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I was tempted to try it to play some new maps, but from what I can see in the map browser, it looks like no one is playing premium maps. I don't want to pay for it only to find out that every premium map server is empty. Anyone know if this is the case?
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UT was used professionally:
"Unreal Tournament was played at the World Cyber Games in the years of 2001 and 2002 where the title was contended for in a deathmatch 1 vs 1 environment. This is where UT was played on an international scale, where players from all around the world went head to head to see who would be crowned world champion." http://en.wikipedia.org/wiki/Unreal_Tournament#Competition
We're not talking about how popular the game was, or how many people played it at it's height. I stated elsewhere that id brought their product to market a full year before UT99. With that, the gameplay was lean, and in my words shallow in options the player could customize for replayability. As a platform for competition, which I agree many were and still are attracted to, standardizing gameplay for that goal is essential. You go buy the game, everyone's running the same version and gametype, there are contests for that game type: DM, CTF, TDM. As I read up on Q3 competition, there's an official mod Challenge Pro Mode that is used in conjunction with VQ3. With that said, many of the top competitions have moved on to more recent games. I wanted to mention these points because you offered them, but wanted to ignore them.
If you like 3 gametypes, it's not shallow. Comparatively, UT brought a buffet of options to the gametable. As I said elsewhere, not everyone practiced for competition for an event. Some people played at home against the computer or on a LAN and wanted to extend the life of the game. Out of the box, UT99 had more options.
For all of your points 1-6, the same could be said about UT.
Rocket jumping is a result of kickback because of splash damage:
"Rocket jumping also appears in Unreal (1998) and Unreal Tournament, where the player can fire Eightball rockets beneath their feet and gain altitude. In that game it is also possible to perform a similar move, the "hammer jump" with the Impact Hammer." http://en.wikipedia.org/wiki/Rocket_jumping.
I can challenge that all of those learned experiences have counterparts in UT.
Q3 had a year head start on UT99. I can challenge that UT won the war and that it ended in 2004 with the "Make Something Unreal" tournament. Average gamers that bought those competitive games wanted to do more with them, achieve more. In my opinion, UT facilitated that need.
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