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Mini-UT Impressions

by Steve Gibson, Dec 06, 1999 8:11am PST
Related Topics – Unreal Tournament

I've been meaning to do this for a while now, so here is my mini-review of Unreal Tournament. I really really enjoy the game. Contrary to popular belief you can actually play both games and I have been doing that. I'll run over a few categories of the game and what I thought about them:

- Gameplay: UT shipped with a couple of different mods, and has a number of subtle and not so subtle gameplay additions that make me enjoy the game. Stuff like having packetloss indicators in your scores display, air control, and those crazy 'killing spree!' announcements when a player is on a hot streak just make me smile. UT is fun as hell and you can tell the Epic guys listened to what players online wanted. I especially dig Assault. - Weapons: I love the flakk gun, I realize it's basically a supershotgun from any other game with a bit slower projectiles but the way the pull it off is just coolbeans. I have a severe distaste for the razor gun though, and the rocket launcher just doesnt feel 'solid' to me. Overall I'd just say they are average, the weapon models themselves arent all that impressive looking at all. - Levels: I've played through about 15 different levels online, all of the Assault and CTF maps and several DM maps. There are a few great maps, and a few that just make me groan and disconnect to come back when the map changes. This rule holds true for just about any FPS game though and everyone has their preferences. The level architecture is very Quake1'ish with low poly counts but the addition of open outside areas. Gameplay flow is good, but when looking at Quake3 and then the poly counts on UT levels leave me with an empty lack of detail feeling. I'd pick Q3A levels over UT about 7 out of 10 times. - Net code: Well, its certainly a step up from Unreal (what couldnt be? heh) but isnt quite on par with Quake2/3. Player collision is nasty and feels comparable to an early QuakeWorld beta. Although UT gameplay doesnt call for much up close fighting. I also find myself doing that old 'teleporting' trick when I drop a few packets and the netcode corrects my position. Needs some work but very playable. - Visuals/Graphics: The engine doesnt look like it's changed much since Unreal to me. Higher resolution player skins, and a bit higher poly counts is about it. As I mentioned the weapon models dont appeal to me much, and the levels have that empty low poly feeling. Amazing to say this but I feel the visuals of UT are one of its weaknesses now. - Interface: They did a pretty good job here. Unreal was famous for a horrid interface and having to kick out of the game entirely to change advanced options. It's a bit difficult to hunt down some options but that just comes with having so many.
Here are images some images of UT and Quake3 (also levels / characters) if you want to compare the two visually. On this same topic, AVault has an article taking a look at the two games and putting them head to head. I've got news for everyone, it's not illegal to play and enjoy two different FPS games.





Comments

117 Threads | 117 Comments

  • I don\'t know if this is the place to ask it, but here goes -- When I play UT for prolonged periods of time, say maybe 5-7 restarts of a map(hey, I\'m a college student, and I have a lot of stuff to do), I get some really weird problems with the textures in the game. Basically I get an aura of a certain texture that follows me around, or I will see the Unreal Tournament black texture vanishing from all the walls and columns and such as I move into the room. I turned off dynamic lighting, thinking that might be the problem, but there was no luck in that route.

    Something sorta similar also happens in Q3A, though to a much, much smaller extent. Basically I get a little extra lighting following me around.

    I\'m running a Maxi Gamer Xentor TNT2 Ultra (non-overclocked) on a standard P3-500 with 128 MB RAM. I\'m using the 2.28 Detonator drivers from Nvidia to run it. A friend told me I was having a mipmapping problem, but I haven\'t the faintest idea what that really is. Any ideas as to what is wrong and how I go about fixing it?



  • blah blah blah, flamebait flamebait flamebait. these arguments start to sound like arguments with an insecure gf.
    i played them both and i had tons of fun with UT. Then Q3 came along and i haven\'t played UT since. It\'s not necessarily cuz i hate UT now that q3\'s out, but really, it\'s what i like to play. I haven\'t played online yet.

    Although I think it\'s really hard to say which netcode is better. Because really, most of our connections are so fluctuating, i\'m sure there are times when you\'re playing UT when it plays like shit, and same with Q3. Just depends on your connect.

    I finally switched models in Q3, and yeah, the whole hitching thing is annoying. And i guess while in all technicalities it is a bug, but that\'s the best way they could think of to deal with it. It\'s not like they can\'t change it or anything, but they figured that was the easiest way to load models.

    As for bots hmm i dunno. I was a lot more immersed in single player Q3 than single-player UT. Maybe it\'s the one-on-one levels that add to it. But really, playing klesk on his level and knowing he loves the rail gun is cool, I think. It keeps it from every single game being the same. It just depends on what you like, I guess. With UT, I noticed, for me at least, it\'s less about what weapon they have and more about what weapon i have. i\'m more focused on how i\'m gonna kill them with my weapon. With Q3, I was more about what weapon they had. If someone like klesk has a railgun, i had better run for cover. But if a lesser one like i dunno, crash has it, i\'m more likely to just go after her and hope she misses :) UT also has each character have a \"favorite\" and characteristics too, but it\'s not as important. I always forget who\'s who so it doesn\'t really matter. With Q3, thanks to the diverse models, you know which character will react which way. But again, nothing wrong with either...it\'s really a matter of preference.

    But that\'s single-player..who plays that?

    I don\'t remember who said it, but they said it pretty well. Right now, UT is quite diverse and it has the upper-hand. However, Q3 has the prettier and more versatile engine, not to mention a stronger community behind it, so pretty soon Q3 will take over the \"lead\" quite rapidly.

    the weapons..hmm..I actually think Q3\'s are better. Sure, they aren\'t great or anything, but each one is pretty bright and it\'s pretty damn easy to tell who has what weapon (although usually they\'re firing it anyway :)). With UT, I dunno, it\'s just not as apparent. There are also a lot more new weapons to learn and know what they look like too..blah that ;) Overall i liked both of their weapons. Q3\'s were easy to recognize and know how to use, UT had a wide variety and some new ones to get used to which is cool (never played unreal).

    the levels in both i liked. UT had a lot of \"gimmicky\" map but most of it didn\'t interfere with gameplay. Q3\'s were just awesome. Although i kinda liked the old q3 maps, like that one dm map i forget which one, where you hit the lever and that whole floor opens up and you fall in the lava, but there\'s also a button to crush the guy inside that box. i always thought those were fun. Sure, there\'s that thing on the end map but other than that not all that interactive. Whatever, I live.

    Well, I forgot where i was going with this. It\'s just a bunch of petty arguing here, where one person will argue with another person by missing their point completely. But hey, you all know that already :)






















  • Quick comment for sCaryÂ… You said \"Overall I\'d just say they are average, the weapon models themselves arenÂ’t all that impressive looking at all.\" IÂ’m wondering what you would think is impressiveÂ… I hope not the Q3 weaponsÂ…. The RL and SSG are just tubes with slits in the end of them and the rest practically look like they were built out of leggos, theyÂ’re so blockyÂ…. Except for the swirling energy windows on a few like the plasma gun, they donÂ’t look at all better than Q2 weapons. TheyÂ’re not even animated.


  • Holy cow.

    Okay a few comments on this whole thing. Number one. A \"hitching\" is a bug. Mind you I get a \"hitch\" in UT all the time too...not enough RAM.

    Number two...anyone running a Celeron 400 with 348 megs of RAM and a TNT2Ultra is runnign an above average system. Just not above average for the people posting on this board. Most people I know are running sub-300 mhz systems with a maximum of 128 megs of RAM and maybe a 16 meg TNT. More likely an ATI card (OEM specs).

    Number Three. I\'m sure Quake 3 is a great game, but I\'m only going to play UT. Why? Casuse I like it better. Plain and simple. Somepeople like Q3 better. Well, enjoy it then. HOWEVER jumping on a bandwagon based on the number of people playing a game, on the number of copies of a game sold, or on the number of servers running a game is simply stupidity. If we want to base the quality of a game on the number of people playing it then the freaking Solitaire game that shipped with Windows 9x is the single greatest game in the history of ciomputer games! All hail solitaire! Bring on Solitaire net code!

    Thats it, my $.02. Now bring on Tribes 2 so I can go back to ignoring quake and Unreal entirely.