The Next Unreal Tournament Screens.

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-SKID-
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The Next Unreal Tournament Screens.

Post by -SKID- »

A few new screens of the next UT.

http://www.1up.com/do/media?cId=3140086
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+JuggerNaut+
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Post by +JuggerNaut+ »

*checks watch*
-SKID-
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Post by -SKID- »

old?


Either way, I think this one is impressive.
[lvlshot]http://www.1up.com/media?id=1846919&type=lg[/lvlshot]
Last edited by -SKID- on Sat May 07, 2005 11:00 pm, edited 1 time in total.
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mik0rs
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Post by mik0rs »

Nice, might move back to Unreal if Quake 4 turns out to be the disaster it's threatening to be.
eepberries
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Post by eepberries »

Nice graphics, but looks pretty boring design wise to me.
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Post by phantasmagoria »

[size=85]
redfella
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Post by redfella »

Damn, my jaw literally dropped 2 inches when I just saw that screen (the black marine)... while mustering a "Good... Lord..." wimper whisper.

Most screenshots don't impress me... but Gee Goly, look at it.

I'm impressed.
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Post by -SKID- »

I dunno the Gman still looks pretty good. :icon32:

[lvlshot]http://homepage.ntlworld.com/e.huby/stuff/Games/HL2-garrysmod/gman_nicebutdim.jpg[/lvlshot]
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Post by Scourge »

:icon19:
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Post by Mogul »

Looks like they're going (only speaking of visual design here) with a Unreal Championship 2 style.

This is GREAT. One thing the UT games have been plagued with up until very recently is pathetically gay style -- comparable to Halo's incredibly gay style.

They corrected a good amount of the problems (but not all) in their character design (and weapon design) in UC2.

And by these shots, granted they're alpha material or whatever, looks like we've got the flak cannon from UC2, and the blazing power heroes look pretty UC2 as well.

Winnar. I think.
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Post by Grudge »

It's still a few years away. Don't hold your breath.
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Post by SOAPboy »

-SKID- wrote:I dunno the Gman still looks pretty good. :icon32:

[lvlshot]http://homepage.ntlworld.com/e.huby/stuff/Games/HL2-garrysmod/gman_nicebutdim.jpg[/lvlshot]
The SDK owns..

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seremtan
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Post by seremtan »

One day we'll look back on all the games from this decade and chuckle over the ubiquitous shine, overdark shadows, tiny heads on giant armoured bodies and huge power boots.

Nice screens. I hope the 06 Onslaught still rocks.
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Post by Geebs »

There's absolutely no need to have models that detailed in a multiplayer FPS.

"If you're reading this I already fragged you"
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Post by eepberries »

Image
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Post by +JuggerNaut+ »

Geebs wrote:There's absolutely no need to have models that detailed in a multiplayer FPS.
agreed.
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Post by Grudge »

lol @ pedogman.gif
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Post by Guest »

Geebs wrote:There's absolutely no need to have models that detailed in a multiplayer FPS.

"If you're reading this I already fragged you"
:dork: Why the fuck not?
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Post by phantasmagoria »

eepberries wrote:
:lol:
[size=85]
o'dium
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Post by o'dium »

Kracus wrote:
Geebs wrote:There's absolutely no need to have models that detailed in a multiplayer FPS.

"If you're reading this I already fragged you"
:dork: Why the fuck not?
Because even after all the high detail shit that they throw at him, he will still run in picmip 16 just to get that extra FPS boost and advantage.
Guest

Post by Guest »

Oh well that's an easy problem to solve, don't let anyone run picmip 16 OR make it mandatory in official tournaments to run full detail in the game to give it a more realistic feel making shadows a part of the game that can be used instead of ignored. You know... like real life.

Everything in a game that someone views as a disadvantage is also something the other guy has to deal with which evens out the playing field. I'm as guilty as the next one for doing it in Q3 but the fact is if I could do without it I'd rather play in a pretty game than a dull graphics lacking one.
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Post by o'dium »

BTW, I know you all want me to say this.

My oppinion.

I think that Malcolm screen rocks beyond believe. The polycount in that shot is not final, i have the wire render and its prett much white on some places, esp. on the gun. But the texture map is final, ingame size.

Its fucking amazing, i couldn't believe the detail on the skin, the way the metal rusts, the shine... He still looks a bit plastic but with the detail on him we can all live with that...

Ownage...
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Post by reefsurfer »

eepberries wrote:Image
wth..i cant save that gif pic as a gif... it only let me choose bitmap.. :confused:
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Post by Don Carlos »

reefsurfer wrote:
eepberries wrote:Image
wth..i cant save that gif pic as a gif... it only let me choose bitmap.. :confused:
delete ur temp internet files
Geebs
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Post by Geebs »

Kracus wrote:
Geebs wrote:There's absolutely no need to have models that detailed in a multiplayer FPS.

"If you're reading this I already fragged you"
:dork: Why the fuck not?
My G5 can do UT2k4 at 1680x1050 and full settings without any sweat; but even at that resolution, the detail level in the environments is infinitely more noticeable than the detail on the players. The only time you get to see the player skin close up is when the match ends and you're left looking at one character. If you do a config edit to separate the detail on your own weapons from the general character skin detail, you can hardly see any difference at different character detail settings, because UT2k4 is a mid-long range game and there's no way you can get within 6 feet of another player without either fragging them or getting fragged. By contrast, if you turn detail textures off and lower the resolution of the environment textures, it looks horrible.

Hence: make the environments more detailed, and don't bother having massive poly models requiring millions of texture passes running around in them.

I agree with the point on graphics settings and "cheating", though, which is precisely the reason I predicted Doom3 multiplayer would suck. I always used to play quake3 with the settings down and, most impotantly, gibs off so you never got anything blocking your view of the arena. UT2k4's glowing bits and bobs get turned off for the same reason.
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