- Joined
- Sep 24, 2001
- Location
- Currently Nowhere
I wanted to start this so we could all share tips and tricks. Oh, and FYI:
UT2K3 ROCKS SO HARD THE ENTIRE NORTH AMERICAN TECTONIC PLATE IS SHAKIN', BABY!
OK? So if you haven't yet downloaded the demo, get it here:
http://www.unrealtournament2003.com/?downloads
Got it? Installed it? OK, let's get started...
Well, the first thing I notice is how many more polygons are displayed. It doesn't seem like you need a mega machine to handle them all, either. Though you will need more horsepower if you want all the 'goodies' turned up all the way.
The four maps (two DM, one CTF, and one Bombing Run/BR) all look beautiful. If there is a drawback so far, it is that the darker maps seem to be a little 'Quakeish.' But that's only a function of textures used and level design. Nothing that a little Unreal Editor (2K3) can't take care of. It also sounds like they ripped off some of the Quake sounds generated when you 'pick up' items. I liked the original Unreal sounds better. The outdoor map (DM-Antalus) is really lush. The pine trees are gorgeous and did you notice the moving shadows below them (yes, I know, the trees don't seem to be blowing in the breeze, just the shadows...). I also noted that some of the lighting effects show through the branches 'unnaturally,' but it's the best looking/most realistic looking level I have ever seen. The grass is very realistic and adds the extra dimension of being able to hide/creep around in the underbrush. The rocks/boulders aren't just flat hexagonal cylinders any more. They all look organic. From what I understand, the new editor allows one boulder/clump of grass/object to be modeled and then the developer can squish/stretch/resize/morph the objects so that multiple rocks and trees (etc.) can all look different but take up less video memory. This one model, infinite variations approach is what makes all the extra polygons viewable without a huge performance hit. It looks and works well, I think!
The water effects and reflections are better than before, and though still not perfect (this has got to be a major programming headache to make water work and act correctly), it is the best out there right now.
The ground modelling is also much improved due to the availability of more polys. Hills and sand dunes look much more realistic than anything else out there.
One thing I did notice about the level design is that it seems that invisible barriers can be put into place to keep players 'inside the field of play' so to speak. That is to say that the barrier boxes can be made into very complex shapes to accomodate game play. Level designers in the original UT had to be very careful of their boundries because cunning players would always find any flaws and take advantage of certain areas that could be (unintentioned by the designer) reached that were easily defensible and hard too see or otherwise give a player undo advantage by camping threre all day.
So much for how it looks--how about the weapons? (see next post)
UT2K3 ROCKS SO HARD THE ENTIRE NORTH AMERICAN TECTONIC PLATE IS SHAKIN', BABY!
OK? So if you haven't yet downloaded the demo, get it here:
http://www.unrealtournament2003.com/?downloads
Got it? Installed it? OK, let's get started...
Well, the first thing I notice is how many more polygons are displayed. It doesn't seem like you need a mega machine to handle them all, either. Though you will need more horsepower if you want all the 'goodies' turned up all the way.
The four maps (two DM, one CTF, and one Bombing Run/BR) all look beautiful. If there is a drawback so far, it is that the darker maps seem to be a little 'Quakeish.' But that's only a function of textures used and level design. Nothing that a little Unreal Editor (2K3) can't take care of. It also sounds like they ripped off some of the Quake sounds generated when you 'pick up' items. I liked the original Unreal sounds better. The outdoor map (DM-Antalus) is really lush. The pine trees are gorgeous and did you notice the moving shadows below them (yes, I know, the trees don't seem to be blowing in the breeze, just the shadows...). I also noted that some of the lighting effects show through the branches 'unnaturally,' but it's the best looking/most realistic looking level I have ever seen. The grass is very realistic and adds the extra dimension of being able to hide/creep around in the underbrush. The rocks/boulders aren't just flat hexagonal cylinders any more. They all look organic. From what I understand, the new editor allows one boulder/clump of grass/object to be modeled and then the developer can squish/stretch/resize/morph the objects so that multiple rocks and trees (etc.) can all look different but take up less video memory. This one model, infinite variations approach is what makes all the extra polygons viewable without a huge performance hit. It looks and works well, I think!
The water effects and reflections are better than before, and though still not perfect (this has got to be a major programming headache to make water work and act correctly), it is the best out there right now.
The ground modelling is also much improved due to the availability of more polys. Hills and sand dunes look much more realistic than anything else out there.
One thing I did notice about the level design is that it seems that invisible barriers can be put into place to keep players 'inside the field of play' so to speak. That is to say that the barrier boxes can be made into very complex shapes to accomodate game play. Level designers in the original UT had to be very careful of their boundries because cunning players would always find any flaws and take advantage of certain areas that could be (unintentioned by the designer) reached that were easily defensible and hard too see or otherwise give a player undo advantage by camping threre all day.
So much for how it looks--how about the weapons? (see next post)
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