them though. [video=youtube;7zsm1bD7IuA]https://www.youtube.com/watch?v=7zsm1bD7IuA[/video] Future Prophecy is kinda cool though.
Shraznar did some robot concepts. [t]https://forums.unrealtournament.com/attachment.php?attachmentid=25234&stc=1[/t]
[QUOTE=Skerion;49529931]Shraznar did some robot concepts. [t]https://forums.unrealtournament.com/attachment.php?attachmentid=25234&stc=1[/t][/QUOTE] these kick ass, would love it if they made it into the game
Oh wow, a new xan design that actually looks like xan for once
In the stream just now they confirmed van den Bos did compose a new song for this over the Xmas. New build planned for next week.
Someone did a really neat paintover of the Hydraulics map that Raste is working on. [img]https://forums.unrealtournament.com/attachment.php?attachmentid=25741&stc=1[/img]
Its been awhile since someone has posted in this thread, so let's dust it off with something nice that's UT4 related! Michiel Van Den Bos DID end up composing one new song! It's name is Blackhole Sunscreen and it's featured on DM-Spacer right now. [URL="http://puu.sh/mtzuP/16a4b8edc8.ogg"]Listen to it here.[/URL] Additionally, Rom Di Prisco has returned to compose as well, and his new song Heavy which can be found on CTF-TitanPass. [URL="http://puu.sh/mKoho.flac"]Listen to it here.[/URL] And finally, a new build came out today with some interesting changes. Character scale was increased by 15 percent, as well as a new map shell being added. DM-Sand by Gooba. [URL="https://wiki.unrealengine.com/Version_Notes_2016_2_01"]Read the patch notes here.[/URL] I haven't been able to pay attention to the game much lately as I've been busy with other things, but the new music is nice, and the changes to the gameplay seem interesting to say the least.
Well I hope these aren't Michiel's and Rom's only contribution. [editline]2nd February 2016[/editline] Here's the [URL="https://forums.unrealtournament.com/showthread.php?22246-Unreal-Tournament-Soundtrack"]thread[/URL] that lists all the official songs added in the game (It also confirms that it was Rom who remixed the Outpost song) [editline]2nd February 2016[/editline] And [URL="https://soundcloud.com/john-m-repka/brumalbattle"]DM-Chill[/URL] theme song
[QUOTE=Dr. Morbid;49656787]Well I hope these aren't Michiel's and Rom's only contribution. [editline]2nd February 2016[/editline] Here's the [URL="https://forums.unrealtournament.com/showthread.php?22246-Unreal-Tournament-Soundtrack"]thread[/URL] that lists all the official songs added in the game (It also confirms that it was Rom who remixed the Outpost song) [editline]2nd February 2016[/editline] And [URL="https://soundcloud.com/john-m-repka/brumalbattle"]DM-Chill[/URL] theme song[/QUOTE] Apparently, someone also posted links to the new song that Michiel composed as well as Rom Di Prisco's [i]Heavy[/i] in there. Also, holy fuck, someone made a map that appears to be fully decorated, and it actually looks neat. Apparently, it's supposed to be some kind of museum in Na Pali. [url]https://forums.unrealtournament.com/showthread.php?22473-WIP-DM-Heritage-Centre-my-first-custom-made-map-ideas-and-feedback-WANTED-![/url] [t]https://forums.unrealtournament.com/attachment.php?attachmentid=26652&stc=1[/t] [t]https://forums.unrealtournament.com/attachment.php?attachmentid=26653&stc=1[/t] [t]https://forums.unrealtournament.com/attachment.php?attachmentid=26654&stc=1[/t] [t]https://forums.unrealtournament.com/attachment.php?attachmentid=26655&stc=1[/t] [t]https://forums.unrealtournament.com/attachment.php?attachmentid=26656&stc=1[/t] [t]https://forums.unrealtournament.com/attachment.php?attachmentid=26657&stc=1[/t] [t]https://forums.unrealtournament.com/attachment.php?attachmentid=26658&stc=1[/t] [t]https://forums.unrealtournament.com/attachment.php?attachmentid=26659&stc=1[/t] [t]https://forums.unrealtournament.com/attachment.php?attachmentid=26660&stc=1[/t] [t]https://forums.unrealtournament.com/attachment.php?attachmentid=26666&stc=1[/t]
I've seen some players on the new Unreal Tournament with different player models than the defaults. Where do they get these?
Hey, new Dm-Chill screenies. [img]https://farm2.staticflickr.com/1627/24832838515_c2b8a7a183_z.jpg[/img] [img]https://farm2.staticflickr.com/1621/24714975532_a8ccf4946a_z.jpg[/img] [img]https://farm2.staticflickr.com/1521/24714975482_d9d58887a7_z.jpg[/img]
Holy hell that is SICK
It'll be disappointing with the new scale though, imo. Still looks quite awesome for sure!
I had an idea of making a UT4 map that takes place on one of the floors in a high rise office building, so I decided to get started on this rough draft. Excuse the poor handwriting of the notes. [t]http://i.imgur.com/vJmAIwq.png[/t] Quick note: the "open area" at the top left is basically supposed to be the kind of shaft that you see in some multiple story buildings where you can see all the other floors. I don't really know the exact name for it, so I just called it an open area. Also, not all the areas that are scribbled out are going to be enterable/see-through. Any tips and advice on the layout would be heavily appreciated, because I'm still a massive novice when it comes to level design. Here's what I got in the actual editor, so far. [t]http://i.imgur.com/18IkSPt.png[/t]
I think it's called an atrium desperately needs verticality. maybe base it over 2 floors with plenty of up/down access such as elevator shafts, loft spaces, even broken floors (the building could be under construction?) also it would be nice if there was something to do in the massive void area, like I can imagine some kind of massive modern art sculpture that acts as a precarious route between levels, and maybe a belt or udamage in the center
[QUOTE=Skerion;49688520]I had an idea of making a UT4 map that takes place on one of the floors in a high rise office building, so I decided to get started on this rough draft. Excuse the poor handwriting of the notes. -snip- Quick note: the "open area" at the top left is basically supposed to be the kind of shaft that you see in some multiple story buildings where you can see all the other floors. I don't really know the exact name for it, so I just called it an open area. Also, not all the areas that are scribbled out are going to be enterable/see-through. Any tips and advice on the layout would be heavily appreciated, because I'm still a massive novice when it comes to level design. Here's what I got in the actual editor, so far. -snip- [/quote] You're definitely going to need some way to open the map up for vertical fights. Other office maps I've played in the past usually fell into two categories. Either they were on one single floor and very cramped which made gameplay irritating or they took advantage of stair wells, elevators, or even one large room that scaled two or three floors on it's own which allowed the players to generally find themselves in this one battle arena style area of the office. Offices are great for games like Counter-strike or Call of Duty, but Unreal Tournament is all about mobility and accessibility. There needs to be multiple ways to go to different areas to allow for flanking strategies.
Michiel just posted the Black Hole Sunscreen music on Youtube, although he said that he thinks that this version might be a bit different from the one ingame. Also, he mentioned that this song wasn't initially for UT4 but later realized that it would fit in well with the new game and decided to make a couple changes and send it to the guys working on the game. [media]https://www.youtube.com/watch?v=wdmad3oyxDM[/media] Gotta love the Foregone Destruction throwback at the end.
This Freylise model Aberiu is working on is turning out pretty nicely. [t]http://orig10.deviantart.net/9fd8/f/2016/044/f/e/frey_blockout_3_by_aberiu-d9icxfd.jpg[/t]
First live look of Chill today: [url]http://www.twitch.tv/unrealtournament[/url] archive: [url]http://www.twitch.tv/unrealtournament/v/46743107[/url] Chill's after 13:30
Wow they weren't lying when they said it's a lot better in motion, fucking beautiful map
Damn that's a beautiful map. Which texturing package do they use for this?
You know, it's a shame that the engine updates that the game gets makes custom maps made from the previous engine incompatible. Sure, the maps can always be recooked or whatever, but I'm certain that there'll be some mappers that'll just abandon one of their maps once they finish it and release it.
[media]http://www.youtube.com/watch?v=57QWfQcL1jg[/media]
[media]https://www.youtube.com/watch?v=vtrwhmg3WO0[/media] :speedfap:
I really wish more people were playing UT4 or UT2016 or whatever you want to call it. I was able to play about 3 instagib matches, and they were awesome, but now servers are either full or I am not able to join because of my level/rank. Feels bad man.
[QUOTE=Naelstrom;49822931] :speedfap:[/QUOTE] That 0:21 moment was so unpredicted. Denied indeed.
[QUOTE=Frosty Andy;49829287]That 0:21 moment was so unpredicted. Denied indeed.[/QUOTE] I was just as surprised when my head shot [sp]caused multiple people to gib[/sp] haha.
Just recorded this earlier this morning. It has been so long since I have played an FPS like UT. Its hard to get the hang of again. [hd]https://youtu.be/BQ_L3_uw-Qw[/hd]
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