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RaverCo2k
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re: Unreal Tournament 3 - Full Information |
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Any one know the SPEC for the game yet? lol
------------------- I Do What Ever my Rice Krispies Tell Me To Do. | |
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volacide
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re: Unreal Tournament 3 - Full Information |
quote GameSpot.comQ4 06 | |
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vAnquishGMR
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re: Unreal Tournament 3 - Full Information |
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The Basics "We're not trying to make a prettier UT2K4. We're really trying to make a very new game." - Steve Polge Gametypes: ONS, DM, TDM, CTF, and a new mode called Conquest The Skaarj will not be present All levels are being designed prior to the incorporation of artwork A big focus will be placed on AI; "voice controlled AI" Races/Teams Necris (The white-skinned gothic and/or undead - depending upon who you ask - guys from the original UT) Nakhti (Originating from the UT2003 and UT2004 Anubans, this team is entirely Egyptian) Juggernauts (The gene-boosted monstosities from UT2003 and UT2004) The Corrupt (The team of Xan Kriegor's, who hails from UT and UT2004) Iron Guard (The original and now reinstated team of assassins, again headed by Lauren and Brock) Krall (The slave-race to the Skaarj, found in the original Unreal) Jakob's Team (Possibly Malcolm's ThunderCrash team from UT2004, though the name is unclarified) Custom Team: (The team player will create in the Single Player ladder of Envy) Twelve Confirmed Weapons Dual Enforcers Impact Hammer Will not have a shield function Instead has some sort of a "deflection" alternate fire The deflection alternate fire is still in-the-works, so there's confirmed details on it yet Rocket Launcher Flak Cannon Shock Rifle Link Gun Sniper Rifle Tridium Stinger Replaces the minigun Hails from the original Unreal Canister Gun Acts as grenade-launcher, mine-layer, and bio-rifle all in one Ammo dictates firing mode Translocater AVRiL Redeemer Movement Double-jumps and dodge-jumps remain. However, they're now more grounded, and feel less "floaty." Basically, the player will now get the impression that there's actually some gravity pulling on them, and the movement should feel more "solid." "We use the gameplay of 2004 as a base. We wanted to start off with a known quantity so that as we made changed, we knew there were quantifiable improvements - it's not just different, it's different in ways we can point to specifically." - Jim Brown For those of you skeptical about the movement changes, remember this: while there will be more close-combat fights, double jumping and distanced hitscan fights have not been eliminated. Think of the change as a movement toward the fast-pace of the original UT, not a removal of what makes the movement 'Unreal.' Eighteen Vehicles Nine 'Axon vehicles' [From UT2004 and ECE] Goliath may have destructable treads The Scorpion May have rocket launchers Now enclosed; no longer open-topped May have rocket-boosters Ejection feature added Rocket launchers and rocket-boosters can be used to self destruct, kamikaze-style - players can survive when this is used in conjunction with an ejection Nine all-new Necris vehicles Said to be "more creative" and "out of the box" than the militaristic Axon vehicles Level design Level editing will include the Kismet script sequencing tool Community Epic hopes to ensure UT2007 will provide a more profound sense of community/game interaction Plans exist to correct UT2003 and UT2004's steep learning curve Both newbies and competitive players should be able to thoroughly enjoy UT2007 It's possible to have a newbie friendly game that still requires skill. How? "Reward people for expertise, but don't make it completely not fun for the novice player." Think CS - anyone can get a few kills their first game ever, but it takes real skill and practice to be a fragging master, such as [winner of WCG 2000's UT division, and top CS player] Destrukt. "Pregame lobbies" are being incorporated "You can use your stats to find similarly abled opponents" "People in the lobby can say 'Hey, I want to play a capture-the-flag match on this map.' and you'll set it up from there and boom, you'll all go off and play it." - Steve Polge Ability to enter your Clan-ID in a stats server, to view the status of clan-matches in a "global rating system of how clans have done against each other." Clan-pages and other sites will be able to be viewed from within the game "Automatic downloading of mod content that you choose, perhaps in the form of a daily download..." Console players rejoice! No more messy server-searching: "We have a quickmatch kind of thing, where you hit a button and it finds a server that's about the right level with the best ping and sticks you there." Conquest Considered to be Assault's successor/replacement Aims to be like a "campaign," and contains (some) optional objectives - as thus, it's less linear than Assault. "Potentially as large as three Onslaught maps, with assault-like objectives, and even a form of limited resource management planned." Resource management: Certain bunkers will house tridium resources These resources determine how quickly your team can built vehicles, turrets, etcetera. The more bunkers you control, the slower your resources regenerate; this fixes the problem found in ONS where comebacks are near impossible. Remember that when you take territory from an emeny, it physically changes; these changes can be as drastic as a conversion from the Necris' neogothic towers to a lush and breathing landscape. "Conquest will take advantage of the UE3 engines ability to seamlessly stream maps by putting you in a battlefield the size of several maps stitched together." Players will battle on one of two teams, and each side's territory will look physically different. As you take a territory, it will convert to the other team's structures and physical surroundings. "Conquest should appeal to a wider gaming audience, and provide a place where longer-term strategy, teamwork, and face-to-face fragging all meet." While you'll be able to make forays into the other team's territory, a limitation on how long you can be there without losing health will keep combat focused on the front lines. Artificial Intelligence "You never want the game to feel like it devolves into 'Oh, I know the AI can't handle this tactic.' When you find a tactic that the AI can't handle, then the game is broken." Through player-to-bot interactions, Epic wants to give the bots of UT2007 'more personality' These personalities dictate the particular skills and weaknesses of bots, especially pertaininig to specific goals and tasks "So if you're doing a flag run, you can hear what's going on back at your base because guys are shouting to each other where the enemy's coming from and what they're doing to prevent it" - Steve Polge "You'll be able to ask [the bots] questions about their status: 'Is there anybody down in the cavern?', 'No, cavern's all clear'. Or you could throw out warnings like, "There's a sniper on the tower. Go get the sniper.'" - Steve Polge "You want the AI to do things that surprise you so that you feel challenged in terms of your reaction time, your strategies, and your tactical skills." Physics Uses Ageia Novadex physics engine, as opposed to UT2004's karma engine Environmental destructability is implemented on a "per-level basis" Levels that feature intense environment destructability will factor it into the gameplay All environments are "damagable" (ex: instead of leaving a mark, rockets might blast a small chunk out of a wall) Miscellaneous DM-Deck17 returns! "Because we knew that if we made changes and tweaked the movement, everyone would be able to see the difference and the improvement because they knew what the level felt like before." - Jim Brown Epic claims that the AI and gameplay of Envy already surpass that of UT2004 and most other current games A blend of new and old: Epic designers aren't letting themselves be limited by previous games: "The original UT was on the threshold of being a great game. If we had done 2K4 without having to feel kind of in the box with what we had started in 2K3, I thought it would have been a much bch covers Envetter game than it was. We think there's alot we can improve." - Steve Polge Lovers of old school UT rejoice, for Epic shall not abandon thee: "It's a wierd balance. You want to keep those who people who have been playing for a long time, but you still want to innovate and do new things for new people." - Jim Brown "We'll keep going back and forth [between the old games and the new one], saying what we like and what we don't like about each in terms of balance, movement speed, those sorts of things." Expect polish: "We want to have all [the parts of the game] working for probably about a year before we ship. I think a big part of the success of UT will be that we've had such a long cycle of playing the game and improving it based on the idea, 'This is fun, but it would be more fun if...' and then really refining it - tweaking weapon balance, tweaking movement, tweaking vehicles, tweaking gameplay mechanics." - Steve Polge --http://www.planetunreal.com/envy/information.shtml | |
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volacide
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re: Unreal Tournament 3 - Full Information |
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Dual Enforcers is always sexy.
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vAnquishGMR
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re: Unreal Tournament 3 - Full Information |
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I would have to agree!
imagine playing intagib with that.... | |
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vAnquishGMR
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re: Unreal Tournament 3 - Full Information |
the lighting is incredible. sorry all you 56kers. get broadband. | |
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VeGiTAX2
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re: Unreal Tournament 2007 - Full Information |
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Woot system specs released
Minimum System Requirements * Windows XP SP2 or Windows Vista * 2.0+ GHZ Single Core Processor * 512 Mbytes of System RAM * NVIDIA 6200+ or ATI Radeon 9600+ Video Card * 8 GB of Free Hard Drive Space Recommended System Requirements * 2.4+ GHZ Dual Core Processor * 1 GBytes of System RAM * NVIDIA 7800GTX+ or ATI x1300+ Video Card * 8 GB of Free Hard Drive Space Source: Midway PR & Epic ------------------- ![]() | |
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BoganKing
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re: Unreal Tournament 3 - Full Information |
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just read the big post above and i liek the sound of the physics and environment damagability. imagine blasting yourself a hole in the wall to hide in and ambush people from. i cant wait for this game.
------------------- ![]() We'll go so far as we please. | |
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Revenger of Wastelan
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re: Unreal Tournament 3 - Full Information |
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I dont think you can actually make a hole in a wall to use it for ambushing. You might make a crack or a little hole but I dont think you can actually take the whole wall out.
------------------- ![]() RIP Dimebag Darrell 1966-2004 | |
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