|If you're searching for the upcoming Unreal Tournament reboot, you might want to check Unreal Tournament 4.|
Unreal Tournament (also known as UT99 or simply UT) is a first-person shooter video game co-developed by Epic Games and Digital Extremes. It was published in 1999 by GT Interactive. Retrospectively, the game has also been referred to as UT99 or UT Classic to differentiate it from its numbered sequels. The game is based on the same technology that powered Unreal, but the design of UT shifted the series' focus to competitive multiplayer action, a trend at the time: id Software's Quake III Arena was released only ten days later.
- "This is a challenge. To anyone who ever took a man down in a 3D shooter, and liked it. This is your last chance to prove that you are the best of the best. This is the gladiatorial arena of the future. This is a single-player trial by fire. A heavyweight deathmatch championship of the universe."
- ―UT Boxart description
Unreal Tournament was designed as an arena FPS, with head-to-head multiplayer deathmatches being the primary focus of the game. The game's single-player campaign is essentially a series of arena matches played with bots. For team matches, bots are again used to fill the roles of the player's teammates. Even on dedicated multiplayer servers, bots are sometimes used to pad out teams that are short on players.
UT is known and widely praised by critics and players alike- 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. The player can choose a bot skill level (anywhere from "Novice" to "Godlike") or set it to automatically adjust to the player's performance. Bots can be further customized by changing names, appearance, accuracy, weapon preferences, awareness, and so forth.
Development history Edit
Unreal Tournament began life as an expansion pack for Unreal. When it was realized that the multi-player aspect of Unreal was popular and something that people sought after, Epic began working on a multiplayer expansion pack for the game to fix the problems with online play. At 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 Unreal Tournament too incompatible with Unreal. Thus the expansion pack was broken off from Unreal and made into a standalone game. Unreal Tournament contains all of the content that Unreal had except for the maps and music.
The first publicly available version (Version 322) of the demo was released on 17 September 1999. A Version 321 was briefly and accidentally available the night before but was rapidly withdrawn.
The Version 322 demo is for use with 3dfx video cards only. This early version of the demo omits DM-Tempest.
A patch was provided to update Version 321 to 322. Two days later, a patch to the 3dfx-only demo was provided to correct a server crash that occurred whilst using the Web-based remote administration facility.
The first full demo (and a patch to the 3dfx-only demo to convert it to the full demo) was released 28 September 1999. This took the demo to version 338. A Version 338a demo intended to test a server map change problem was accidentally released but rapidly disowned by Epic. The Version 338 demo is not compatible with the final version of the full demo.
A final demo for Unreal Tournament was released on October 19 1999 and contains 5 maps from the game; one map for each gametype. The demo has the maps CTF-Coret, DM-Morpheus, DM-Phobos, DM-Tempest, and DOM-Sesmar.
The Linux version of the Version 348 demo was released 20 October 1999.
An additional patch to the Version 348 demo to fix a crash whilst playing back recorded demos was released 20 October 1999.
An additional patch to update Version 348 servers was released 9 November 1999. Network compatability is unaffected by this patch.
Release dates Edit
- November 23, 1999 - Unreal Tournament (PC) - 2 CDs
- January 19, 2000 - Unreal Tournament (Mac)
- October 26, 2000 - Unreal Tournament (PS2) - 1 DVD
- October 27, 2000 - Unreal Tournament GOTY (PC) - 2 CDs
- March 14, 2001 - Unreal Tournament (DC) - 1 RD-Rom
- March 21, 2001 - Unreal Tournament GOTY (Mac)
- August 29, 2001 - Totally Unreal (PC) - 4 CDs
- November 6, 2006 - Unreal Anthology (PC) - 1 DVD
Game content Edit
- Main article: Unreal Tournament Single player
The game contains the following gamemodes: Deathmatch, Team Deathmatch, Domination, Capture The Flag, Assault and Last Man Standing. There's a seventh mode, called Tournament Darkmatch, but it doesn't have own maps.
|Assault maps for Unreal Tournament|
|AS-Frigate • AS-Guardia • AS-HiSpeed • AS-Mazon • AS-OceanFloor • AS-Overlord • AS-Rook|
|Capture The Flag maps for Unreal Tournament|
|CTF-Command • CTF-Coret • CTF-Dreary • CTF-EternalCave • CTF-Face • CTF-Gauntlet • CTF-LavaGiant • CTF-Niven • CTF-November • CTF-Tutorial|
|Bonus Packs 1-4: CTF-Beatitude • CTF-Cybrosis][ • CTF-Darji16 • CTF-EpicBoy • CTF-Face-SE • CTF-Face][ • CTF-HallOfGiants • CTF-High • CTF-Hydro16 • CTF-Kosov • CTF-Noxion16 • CTF-Nucleus • CTF-Orbital • CTF-Ratchet|
|Console maps: CTF-Phalanx • CTF-Sepulchre • CTF-Spirito • CTF-StormFront • CTF-Sundial|
|Domination maps for Unreal Tournament|
|DOM-Cinder • DOM-Condemned • DOM-Cryptic • DOM-Gearbolt • DOM-Gharden • DOM-Lament • DOM-Leadworks • DOM-MetalDream • DOM-Olden • DOM-Sesmar • DOM-Tutorial|
|Bonus Packs 1-4: DOM-Bullet • DOM-CiDom • DOM-Lament][ • DOM-WolfsBay|
|Console maps: DOM-Coagulate • DOM-Hood • DOM-Osiris|
Various weapons are made available for single player as well as multi-player mode.
A number of teams, mainly classified as factions of commandos and soldiers, appear as opponents.
- Main article: Music#Unreal Tournament
The music was composed by Straylight Productions with Alexander "Siren" Brandon at its head, and Michiel van den Bos with additional contributions by Dan "Basehead" Gardopée, Peter "Skaven" Hajba, Andrew "Necros" Sega, Tero "Teque" Kostermaa and Kai-Eerik "Nitro" Komppa.
Like Unreal (and by extension Unreal Mission Pack: Return to Na Pali), the game's music was done in UMX format, based on Wikipedia:Tracker music, which resulted in good quality music and less size. There was never an official soundtrack, but a lot of people obtained it directly from the game (it was in Impulse Tracker format inside the UMX packages) and converted it to more popular formats.
Unreal Tournament is still, arguably, the most popular Unreal series game ever released. It generated an enormous community and was many people's first multiplayer experience.
On its release, Unreal Tournament was capable of using maps created for Unreal. The Unreal content was automatically replaced by Unreal Tournament content when running an Unreal DM map with one of the Unreal Tournament gametypes. Mods like OldSkool Amp'd allowed players to play Unreal levels in Unreal Tournament, using original Unreal assets instead of substituting their Unreal Tournament counterparts.
Although the graphical capabilities of the Unreal Tournament engine have long since been surpassed, it is still one of the most played games on the Internet. This is due, in part, to its grounded gameplay and weapon balance.
Essential Files Edit
- Main article: Essential files#Unreal Tournament
- Main article: Bonus content#Unreal Tournament
Here you will find all the links to the downloads of the essential files for your Unreal Tournament installation.
- Unreal Tournament was originally planned as just an expansion pack to Unreal, but was later made into a full game.
- "Way back in 1998, we started on a multiplayer bonus pack for Unreal 1, which was initially going to be a free release, then a level pack, and then it turned into Unreal Tournament (...)"
- ―Tim Sweeney
- An easter egg in the ending sequence reveals that there were five Liandri Grand Tournament winners before Xan Kriegor. They are named (in chronological order): Green Marine, Roan Terg, Magnus, Geos Dryon and Pariah. It seems that the winners' names are actually nicknames of Epic staff. Green Marine comes from Brandon "Green Marine" Reinhart, one of the programmers.
- Every map from Unreal, including the 10 default maps; the Fusion Mappack maps; the Return to Na Pali maps; the GW Press Addon maps; the cut maps DmMorbfanza, DmSplash, DmEclipse and DmDespair; and the 3DFX/S3TC Demo maps, were considered for the game. Ultimately only Curse, Deck16 and Morbias were selected for the retail version as DM-Curse][, DM-Deck16][ and DM-Morbias][; with Cybrosis, HealPod, Mojo and Shrapnel making it through the Epic Bonus Pack as DM-Cybrosis][, DM-HealPod][, DM-Mojo][ and DM-Shrapnel][.
- According to Josh Adams, the DC version of UT had to branch drastically from the PC version, to the point that the PC version couldn't really use the DC maps, aside from the dedicated servers used to run the servers at SegaNet.
- Also according to Josh Adams, Secret Level, the development house which did the port to Dreamcast, were contacted by Infogrames (then publisher of UT) to see if they would port UT to the console. Most other developers thumbed down the proposal. Meanwhile, Epic did the PS2 version in-house, and Secret Level was able to use a lot of their hard work on "consolizing" the game.
- According to an interview to FilmAndVideoMagazine, Unreal Tournament played a part in the creation of AI (Artificial Intelligence).
- According to Tim Sweeney, the game has between 200 and 300 C++ classes.
- According to Shane Caudle, the intro sequence was inspired by a city he designed for a comicbook of his own creation.
- "Actually, the intro sequence was inspired by a city I designed for my comic book Eye of the Storm. It was a dark futuristic city similar to the city I envisioned for UT.
The cool thing is that a city that looked basically the same took 3 days to render one image on my 486 back then can now be rendered in real time using the Unreal Engine. (...)
It's all about setting the atmosphere, this is done by using the realistic textures, strategic lighting, ambient sounds, and architecture that gives depth. The thing I like about the intro is the sense of scale. You go flying around this whole city, through the subway, around buildings, under overpasses, through parking decks, all while the narration is going on, and then you end up in this arena where you see two combatants about to fight. This all happens in on big continuous camera move. That's cool, you couldn't do that any other way than with the computer."
- ―Shane Caudle
- According to Cliff Bleszinski there were other ideas which never made into UT... except one:
- "Announcer Stuff:
-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.
-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.
Wacky Physics/Movement Stuff
-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. Sure, it's not fun, but it would have allowed for some funky, fun shit to mess around with.
-It would have been cool to have a mutator that prevents you from accruing momentum when you toss your translocator up in the air so you can keep translocating up in any given level.
-I would have loved for a "two way Assault" mode. Right now, as cool as Assault is, you're kind of stuck in one role for however many minutes it takes to play. It'd be cool to try to attack or defend. That's the beauty of CTF, at any point in the game you can do several things and you rarely get bored.
-I would have liked to have played with the Domination rules a little bit more. I was messing around with Eavy, a great UT mod programmer, to try a "tug of war" variation of Domination in which the only way to score is to control all 3 points for X seconds."
- ―Cliff Bleszinski
- According to Tim Sweeney, the reason of why UT didn't had good OpenGL support is purely because of marketshare (at the time DirectX was the main API used for development)
- "In general, OpenGL drivers have major performance and stability problems on Windows. All the hardware makers are supporting Direct3D first and foremost, so we can see the writing on the wall...it says: "Use the API that gives your customers the best stability and performance, not the one with the theoretically cleanest design"."
- ―Tim Sweeney
- ↑ Demo Patch v322
- ↑ Version 348 Demo release announcement
- ↑ History of the changes to the demos between the 3dfx-only demo and the final Version 348 demo
- ↑ Document about the music in UT'99 from Alexander Brandon
- ↑ Unreal Tournament (1999) @ Gamerankings.com
- ↑ Unreal Tournament @ Gamerankings.com
- ↑ Unreal Tournament @ Gamerankings.com
- ↑ Unreal Tournament (2000) @ GameRankings.com
- ↑ Unreal Technology Announcements - Steve Polge 19 November 1999
- ↑ Tim Sweeney's interview @ PlanetUnreal
- ↑ Josh Adams's post @ UT forums
- ↑ 12.0 12.1 Josh Adams's another post @ UT forums
- ↑ Unreal City @ FilmAndVideoMagazine.com
- ↑ Tim talks @ Unreal Universe
- ↑ Shane Caudle interview @ machinima.com
- ↑ Tim Sweeney interview @ R-POV.com
See also Edit
|Unreal series: Unreal • Return to Na Pali • Unreal II|
|Tournament series: Unreal Tournament • UT2003 • UT2004 • UT3 • UT4|
|Championship series: Unreal Championship - Unreal Championship 2|