UT2007 Title Official

BeyondUnreal has a new Unreal Tournament 2007 logo online with a confirmation from Midway that this will indeed be the official title of the next installment in the UT series. This contrasts a recent report that the name of the series may take a change in direction (story), though that story's other point that the title will not be UT2006 does turn out to be correct.
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42.
 
Re: Screenshot
May 10, 2005, 14:42
42.
Re: Screenshot May 10, 2005, 14:42
May 10, 2005, 14:42
 
Wax is still not close to human skin if you get down the level of what looks real and what doesn't. It's the reason why those wax models still look a little "off". I wish a lot of these games would lay off the specular, I really do.

41.
 
Re: Torque can support more than 32
May 10, 2005, 06:43
41.
Re: Torque can support more than 32 May 10, 2005, 06:43
May 10, 2005, 06:43
 
I'm not going to claim Torque will have uber spectacular lighting effects and graphics as Unreal 3, but their TSE will come close with the optimal netcode and capability to scale large terrain. I'm betting large scale terrain andmore than 24 players will choke Unreal 3 without a very high end computer.

40.
 
Re: Torque can support more than 32
May 10, 2005, 02:54
40.
Re: Torque can support more than 32 May 10, 2005, 02:54
May 10, 2005, 02:54
 
I keep reading here the same complaints. Cant support more than 32 players. Cant support super large maps and terrain. We've been playing that way in Tribes world since 1997.
Yes, but what you haven't been using is a advanced physics engine. That is where much of the extra overhead comes in. Games today require more bandwidth and CPU cycles and it hinders scaling to larger numbers of players.

39.
 
pah!
May 9, 2005, 23:52
39.
pah! May 9, 2005, 23:52
May 9, 2005, 23:52
 
maybe I'm a simple minded doofus but I'm not looking for any form of "realism" when I play a UT game. I like bright, stimulating colors, flashy explosions and over-the-top design. I like HAVING fun and I like my games to LOOK fun.

Theres a place for realism but a Sci-Fi arcade-style shooter isn't one of them.

-Hump

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"Both the “left” and the “right” pretend they have the answer, but they are mere flippers on the same thalidomide baby, and the truth is that neither side has a clue."

- Jim Goad
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38.
 
Re: Screenshot
May 9, 2005, 23:01
38.
Re: Screenshot May 9, 2005, 23:01
May 9, 2005, 23:01
 
I'm going to have a hard time being enthusiastic about UT2K7 if the figures are made of wax.

Ah, yes, the G.I. Joe syndrome. Really, though, I think the UT2k7 models are a lot less plastic looking than other game models. Compare them to FarCry or SC:CT and you'll get what I mean. Wax is actually very close to the opacity and texture of human skin. This is why wax is used to make human sculptures in reality. Doom 3's biggest problem was that the texture and model quality wasn't all that great up close. Normal mapping and specular lighting create an illusion of depth and detail from a distance, but up close, it doesn't look so great. From what I've seen thus far, UT2k7 doesn't have this problem.

37.
 
Re: Screenshot
May 9, 2005, 22:36
PHJF
 
37.
Re: Screenshot May 9, 2005, 22:36
May 9, 2005, 22:36
 PHJF
 
Yeah I also hate the Unreal feel of things. I recall reading here a post or two about how Unreal's version of cool is just flat out nerdy... and it is.

I'll never be immersed in any Unreal game if the current trend keeps up.

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36.
 
Re: Screenshot
May 9, 2005, 22:31
36.
Re: Screenshot May 9, 2005, 22:31
May 9, 2005, 22:31
 
My god look at the detail in this:

http://www.gamespot.com/pc/action/unrealtournament2007/screens.html?page=3
Honestly, the shots have me a bit concerned. Looking at them, especially the first one, seems to be showing the same sort of bump mapping style as Doom 3, a problem I think because Doom 3's biggest graphical weakness is that many of the enemies look like waxy, low-poly models up close. The problem I foresee here is that Epic is going to run in to a version of the uncanny valley problem, except that the valley is going to be about lighting, where it's high detail but wrong, and players instinctively will be uncomfortable with that. Hopefully these are just glossed-up shots, but we'll just have to see; I'm going to have a hard time being enthusiastic about UT2K7 if the figures are made of wax.

35.
 
Re: Screenshot
May 9, 2005, 21:55
35.
Re: Screenshot May 9, 2005, 21:55
May 9, 2005, 21:55
 
My god look at the detail in this:

http://www.gamespot.com/pc/action/unrealtournament2007/screens.html?page=3

thats the new Rocket Launcher model. its going to be a long, long wait until 2006

You think that's good????? It looks like a cartoon. I know these are games, but you'd think that they would move away from the cartoon colors & give us more metallic looking weaponry or even Army Surplus Green.

What weapons manufacturing company would make a big red rocket launcher? Well, maybe one that features fights for Saturday morning cartoon children...

I swear, there should be a rule about gaming company management and adults who never play games. These games need to be created by dedicated gamers who love to game and love nothing else but to game & make games. Once you give Mr. Boatowner guy the power, it'll always turn out to be what *his* vision of a game should be for *children*; when in fact, most "children" would rather play a more realistic game than a more cartoony game.

34.
 
Re: Screenshot
May 9, 2005, 21:48
nin
 
34.
Re: Screenshot May 9, 2005, 21:48
May 9, 2005, 21:48
 nin
 

thats the new Rocket Launcher model. its going to be a long, long wait until 2006



Patience Hump, patience...

(And check out the tank on the next screen!)


If you look at your reflection, is that all you want to be? http://www.nin.com
33.
 
Re: Torque can support more than 32
May 9, 2005, 21:31
33.
Re: Torque can support more than 32 May 9, 2005, 21:31
May 9, 2005, 21:31
 
I keep reading here the same complaints. Cant support more than 32 players. Cant support super large maps and terrain. We've been playing that way in Tribes world since 1997.

Playing a game of Tribes with more than 32 players would usually dissolve into chaos. Optimally, the game is played with 12, 16 or 20 players.

Aside from that, keep in mind the obvious demand that Unreal 3's graphics place on bandwidth and overall performance. If there were more than 32 players in an Unreal 3 game, I'm sure the amount of lag, both net-related and hardware-related, would be significant.

32.
 
Screenshot
May 9, 2005, 20:53
32.
Screenshot May 9, 2005, 20:53
May 9, 2005, 20:53
 
My god look at the detail in this:

http://www.gamespot.com/pc/action/unrealtournament2007/screens.html?page=3

thats the new Rocket Launcher model. its going to be a long, long wait until 2006


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Sacred cows make the tastiest hamburgers
This comment was edited on May 9, 20:53.
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"Both the “left” and the “right” pretend they have the answer, but they are mere flippers on the same thalidomide baby, and the truth is that neither side has a clue."

- Jim Goad
Avatar 10137
31.
 
Torque can support more than 32
May 9, 2005, 20:46
31.
Torque can support more than 32 May 9, 2005, 20:46
May 9, 2005, 20:46
 
You mean to tell me the almighty, and relatively unknown engine powering the forfather of massive warfare games (Torque and Tribes) can still support more than 32 players (up to 64)and fully immersive maps and Unreal 3 still cant do that? What the hell?

Torque may not be quite as pretty, but its pretty far advanced than even Unreal 3 in terms of netcode and scale.

Even after all these years, you can do things in Tribes that other games still cant achieve without packet loss and performance issues.

I keep reading here the same complaints. Cant support more than 32 players. Cant support super large maps and terrain. We've been playing that way in Tribes world since 1997.

http://opentnl.sourceforge.net/doxydocs/history.html

This comment was edited on May 9, 20:58.
30.
 
Re: THEY BETTER NOT...
May 9, 2005, 20:27
30.
Re: THEY BETTER NOT... May 9, 2005, 20:27
May 9, 2005, 20:27
 
UC2 was melee focused well before Midway became publisher. It was a concious design decision because the 3rd person and slightly slower combat of melee works better on a console. Not only that, but it helped step away from the heritage of the original UC, which was basically a direct and poor port of 2k3.

29.
 
THEY BETTER NOT...
May 9, 2005, 18:44
29.
THEY BETTER NOT... May 9, 2005, 18:44
May 9, 2005, 18:44
 
make it ANYTHING like that craptastic Xbox game Unreal Championship 2. I absolutely despise that game, they completely ruined the whole 'Unreal' feel with concentrating on melee. I bet you can thank Midway for that mess.(Mortal Kombat) Then again, what do you expect from the consoles? Consoles suck for FPS anyways so they tried to tone down the FPS perspective and turn up the Third Person hack 'n slash style.... BAH!

This comment was edited on May 9, 18:45.
"When all thats left is console gaming, I will game no more."
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28.
 
Re: No subject
May 9, 2005, 18:17
28.
Re: No subject May 9, 2005, 18:17
May 9, 2005, 18:17
 
Aside from putting more demands on 3d modelers, there was that bit about not needing to be a programmer to create interactive levels and what not, I hope it also equates to easier modding.

Kismet, yes, I'm very interested to see how that's going to pan out. It seems extremely cool, but ofcourse all we have is the description of an inhouse developer to go on, and he's not going to say that it really sucks just as bad as having to know C-sharp.

Creston


Avatar 15604
27.
 
Re: No subject
May 9, 2005, 18:04
27.
Re: No subject May 9, 2005, 18:04
May 9, 2005, 18:04
 
that space assault map was great i wish there were more scenarios like that

Mayor Dan
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26.
 
Re: No subject
May 9, 2005, 17:17
26.
Re: No subject May 9, 2005, 17:17
May 9, 2005, 17:17
 
I don't think we will see mods that are worthwhile. Mod, maybe. The level of skill required is just too high.

This will be interesting to see.

Aside from putting more demands on 3d modelers, there was that bit about not needing to be a programmer to create interactive levels and what not, I hope it also equates to easier modding.


Avatar 6174
25.
 
Re: No subject
May 9, 2005, 17:09
25.
Re: No subject May 9, 2005, 17:09
May 9, 2005, 17:09
 
Yeah, I agree, a little dissapointed they would go with the 2k series, though 2004 did send it off on a good spin, it just feels tainted, would have been nice for a fresh start

Fortunatly, there will be other developers who will use this engine..

http://www.thebrpage.net
24.
 
No subject
May 9, 2005, 17:04
24.
No subject May 9, 2005, 17:04
May 9, 2005, 17:04
 
I'd like to see them expand on the space combat. It was so underutilized in the game and especially with the modding community. So much potential and it was ignored. I was sorta hoping for a Descent-like mod.

Also, I'd like to see Epic import the melee combat engine from UC2 and use it as one of the gametypes.

----------------------------------------------------------------------
Sacred cows make the tastiest hamburgers
----------------------------------------------------------------------
"Both the “left” and the “right” pretend they have the answer, but they are mere flippers on the same thalidomide baby, and the truth is that neither side has a clue."

- Jim Goad
Avatar 10137
23.
 
Re: No subject
May 9, 2005, 17:02
23.
Re: No subject May 9, 2005, 17:02
May 9, 2005, 17:02
 
Yeah, I agree, a little dissapointed they would go with the 2k series, though 2004 did send it off on a good spin, it just feels tainted, would have been nice for a fresh start


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