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Unreal Tournament 2004 - Wikipedia, the free encyclopedia

Unreal Tournament 2004

From Wikipedia, the free encyclopedia

Unreal Tournament 2004
Unreal Tournament 2004 U.S. box cover
Developer(s) Epic Games
Digital Extremes
Publisher(s) Worldwide Atari (Linux/Windows)
Worldwide MacSoft (Mac) midway
Designer(s) Steven Polge
Engine Unreal Engine 2.5
Latest version 3369.2
Release date(s) United States of America March 16, 2004
Europe March 18, 2004
Australia March 19, 2004
Genre(s) First-person shooter
Mode(s) Single player, multiplayer
Rating(s) ESRB: M (Mature 17+)
OFLC: MA15+
PEGI: 16+
USK: ab 16
Platform(s) Linux, Mac OS X, Windows
Media DVD (1 / 2), CD (6)
System requirements 1 GHz processor, 256 MB RAM, DirectX 9.0b or OpenGL, 32 MB video card.
Input Keyboard, Mouse, Joystick

Unreal Tournament 2004, also known as UT2004 or UT2K4, is a futuristic first-person shooter computer game designed mainly for multiplayer gaming, although the game has a built in single-player mode that mimics multiplayer gaming by featuring AI-bots. Unreal Tournament 2004 is part of the Unreal series of games and is the sequel to 2002's Unreal Tournament 2003. Unreal Tournament 2004 was co-developed by Epic Games and Digital Extremes and published by Atari. The major addition to Unreal Tournament 2004 is the introduction of vehicles to the classic first-person shooter formula following in the footsteps of Tribes 2, Halo: Combat Evolved, and Battlefield 1942. Unreal Tournament 2004 also features great user interactivity with user-made mods, maps, and other add-ons.

Besides introducing new weapons, vehicles, and game modes, Unreal Tournament 2004 also contains everything released previously in Unreal Tournament 2003, making Unreal Tournament 2004 a superset of its predecessor. Unreal Tournament 2004 completely replaced Unreal Tournament 2003 on store shelves and Unreal Tournament 2004 boxes sold in the United States include a $10 mail-in rebate requiring that a short form be completed and sent to the publisher along with a copy of the manual cover for Unreal Tournament 2003.

Contents

[edit] Development

Epic Games had very ambitious plans for the sequel to their 1999 hit Unreal Tournament. Although work on the game engine and Deathmatch had been complete, there was still much to be done regarding complex game modes such as Assault and Onslaught which included vehicles. As a result, the stripped-down Unreal Tournament 2003 was released in 2002 while the developers concentrated upon implementing Assault and Onslaught for a 2003 release (later pushed back to 2004). In addition, the developers also addressed shortcomings that gamers had with Unreal Tournament 2003.

[edit] Development process

Unreal Tournament 2004 was created by several game development studios acting in collaboration, including Epic Games who led the project. Lead programmer Steve Polge describes the role each company played:

Epic Games Inc.

Epic Games: All the enhancements to the Unreal Tournament 2003 game types, the new UI, Voice over IP and bot voice command support, engine enhancements and optimizations were made by the primary developer. They also made an improved single player game, and improved community and demo recording support, in addition to thirty-one new playable characters. A Sniper Rifle similar to the one included in the original Unreal Tournament was added. They created one Onslaught map, and developed AI support for Onslaught. 16 new DM maps, 5 new CTF Maps, 2 new DDOM maps, and 1 new BR map were added. The Assault game type design and implementation, including 3 new vehicles, 3 types of turrets, and 6 new maps were also reintroduced from the original Unreal Tournament, totaling 31 all-new maps from Epic.

Psyonix: The Onslaught game type design and implementation, with 6 new vehicles, 4 new weapons (grenade launcher, spider mine layer, Anti Vehicle Rocket Launcher (AVRiL), and the Phoenix target painter), and the energy turret. They also created seven Onslaught maps, and collaborated with Streamline Studios on the popular map ONS-Torlan. Finally, they made the new model for the Translocator.

Digital Extremes: Created 2 new DM maps, 6 new CTF maps, 2 new BR maps, and 3 new DDOM maps; two new playable characters; the new HUD design; new weapon models for the Assault Rifle, Shock Rifle, and Link Gun.

Streamline Studios: The single player introduction movie and ONS-Torlan in collaboration with Psyonix. Later made an Assault map called AS-Confexia, downloadable from the Internet.

[edit] Nearing release

On February 11, 2004, the demo for Unreal Tournament 2004 was released and included five maps for five different game types. Demo versions for Windows, Mac OS X, Linux on x86-32 (February 13, 2004) and Linux on x86-64 (February 15, 2004) were made available for download. By March 5, 2004 Unreal Tournament 2004 had "gone gold". This means that the game was finished and ready for distribution. It was the first closed source game to support the new x86-64-bit extension, utilizing Linux, as Windows for x86-64 had not been released at the time.

As the year of 2004 would draw to an end, Unreal Tournament 2004 received awards for Multiplayer Game of the Year (IGN, Gamespy, Computer Gaming World) and Best Value for 2004 award (Computer Games Magazine).

[edit] Release history

Unreal Tournament 2004 was released on March 16, 2004 for the PC (Linux x86-32/x86-64 and Windows), the Mac OS X version (DVD only) followed on March 31, 2004. The version for Windows x86-64 was released as a downloadable patch on October 1, 2005. At release consumers could purchase the game on either CD or DVD. The DVD version was a limited-time special edition that came with a Logitech microphone-headset and a second DVD filled with video-tutorials on how to use UnrealEd (the program used to make UT-maps and mods). A single DVD version with neither microphone nor tutorials was also released in Europe. The CD version of the game was six discs. On April 13, 2004, Unreal Tournament 2004 was re-released on a special edition DVD to meet the high demand of players wanting the game on DVD rather than CD.

Epic and Atari, in collaboration, released two official Onslaught maps over the summer, ONS-Ascendancy and ONS-Aridoom.

On September 21, 2004, Atari released in stores the Editor's Choice Edition of Unreal Tournament 2004: it adds 3 vehicles, 4 Onslaught maps, and 6 character skins to the original content of the game, and also contains several mods developed by the community and selected by Epic Games. This extension (excluding mods) was released as a Bonus Pack by Atari on September 23, 2004, and is available for free download.

In December 2005, the Mega Bonus Pack was released by Epic, which included several quality maps, along with the latest patch and the aforementioned ECE. The release was solely through the Internet.

[edit] Gameplay

[edit] Available game types

  • Deathmatch (DM)
  • Team Deathmatch (TDM)
  • Capture the Flag (CTF)
  • Bombing Run (BR)
  • Last man standing (LMS)
  • Vehicle CTF: Capture the Flag, but with vehicles. Players can carry the flag in all ground vehicles. This is an official gametype, but only fan-made VCTF maps are available, and necessary for the game type to be seen. This mode was not made originally with the game, and was only made commonplace with the v3369 patch.
  • Onslaught: Onslaught is played on a huge map where the objective is to destroy, capture and hold key power nodes, creating a pathway to the enemy power core which then must be destroyed. The gameplay is very similar to the conquest gametype of Battlefield 1942. Vehicles are extremely critical in Onslaught mode. Of all the gametypes in Unreal Tournament 2004, Onslaught is the most popular and so far exclusive to Unreal Tournament 2004.
  • Assault: This gametype was in the original Unreal Tournament, but was not included in Unreal Tournament 2003. The attackers have to achieve objectives and pass through checkpoints within a certain time limit, while the defenders have to use fortifications and defenses to hold them back until time expires. Once time has expired, the opposing sides switch to see which team has the better time for completing the objectives The team to finish more objectives or do it the fastest wins. UT 2004's Assault mode have several advancements over the original UT assault; namely the inclusion of vehicles in certain maps.
  • Double Domination: In Double Domination, the player's team must control two points on the map. Holding both locations for a certain period of time gives the team a point. (Note: While in the original Unreal Tournament, the gametype was simply called Domination, and would feature as many as five Domination Points in a single map, Double Domination maps are restricted to two points in a map, and could easily double as Capture the Flag maps.) Of all the game types, this is the most infrequently played.
  • Invasion: Invasion is the closest gametype to true co-operative play. All of the players in the server are on one team, and that team must work together to clear waves of invading aliens (the aliens are taken from the original Unreal game). If a player is killed, they sit out until their team clears the map of aliens.
  • Mutant: Mutant can easily be described as akin to "reverse tag" in its style of gameplay (similar to King of the Hill). The first person to make a kill becomes the mutant, which gives them all of the standard weapons, maximum ammunition for all of the standard weapons, and three of the four Adrenaline power-ups (speed, invisible and berserk) simultaneously and indefinitely. The mutant then tries to get as many kills as he can until he's killed. Other players can only attack the mutant; the player who kills the mutant then becomes the mutant. To keep the person playing as the mutant from simply hiding until the game is over, the mutant loses 1 hit point per second; their health is replenished by killing the other players. As a game option, the player with the lowest score can become the bottom feeder. The bottom feeder can kill any other player for points, but as soon as another players score is lower, they will become the bottom feeder instead.

Many of these modes have Instagib versions to it, which contain specialized weapons that kill in a single shot.

[edit] Scoring

Scoring in Unreal Tournament 2004 is fairly complex; however in all game types one point is granted for each kill, and one is subtracted for a suicide. In Onslaught, points are awarded when a node is constructed, an enemy node is destroyed, or the enemy power core is destroyed based on what players helped make that happen and how much they did. In Capture the Flag, points are awarded for flag returns, attempted captures, and most of all, successful captures.

Awards are given for kills in succession and kills without dying. In respect, they are called Multi Kills and Killing Sprees, and go as follows:

Screenshot of Onslaught mode in Unreal Tournament 2004 on Ons-Torlan
Enlarge
Screenshot of Onslaught mode in Unreal Tournament 2004 on Ons-Torlan
  • Multi Kills:
    • Double Kill — 2 kills, each no more than three seconds apart
    • Multi Kill — 3 such kills
    • Mega Kill — 4 such kills
    • Ultra Kill — 5 such kills
    • Monster Kill — 6 such kills
    • Ludicrous Kill!!! — 7 such kills
    • Holy Shit! — 8 or more kills
  • Killing Sprees:
    • Killing Spree — 5 kills without a death or suicide
    • Rampage — 10 kills
    • Dominating — 15 kills
    • Unstoppable — 20 kills
    • Godlike — 25 kills
    • Wicked Sick — 30 kills
  • Weapon/Vehicle Specific:
    • Bukakke — 15 kills with bio rifle secondary
    • Flak Monkey — 15 kills with flak cannon primary
    • Combo Whore — 15 kills shock combos
    • Headhunter — 15 kills by headshot
    • Road Rampage — 15 kills by running vehicles over enemies
    • Top Gun — Killing a player in an airborne vehicle while piloting one yourself
    • Eagle Eye - Killing a player in a Raptor with the Goliath's primary weapon
    • Carjacked - Awarded for hijacking a vehicle that was under enemy control but has been vacated
    • Vehicular Manslaughter - Killing another player while in a vehicle
    • Pancake - Landing on top of another player, most common in the Raptor or Manta
    • Daredevil - Awarded for performing stunts while in a vehicle. Information about the stunt will also be displayed

[edit] Adrenaline

Adrenaline is a special pickup item in Unreal. Instead of having a direct effect, such as Double Damage, Adrenaline operates more subtly in the form of a meter; high adrenaline levels may be used to trigger combos. Adrenaline can be found on the map in the form of Adrenaline capsules, and may also be obtained by killing or gaining rewards.

An adrenaline capsule.
Enlarge
An adrenaline capsule.

[edit] Adrenaline points

The player will lose or gain adrenaline by performing certain actions. A plus sign (+) denotes a gain, and a minus sign (−) denotes a loss. They are:

  • Teamkilling: −5
  • Suicide: −2
  • Picking up an adrenaline capsule: +2
  • Fragging an opponent in non-DM gametypes: +2
  • Fragging an opponent in DM-gametypes: +5
  • Returning the flag in CTF: +5
  • Killing the flag/ball carrier: +12
  • First blood, sprees, or multi-kills: +15
  • Capturing the flag in CTF, or scoring a goal in Bombing Run: +25

[edit] Adrenaline combos

In Unreal Tournament 2004, an adrenaline combo is a power-up that is activated by keystroke patterns when the player collects 100 adrenaline. As a power-up, the adrenaline combo grants the player an extra benefit, therefore it is easier to kill or survive against other players. Adrenaline cannot go beneath 0. One adrenaline capsule, shown in the picture, will give the player 2 adrenaline when picked up and will then respawn in 27.27 seconds. When a combo is activated with the correct keystroke pattern, the 100 adrenaline that the player has collected will diminish, with the rate dependent on which combo had been activated. Different keystrokes will activate different adrenaline combos, and all the keystrokes solely involve the directional movement keys: forward, backward, strafe left, and strafe right.

[edit] Standard adrenaline combos

The following are the standard adrenaline combos which can be performed in a game where adrenaline is enabled.

  • Booster: the booster combo can be performed with the key combination: back, back, back, back tapped rapidly after each other when the player has 100 adrenaline. The booster combo first increases your health until it reaches 199 (max health) and then starts to add shieldpoints. From 100 to 0, without refilling adrenaline points, for example, not killing people, it lasts ~25 seconds, and the player will gain an extra of 175 hit points.
  • Speed: the speed combo can be performed with the key combination: forward, forward, forward, forward tapped rapidly after each other when the player has 100 adrenaline. The speed combo will cause the player to run twice as fast as normal, as well as jump/dodge twice as high/far. The duration of this combo is relatively short — approximately 15 seconds.
  • Berserk: the berserk combo can be performed with the key combination: forward, forward, back, back tapped rapidly after each other when the player has 100 adrenaline. It increases the player's fire rate to approximately twice as fast, and increases the damage of rapid-fire weapons (such as the minigun, linkgun, and assault rifle). Berserk also increases shieldgun damage, shock combos, rockets, and flak cannon shrapnel. It lasts ~35 seconds.
  • Invisibility: the invisibility can be performed with the key combination: right, right, left, left tapped rapidly after each other when the player has 100 adrenaline. It gives the player a near-invisible shield, making detection by opponents much more difficult. When the invisible player moves, light can be seen shining off of the invisible shield. Muzzle flashes and bleeding are also visible. Invisibility lasts ~27 seconds.

[edit] Non-standard adrenaline combos

The following adrenaline combos must first be toggled on, at the mutator menu of Unreal Tournament 2004.

  • Pint-size: the pint-size combo can be performed with the key combination: left, left, left, left tapped rapidly after each other when the player has 100 adrenaline. When activated, the player appears very small, making the player difficult to scout and hit. It lasts ~27 seconds, like the invisibility combo.
  • Camouflage: the camouflage combo can be performed with the key combination: right, right, right, right tapped rapidly after each other when the player has 100 adrenaline. It covers the player with large objects, such as a wall or a can. It is quite useless for the game's goal, but it is perhaps humorous. However, it lasts relatively long — 40 seconds.

[edit] Movement

The movement in the UT series is a very original aspect, and gives players the ability to further personalize their path around the level and their battle style.

[edit] Jumping

  • Normal Jump - Pressing the jump button (the standard button is the spacebar) once, so the player jumps up in the air.
  • Double Jump -Pressing the jump button just after the apex of the single jump , this gives the player extra altitude. If you jump, or double jump a lot during your play, it's called Bunny hopping.

[edit] Dodging

  • Dodge - Double-tapping any of the movement keys (forward, backward, strafe left, or strafe right — WASD) makes the player perform a low-altitude jump with high speed towards the desired direction.
  • Dodge Jump - Pressing the jump button just after the apex of the normal dodge, increases your distance and gives you extra altitude.

[edit] Wall Dodging

  • Wall Dodge - Jumping or double jumping towards a wall, and then using the dodge-move (see above) to jump off the wall in the desired direction. This needs to be done in mid-air (before the player lands), otherwise it will result in a simple dodge.
  • Wall Dodge Jump - Combining the normal wall dodge with the dodge jump. This results in giving the player the largest jump available in this game.
    Note: If the player uses the double jump wall dodge instead of the single jump wall dodge it can't use this trick, because the player is limited to use only one jump while in mid-air.

[edit] Miscellanous

  • Shield Jumping - Shield Jumping is a special trick in UT200X (in Unreal Tournament you also had a comparible shieldjump, but it was performed with the "Impact Hammer"). The players needs to switch to the shieldgun, charge it by holding the left mouse button (the standard fire button), jump once and release the charge just after it pressed the jump button, if done correctly the player will make a major jump with all the opportunities left to respectively extend the shieldjump with an extra jump or perform a wall dodge. Therefore the shieldjump is an extended normal jump. There also is a so called shield dodge, which works the same as the normal dodge, but with more distance and extra altitude, however the player will also have a longer air-time. The charge of the shieldgun can differentiate from a simple click on the fire button (left mouse button) to a fully charged shieldgun.
    Note: If the player performs a shieldjump, it will lose 20 - 50 hit points depending on how long it charged the shieldgun. Therefore most players prefer a short click on the fire button, because this gives only 20 damage.
  • Shock Core Jumping - This works the same as the shieldjump listed above, but only requires a shock rifle with ammo. Also, the jump will be shorter and costs more hit points.
    Note: When the player uses this shock core jump, it requires the alt fire button (right mouse button) to be pressed, since that is the standard shock core button.

[edit] Weapons

Unreal Tournament 2004 features 16 default weapons:

(Note: † denotes a new weapon in Unreal Tournament 2004)

  • Shield Gun: Primary fire produces a shockwave that can repel projectiles and (at close range) shred opponents; secondary fire produces a shield that absorbs damage from weapons and falls, as well as reflecting some hitscan beams, such as the Shock Rifle's. Shield gun "ammo" regenerates quickly.
  • Assault Rifle: Primary fire is a weak and inaccurate hitscan bullet fire; secondary shoots time-detonation grenades with force proportionate to how long secondary fire was held. Grenades will detonate on contacting an enemy. The Assault Rifle may be dual-wielded if the player picks up a second rifle (this will increase the maximum primary fire ammunition limit from 200 to 400, as well as the maximum alternative fire grenade limit from eight to sixteen). Dual Assault Rifles will increase the primary fire rate; the alternative fire grenade launch remains the same (the rifles alternate grenade fire). It is one of two weapons automatically granted to a player when respawning; however it is the weakest weapon in the game.
  • Bio-Rifle: Primary quickly disperses small globs of sticky, poisonous goo; secondary can be held down to charge up a much larger, splattering glob. Any charge currently being held will be discharged when the player holding it dies. A single glob from a fully charged Bio-Rifle is enough to wipe out a fully-shielded opponent. Despite being labeled a gimmick gun, this weapon has survived being cut since its conception in the original Unreal.
  • Mine Layer: Primary fire deploys up to eight simultaneous "spider mines" which will chase nearby opponents; secondary fire targets a spot for the mines to rush towards. Mines detonate if the player dies, or if they run into unsurmountable terrain (walls or steep slopes).
  • Shock Rifle: Primary shoots a hitscan shock beam; secondary shoots a slow-moving shock core. Hitting a shock core with a primary beam produces a huge explosion, called a "shock combo", which uses up additional ammo. This weapon can also cause players it hits to move, and therefore can cause kills just by knocking players into an abyss or causing them to die from fall damage. This is one of the oldest guns in the Unreal series, being in every game to date.
  • Link Gun: Primary fire shoots plasma projectiles; secondary produces a short-range plasma beam. Secondary fire is also used in Onslaught and Assault modes for healing nodes, vehicles, and Sentinels. Players can also "link up" by using secondary fire with their link gun at a team member carrying the Link Gun as well, which will have their power for healing or damage multiplied by the number of linked teammates.
  • Minigun: Primary fire spits medium-damage hitscan bullets most effective against infantry; secondary shoots more accurate, but less rapid hitscan bullets that do more damage to vehicles, better used for farther away and less aware targets.
  • Flak Cannon: Primary fire shoots a hail of glowing metal chunks; secondary launches a single shell which bursts into radiating flak chunks on contact. This is, in a way, Unreal's version of the shotgun featured in other games. Although damage has always been tweaked with this weapon, it has been in every Unreal game to date.
  • Grenade Launcher: Primary launches up to eight "sticky" grenades which attach themselves to vehicles, nodes and players; secondary detonates them, usually with devastating effect on vehicles and infantry. Grenades auto-detonate if the player dies.
  • Rocket Launcher: Primary fire shoots single rockets; secondary, held down, loads two to three rockets (depending on how long the trigger is held) which are then launched simultaneously; using primary fire while loading launches the rockets in a tight spiral. If the crosshair is held over a target for a certain amount of time (about 1.4 seconds), the rocket launcher will beep and any rockets fired while the crosshair remains on the target will home in on it.
  • AVRiL: A weapon designed to take down enemy vehicles. Primary fire shoots relatively slow but powerful anti-vehicle missiles; holding the crosshairs on a vehicular target causes the missiles to home in on it. Secondary fire zooms and locks on. AVRiL rockets can be shot down. AVRiL stands for Anti-Vehicle Rocket Launcher; the "i" in the name is to make it pronounceable. Any players in a vehicle that is being targeted by an AVRiL will receive a message saying "Missile Lock Warning", as well as a beep that can be heard by anyone in the vicinity of the vehicle. The weapon can damage players but is very inefficient.
  • Lightning Gun: Primary fire shoots a hitscan bolt of lightning at the target. Secondary fire zooms. Although the shot is hitscan, there seems to be a slight delay between the trigger pull and the actual lightning projection. Users are made vulnerable by the patent trail of lightning originating from the gun. The game recognizes headshots from this gun, and killing an opponent by shooting him in the head causes the game to log the kill differently.
  • Sniper Rifle: Returns from Unreal Tournament. Primary fire shoots a hitscan bullet and momentarily obscures the view with a puff of smoke; secondary fire zooms. Is only 6/7 as powerful as the Lightning Gun. The game also recongnizes headshots made with this gun.
  • Redeemer: Primary fire shoots a miniature nuclear missile in a straight path; secondary fire shoots the same missile but with full steering capability using the missile's eye-view camera. Although the missile can only be accurately guided with secondary, doing so leaves the player completely vulnerable. The secondary fire also slows down the missile. It is perhaps the most powerful weapon in the game; just one blast from a Redeemer can knock out an entire power node in Onslaught, and can drain 30% of a power core's life. The missile can however be shot down by enemy fire, with a "denied" message going to the player who fired the missile and the one who shot it down. Only one missile per weapon.
  • Ion Painter: Primary paints a target which after two seconds of stillness with the user is then fired on by an orbital ion cannon; damage style is similar to that of the Redeemer's missile, but is approximately half as powerful. However, it is somewhat hard to position correctly. Secondary fire provides zoom.
  • Target Painter: Primary, like the Ion Painter's, paints a target; in this case, a bomber appears over the battlefield and drops a line of bombs towards it. Secondary fire zooms. The bomber can be shot down fairly easily using hitscan weapons such as the lightning gun or stationary turret beams, however, it is impossible to lock onto the bomber using either the AVRiL or Rocket Launcher. The Bomber, once shot down, will produce a Redeemer-sized explosion wherever it lands.

In addition, Unreal Tournament 2004 features the Translocator that allows the player to quickly teleport across the map by shooting a small disc where the player wants to go. Technically speaking, however, this can also be used as a 'weapon', by firing the beacon at another player's feet and then teleporting there, performing a so-called telefrag. This action is usually quite difficult to perform, and has been made even more difficult than in the original Unreal Tournament.

All weapons respawn in 27.27 s if the Weapon Stay is turned off (most serious DM/TDM games are played without weapon stay). This period is often rounded to 27.5 s or even to 28 s — but rounding up is not good practice for timing of (more important) pick-ups.

[edit] Weapon damage

  • Shield Gun
    • Primary Damage: 40 Damage, up to 150 if charged
    • Secondary Damage: Used to absorb damage from others or from falling
  • Assault Rifle
    • Primary Damage: 7 per bullet
    • Secondary Damage: 70 per grenade
  • Bio Rifle
    • Primary Damage: 21 per (direct) hit
    • Secondary Damage: 21 per second charged, up to 210 on max load (10 units of ammunition).
  • Link Gun
    • Primary Damage: 30 per projectile
    • Secondary Damage: 9 per ammo unit (9 damage per .12 seconds)
  • Shock Rifle
    • Primary Damage: 45 per hit
    • Secondary Damage: Ranges from 5 to 45 damage, depending on proximity
    • Shock Combo Damage: Up to a theoretical max of 200 damage, mostly beneath 150, depending on proximity
  • Flak Cannon
    • Primary Damage: 13 per projectile, total of 9 particles x 13 = 117 damage (full hit). Damage is attenuated for each projectile at a rate of 5 damage per second (minimum of 5).
    • Secondary Damage: 76-164 (highly random), if the flakball explodes, its shrapnel does 13 damage, like the primary fire ricochet. It also inflicts splash damage, like the rockets of the Rocket Launcher. Splash damage depends on proximity unless it is a direct hit.
  • Minigun
    • Primary Damage: 7-8 per bullet
    • Secondary Damage: 14-16 per bullet
  • Rocket Launcher
    • Primary Damage: 90 (direct hit) or splash damage, depending on its proximity.
    • Secondary Damage: Multiplied by 2 or 3 (rockets) + additional splash damage of each rocket, depending on its proximity.
      For example: If the player loads 3 rockets and manages to land a direct hit, the other 2 rockets may inflict splash damage. If the player lands 2 direct hits out of 3 rockets, one rocket will inflict splash damage.
  • Lightning Gun
    • Primary Damage: 70 per hit / Headshot: 140 (double of its normal damage). And sometimes it does splash damage of 35 (half of its normal damage).
    • Secondary Damage: N/A (zooms)
  • Sniper Rifle
    • Primary Damage: 60 per hit / Headshot: 120 (double of its normal damage)
    • Secondary Damage: N/A (zooms)

[edit] Items

In UT2004 there are several items that players can pick up from the ground. These items will give the player an extra benefit, such as extra health.

Super Shield Pack
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Super Shield Pack

Unreal Tournament 2004 features 7 pickup items:

[edit] Shields

  • Shield Pack: This shield pack gives the player an extra 50 shield points to protect the player. When picked up, it will respawn in 27.27 seconds, which is half of the Super Shield Pack's spawn time.
  • Super Shield Pack: This is the better version of the standard shield pack; it gives the player who picks it an extra 100 shield points. The Super Shield Pack respawns in 54.54 seconds.

[edit] Health Packs/Vials

Keg-O'-Health
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Keg-O'-Health
  • Health Vial: Gives the player 5 extra hit points, it's often located at a place with more health vials. It can raise the player's health higher than the standard 100, until 199 hit points. The respawn time is, just like the shield pack, 27.27 seconds.
  • Health Pack: Is just like the health vial, but gives an extra 25 hit points. It cannot raise the player's health above the standard 100 hit points. The respawn time is 27.27 seconds.
  • Keg-O'-Health: Functions like a health vial, but gives the player 100 hit points instead of 5. Respawn time is in 54.54 seconds, like the Super Shield Pack.

[edit] Miscellaneous

Double Damage
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Double Damage
  • Double Damage a.k.a. Amp: Doubles the damage that the player would normally inflict. Double Damage lasts for 27.27 seconds (although the counter starts from 30, each tick is 0.909 seconds). It has the largest respawn time of all items in the game, at 81.81 seconds. (In order to time this item, a player with lesser computational capacity computes 55 seconds at the end of the power-up's duration. This technique is likely inaccurate if another player picked up Double Damage. Even if the player did pick it up, the technique will be inaccurate if the player dies before the power-up's duration is completed.)
  • Adrenaline: Adrenaline is a special pickup item because it can also be acquired by performing certain actions, such as fragging another player. There are always many adrenaline locations on the map, often located with groups of 4 capsules in each location. One capsule gives 2 adrenaline, and if the player manages to collect 100 adrenaline points, they can use an Adrenaline Combo. The spawn time is, like the Shield Pack, 27.27 seconds. Serious duels are played without adrenaline while TDM is played with it.

[edit] Vehicles

The Manta
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The Manta

There are many vehicles in Unreal Tournament 2004 available for use. These vehicles are primarily used in the Onslaught gametype. There are however some Assault maps that utilize vehicles. The vehicles consist of aircraft (such as the Raptor), and land vehicles. There are also 2 space vehicles, which only officially feature in one stock Assault map (AS-Mothership) and the Manta, a fast hovercraft.

[edit] Mods

  • Total conversion mods, often with totally different gameplay to the original Unreal Tournament 2004:
    • Alien Swarm - Top-down coop total conversion where a team of up to 8 marines battle their way through alien infested levels. Alien Swarm's fan community created a full expansion called The Telic Campaign, a mod of a mod.
    • Red Orchestra - Overall grand finale winner of the Make Something Unreal mod competition, a multi-phased contest with one million dollars in prizes sponsored by Epic Games and NVIDIA to foster the creation of mods.
    • UnWheel & Carball are car games, with many different gametypes such as racing and car soccer
    • Metaball
    • Air Buccaneers
    • COR
    • Uskaarj
    • Frag Ops
    • Deathball
    • Killing Floor - a horror co-op zombie shoot 'em up with very detailed environments.
    • Hollow Moon
    • Mars Wars - a total conversion mod that is meant to bring the game Red Faction to a newer engine.
  • More conservative mods include Jailbreak, Wehtam Invasion III, and Clone Bandits.
  • The Editor's Choice Edition pack includes the aforementioned Red Orchestra, Alien Swarm, Air Buccaneers, Frag Ops, Jailbreak, and Clone Bandits, as well as ChaosUT2, Domain, Rocketeer, Deathball, and the UnWheel caste of gametypes.
  • There is an RPG mod which adds a skill based leveling-up system into the game and is commonly used in online games to give the players rewards after getting to a certain amount of points needed.
  • The Unreal Tournament Revolution mod was an attempt to give UT 2004 the feel and game play of the original UT. Unfortunately, this mod is now difficult to find. However, it is possible that a similar mod might be released for UT 2007. UTR Mod Download

[edit] Resources

[edit] External links


Unreal series

Unreal | Unreal II: The Awakening | eXpanded MultiPlayer

Unreal Tournament | Unreal Tournament 2003 | Unreal Tournament 2004 | Unreal Tournament 2007

Unreal Championship | Unreal Championship 2: The Liandri Conflict

Unreal Gold | Totally Unreal | Unreal Anthology

Unreal Engine | UnrealScript | UnrealEd

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