Next Gen Unreal Tournament

DSN2K

Member
looks good :)

info from Planetunreal, scans are their as well.

* Gametypes: ONS, DM, TDM, CTF, and a new mode: Conquest
* All the levels are being designed before the artwork is incorporated
* 11 Weapons
* Level editing will include the Kismet script sequencing tool
* A big focus on AI; "voice controlled AI"
* "Pregame lobbies" are being incorporated
* "You can use your stats to find similarly abled opponents"
* Ability to enter your Clan-ID in a stats server, to view the status of clan-matches in a "global rating system of how clans have done against each other."
* Clan-pages and other sites will be able to be viewed from within the game
* "Automatic downloading of mod content that you choose, perhaps in the form of a daily download..."
* Conquest-specific details:

o There are 8 teams, each with unique armor: heavy, medium, and light
o "Potentially as large as three Onslaught maps, with assault-like objectives, and even a form of limited resource management planned."
o "Conquest will take advantage of the UE3 engines ability to seamlessly stream maps by putting you in a battlefield the size of several maps stitched together."
o Players will battle on one of two teams, and each side's territory will look physically different. As you take a territory, it will convert to the other team's structures and physical surroundings.
o "Conquest should appeal to a wider gaming audience, and provide a place where longer-term strategy, teamwork, and face-to-face fragging all meet."

the weapons

* Dual Enforcers
* Rocket Launcher
* Flak Cannon
* Shock Rifle
* Link Gun
* Sniper Rifle
* Tridium Stinger
* Canister Gun (Grenades, Mine-layer, and Bio Rifle all in one)
* AVRiL
* Redeemer
 
I'm sure Avril is quite a devistating weapon in the wrong hands!

avril_angry.jpg
 
WTF? No chain gun? They left out the best weapon in the game!!!!


Anyway I don't care, I still only play the original UT.
 
Looks pretty cool! :D It's nice that gameplay innovation is a priority when it would be so easy to just repeat whats been done before but with prettier art.
 
Wouldn't it be supercool if they incorporated UC2's melee combat into UT2K6? Or maybe just add the option to melee with a weapon.
 
Just so you know Conquest is the replacement for Assault and it's basically a bigger version of assault with some strategy elements thrown in. Also, the tridium stinger is a renamed mini gun.
 
those screenshots on the front page don't look all that amazing. First generation next-gen - great, but I expect a lot more later on. The black guy in the beret isn't hugely better than some of the HL2 heads.
 
quite impressive.

nxut_malcolm_facial.jpg

nxut_necris_scorp.jpg


especially being that this has been built on hardware substantially weaker than Xenon, Revolution and PS3.
 
Original Unreal Tournament was awesome but I think the series went downhill from there. This sounds like a downgraded version of UT2004.

looks really good though
 
Doom_Bringer said:
This sounds like a downgraded version of UT2004.
If you read the feature in Computer Gaming World you will have the exact opposite reaction.

This sounds like the most feature complete and refined version of UT yet. I also love the way they are approaching the level design. For those who don't know they first build a shell of the level, really basic polygonal structures. They play test the hell out of the map and eventually they perfect it. After those grueling tests they then add the art and make the level look absolutely beautiful and complex.
 
I dunno, the only screen that impressed me is the render (maybe it's in-game, but until I see it in-game, it's a render) of Malcom, and we've seen that before. The other shots (including another, apparently in-game character, which clearly looks no way near the Malcom head shot) don't look all that impressive. Anyway, provided they hook it up like they did with UT2004, I'll still be down, but man, I hope it's at least a bit easier to find people to play with this time =/ I still can't come up with a possible explaination as to why UT2K4 is so content-rich, yet so devoid of people.
 
Andy787 said:
I dunno, the only screen that impressed me is the render (maybe it's in-game, but until I see it in-game, it's a render) of Malcom, and we've seen that before. The other shots (including another, apparently in-game character, which clearly looks no way near the Malcom head shot) don't look all that impressive. Anyway, provided they hook it up like they did with UT2004, I'll still be down, but man, I hope it's at least a bit easier to find people to play with this time =/ I still can't come up with a possible explaination as to why UT2K4 is so content-rich, yet so devoid of people.


the close up of Malcom is NOT a render / pre-render. it is not CG it is realtime. that is obviously a high quality model using the Unreal Engine 3 - all the processing power is focused on just his head. so while in-game gameplay models wont be that detailed, to say that head shot is a render is not correct.

it's like the Shenmue face demos. completely realtime.
 
Since no one bothered to mention the fact that they are planning to implement a robust voice command system here you go:
"In 2K4, the voice-command stuff would basically take the stuff in the voice menus and allow you to speak it instead of do it. But here there are a lot of things that I'd like to be able to have that would be hard to ever do in a menu. For example, each level will have specific locations that you'll be able to use voice command to tell the bots to act on, so you can say, 'Go cover the cavern,' and they'll know what that means. They'll also be a lot more responsive, so you'll be able to ask them questions about their status: 'Is anybody down in the cavern?' 'No, cavern's all clear.' Or you can throw out warnings like, 'There's a sniper on the tower. Go get the sniper.'"
 
TekunoRobby said:
Since no one bothered to mention the fact that they are planning to implement a robust voice command system here you go:

If only humans would do that in online games :(


Anyway, would this game run on a x800 xt pe?
 
Chony said:
If only humans would do that in online games :(


Anyway, would this game run on a x800 xt pe?
Ha ha yeah, I was thinking the exact same thing when I read that. Usually I get "STFU I'M TRYING TO FRAG SOMEONE" instead of a nice "Yes sir!"

I'm sure the game will be able to run on all types of machines and with an X800 XT PE I don't think you have anything to worry about. Naturally you won't be able to unleash the true graphical beast of the game (I'd imagine a 512mb is required for that) but with a decent setup you'll be able to at least get great visuals.

The article mentioned that the voice commands were specifically created in order to heighten your emotional investment with the single-player mode. Each of your squad mates would have a distinct personality and respond to you accordingly.
 
UT2K4 was excellent, and the first UT I could actually enjoy deathmatch in, but they're making this game slower. It sounds like they want to make this into a larger-scale Halo, which can be cool, but we need more fast-paced FPSes.

The problem I have with engines like Doom 3 is that multiplayer is never as fast as UT.

That has nothing to do with the engine. At all. Some minor tweaking could make Doom 3 feel like UT2K4.
 
the close up of Malcom is NOT a render / pre-render. it is not CG it is realtime. that is obviously a high quality model using the Unreal Engine 3 - all the processing power is focused on just his head. so while in-game gameplay models wont be that detailed, to say that head shot is a render is not correct.

Actually there are screens that aren't posted at the website that have character in all red armor standing besides the new scorpion in a game setting that do look that detailed. Anyways, the game won't be out for over a year and that's pushing it. They mention in the article that after all the gameplay stuff is done and finished they want to wait at least a year before releasing the game. All the gameplay and level design is being finished before the art is being added. The conquest mode is still only on paper so the game won't be out for a while.
 
eXxy said:
Anyone wanna tell me what the top "Radar" story is in this month's CGW?
Star Struck
The story behind the stories in games

"Can a computer game make you cry?" A tiny company called Electronic Arts posed that question back in a 1982 advertisement. Even now, as EA flings its platinum weight around Tinseltown, the challenge remains. Despite the number of movie scriptwriters game companies hire, no matter how many high-profile Hollywood talents line up to make a game more cinematically appealing, it still hasn't happened. With the exception of when we played the bungled Enter the Matrix, we still haven't cried. Why?



Tain said:
UT2K4 was excellent, and the first UT I could actually enjoy deathmatch in, but they're making this game slower.
Now that's not true, they only specifically talked about mobility, not speed. What I believe they are doing is limiting player movement and not allow them to do all that mid-air craziness with jumping off the walls and bunny hopping constantly. Another idea I think they're going with is to make the weaponry more dependant on distance, i.e.: make it more accurate the closer you are to the enemy. Here are a few quotes from the article:

Steve - "You want the player to feel very powerful and free and be able to do all kinds of cool stuff-but it's not so cool when you can't hit the people you're playing against because they're doing [so much jumping around]. And there are also network considerations, especially since [a big part of the game is] internet focused, it's hard when you've got some latency."

Jeff - "Yeah, [in UT2K4] you miss the feeling you get from being in someone's face and fighting with them"

Steve - "In the original UT, it was possible to engage people close up; it felt much more personal. You'd get in someone's face and kill them, and that's really kind of intense. With 2K4, because of mobility, the firefights tended to be at kind of a medium-distance."

From the quotes in this article it sounds like they're taking the franchise is the right direction.
 
The thing is, I didn't have any of those problems in UT2K4. I loved the crazy jumps, and I could never get into the original UT outside of Thievery.

Saying they're turning it into Halo is a stretch, but I don't like the sound of the changes.
 
TekunoRobby said:
I also love the way they are approaching the level design. For those who don't know they first build a shell of the level, really basic polygonal structures. They play test the hell out of the map and eventually they perfect it. After those grueling tests they then add the art and make the level look absolutely beautiful and complex.
That's actually the 'normal' way multiplayer levels are made in any game. You think they first make all the assets THEN go check out if it's cool? :)

Anyways, this looks awesome, imagine the next Unreal Championship on X2? :)
 
Kobold said:
That's actually the 'normal' way multiplayer levels are made in any game. You think they first make all the assets THEN go check out if it's cool? :)
I know I know, actually I've been doing that a few months already for my classes but I still wanted to point that out in case no one was familiar with it. I just thought it was pretty cool that they took the time to explain how levels were created for the regular reader. Sadly, few people know the beauty of level design.
 
TTP said:
OMG. This cannot be real (time).

It is, however I don't think the wrinkles will deform properly in real time. They're, to the best of my knowledge, done using a bump map, so unless theres some new trick to making textures work like that, they'll be static. That would make it look considerably less convincing in motion.
 
Andy787 said:
Anyway, provided they hook it up like they did with UT2004, I'll still be down, but man, I hope it's at least a bit easier to find people to play with this time =/ I still can't come up with a possible explaination as to why UT2K4 is so content-rich, yet so devoid of people.

That's easy:

1) Purists (losers) that still prefer UT even though it's slow, old and boring.
2) 180,000 people playing Counterstrike and Counterstrike: Source at any given time during the weekend
3) Wolfenstein: Enemy Territory is free
4) All the modes in UT2004 are a detriment, because then you have to split the players among all the different modes.

So what do we learn from this?

1) People hate to adapt
2) People hate to adapt and for some odd reason, actually like Valve stuff
3) People like a bargain, especially if its fun.
4) Kitchen sink approach won't work for Epic unless CS spontaneously combusts (one can only hope)

Believe it or not, I actually like CS, but I hate how nobody gives anything else a chance. Onslaught is such a fresh take on multiplayer madness but very few people have actually given it a go.
 
Top Bottom