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The Next Unreal Tournament Screens.

Posted: Sat May 07, 2005 10:54 pm
by -SKID-
A few new screens of the next UT.

http://www.1up.com/do/media?cId=3140086

Posted: Sat May 07, 2005 10:56 pm
by +JuggerNaut+
*checks watch*

Posted: Sat May 07, 2005 10:58 pm
by -SKID-
old?


Either way, I think this one is impressive.
[lvlshot]http://www.1up.com/media?id=1846919&type=lg[/lvlshot]

Posted: Sat May 07, 2005 10:59 pm
by mik0rs
Nice, might move back to Unreal if Quake 4 turns out to be the disaster it's threatening to be.

Posted: Sat May 07, 2005 11:29 pm
by eepberries
Nice graphics, but looks pretty boring design wise to me.

Posted: Sat May 07, 2005 11:49 pm
by phantasmagoria

Posted: Sun May 08, 2005 1:53 am
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.

Posted: Sun May 08, 2005 3:45 am
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]

Posted: Sun May 08, 2005 3:46 am
by Scourge
:icon19:

Posted: Sun May 08, 2005 7:39 am
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.

Posted: Sun May 08, 2005 9:53 am
by Grudge
It's still a few years away. Don't hold your breath.

Posted: Sun May 08, 2005 10:45 am
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..

[lvlshot]http://s88080780.onlinehome.us/wee.jpg[/lvlshot]

Posted: Sun May 08, 2005 10:55 am
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.

Posted: Sun May 08, 2005 10:59 am
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"

Posted: Sun May 08, 2005 8:06 pm
by eepberries
Image

Posted: Sun May 08, 2005 8:08 pm
by +JuggerNaut+
Geebs wrote:There's absolutely no need to have models that detailed in a multiplayer FPS.
agreed.

Posted: Sun May 08, 2005 8:09 pm
by Grudge
lol @ pedogman.gif

Posted: Sun May 08, 2005 8:11 pm
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?

Posted: Sun May 08, 2005 8:13 pm
by phantasmagoria
eepberries wrote:
:lol:

Posted: Sun May 08, 2005 8:15 pm
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.

Posted: Sun May 08, 2005 8:20 pm
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.

Posted: Sun May 08, 2005 8:31 pm
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...

Posted: Sun May 08, 2005 10:06 pm
by reefsurfer
eepberries wrote:Image
wth..i cant save that gif pic as a gif... it only let me choose bitmap.. :confused:

Posted: Sun May 08, 2005 10:07 pm
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

Posted: Mon May 09, 2005 8:27 am
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.