Sure, it's not fun, but it would have allowed for some funky, fun shit to mess around with. I would have loved to have seen a "dodge in midair" mutator that allows you to jump off a ledge and double tap and move laterally in midair. I would have loved to have had the announcer yell out "Combo Reversal!" if you manage to get your foe to accidentally shoot your Shock Rifle alt fire with his primary fire, thus blowing his own ass up. I wanted the announcer to yell out "Nice Catch" or something like that when you grabbed someone's gun out of the air after you smoke them and their weapon goes flying. Ultimately, only Curse, Deck16 and Morbias were selected for the retail version as DM-Curse] According to Cliff Bleszinski, there were other ideas which never made into UT, except one which eventually made it into the UT200X series: Įarly in development, every map from Unreal, including the 10 default maps the Fusion Map Pack maps and the Unreal Special Edition maps, were considered for the game. In the artistic side, James Green is credited with creating the models and animations for the Relics, the Skaarj Hybrid models, and the weapon on top of the Nali WarCow which eventually made it as a playable character, as well as a lot of concept art, and making high-poly models to test with the skeletal animation system which made it into the Bonus Pack 4. Nick Michon was in charge of the code trigger scripts, Steven Polge and Brandon Reinhart wrote the mutators and the code for the Relics (according to Tim Sweeney, Reinhart also contributed to the game code, weapons and masterminded the ngWorldStats interface and Linux port ), Erik de Neve wrote the LOD character rendering and other optimizations, Jack Porter (who was hired by Epic Games after his USpy mod for Unreal impressed both Brandon Reinhart and Mark Rein this mod ended up being the basis of the UWindows GUI ) wrote the WebAdmin system. The game contains nearly all of the content present in Unreal, except for the maps and music. Thus the expansion pack was broken off from Unreal and made into a standalone game. In fact, according to Tim Sweeney, the game has between 200 and 300 C++ classes. Īt some point during its development, it became clear that the number and extent of the changes to the Unreal codebase that Epic was required to make made UT too incompatible with Unreal. Therefore, instead of taking technological risks, they decided to focus on just fine-tuning and polishing the multiplayer aspect. However, what also impulsed the dev team's decision, weeks before UT's own announcement while the game was still being worked, was the announcement of what would eventually become UT's main competitor, Quake III Arena, by Id Software's own John Carmack, a decision that took the development team by surprise. According to Tim Sweeney, the development team felt that the "botmatch" (deathmatch play against bots) was slowly becoming a popular mode, and Steven Polge, who was behind the AI, felt he only scratched the surface of what was possible with bots, therefore placing the focus on getting a competitive AI that felt more "human" as well as working well in complex team-play situations like Capture the Flag. It was originally planned as just an expansion pack under the name "Bot Pack", when it was realized that the multiplayer aspect of Unreal was popular and something that people sought after, so the first priority was to fix the problems with online play. The game was officially announced by publisher GT Interactive on November 3, 1998, as part of a two-game deal that also included Unreal II: The Awakening, though development on the game had already started after Unreal was finished. The Unreal content was automatically replaced with Unreal Tournament content when running an Unreal DM map with one of the Unreal Tournament gametypes. Unreal Tournament is capable of using maps created for Unreal. Bots can be further customized by changing names, appearance, accuracy, weapon preferences, awareness, and so forth. The player can choose a bot skill level (anywhere from "Novice" to "Godlike") or set it to automatically adjust to the player's performance. UT is known and widely praised by critics and players alike-primarily for its bot A.I., the product of programmer Steve Polge who had earlier risen to fame by designing the Reaper bot for Quake II, one of the earliest examples of an effective deathmatch bot. Even on dedicated multiplayer servers, bots are sometimes used to pad out teams that are short on players. For team matches, bots are again used to fill the roles of the player's teammates. The game's single-player campaign is essentially a series of arena matches played with bots. Unreal Tournament was designed as an arena FPS, with head-to-head multiplayer deathmatches being the primary focus of the game.
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