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Post by jaedrik on May 8, 2014 15:07:02 GMT -5
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wings
True Bro
Posts: 3,776
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Post by wings on May 8, 2014 15:36:23 GMT -5
Hopefully my computer can play it then!
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Post by ChloeB42 (Alexcalibur42) on May 8, 2014 15:52:10 GMT -5
I gotta say, it really was the fans who made it better with new maps, game modes and mods, loved the mods. I should tell my Dad about it so he can work on it during the weekends or whatever, he used to help mod and develop maps and even talked to Epic devs back in the UT99/03-04 days
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Post by jaedrik on May 8, 2014 21:44:02 GMT -5
I share all sentiments hence precisely! I am anticipating a great game, hopefully with the UT24K movement mechanics, though non-hitscans might need to be buffed to be viable then. Oh, and the mutators. All those mutators *mouth foam*. Akimbo Flak Cannons when.
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Post by UrbaneVirtuoso on May 9, 2014 0:07:41 GMT -5
Just give me my fucking Shock Rifle and I'll die a happy man.
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Ricebowl
True Bro
/u/frozenlinx
Posts: 117
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Post by Ricebowl on May 9, 2014 12:25:09 GMT -5
Well I guess I have to buy a new PC to play it
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Post by jaedrik on May 31, 2014 13:21:47 GMT -5
Based Mousey
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Post by jaedrik on Jun 16, 2014 8:48:24 GMT -5
From the dev blog:
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Post by jaedrik on Jun 18, 2014 14:02:32 GMT -5
Art direction stream RIGHT now.
Edit: It's over, and there'll be a stream tomorrow for 'Speed Tree' at 2pm Central.
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Post by jaedrik on Jun 25, 2014 14:03:01 GMT -5
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Post by jaedrik on Jul 23, 2014 20:25:43 GMT -5
So, movement is a huge talking point over at the forums for UT in UE4. They did a stream a little while back detailing how they're disregarding the mass polls which show that people want double jumping and other various complex movement mechanics form UT2k4. They can do what they want, true. They ask that, rather than polls, they want reasons, presumably so they can argue against them and say 'no this is what we want k'. They want to keep the game more ground based. There is only one jump. The maps are going to be smaller, and one of their reasons for not allowing the movement options is that 'doorways would have to be proportioned funny' to accommodate people to not jump into them, thus creating a disproportionate sense of the map. They further argued that double jumping did not really increase the amount of depth at all. They also stated that they do not want more Z-axis, their reason is that they want explosives to be viable (anyone who played UT2k4 can tell you it was all about dose hitscans). I haven't watched the whole thing yet, nor read all the threads in the forum. Edit: Oh, I forgot to mention that they have 'walldodging'. Like, jump off a wall. Edit 2: About 17 minutes in the movement vod on UT's youtube, they showcase a sick video of some guy walldodging across their map, which they say they love and they want. It's cool, yes, and looks fine for the concerns that many have for not being able to double jump/dodge kinda, except you can only do it on walls.
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Deleted
Deleted Member
Posts: 0
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Post by Deleted on Jul 24, 2014 12:02:03 GMT -5
Found this on /r/gaming with ~1.2M views. Those floors are shinier than the vatican's.
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Post by jaedrik on Aug 4, 2014 0:56:30 GMT -5
Yeah, so, Foxtrot these guys for no double jump + air dodging.
༼ つ ◕_◕ ༽つ give double jump + airdodge ༼ つ ◕_◕ ༽つ
I know now at this point that the perspectives they take are incorrigible. They will sacrifice the integrity of their arcade gameplay roots for the sake of easier/more immersive level design, where instead they ought take the former principles as sacred; the mechanical aesthetic ought direct, order, and inform all other design decisions. No compromise can be made. Their prioritization is unsatisfying, and they will not change this. This installment of Unreal Tournament is not for me. Except mutators. Of course, there will be a heck of a lot less people not playing the vanilla game, and the levels will all be designed for this disappointing paradigm.
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Post by ChloeB42 (Alexcalibur42) on Aug 5, 2014 13:32:00 GMT -5
As long as the gameplay is like UT99 I have no problem with no double jump. I always preferred UT99 tbh.
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Post by jaedrik on Aug 5, 2014 17:08:52 GMT -5
True. The rhetoric I used is somewhat dubious as well, but, whatever. I'm sure it'll still be fine, and that many, including myself, will play and love it.
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Den
He's That Guy
Posts: 4,294,967,295
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Post by Den on Aug 5, 2014 22:49:50 GMT -5
Honestly, when I played 2K4, the double (even quad jump) never felt like much of a game changer due to just how shallow the jump height was. There were a number of obstacles and locations where a double jump was just enough to clear it, but then why not just make the double jump the default jump height? Given that the only way for a successful double jump was to jump again at the apex of the first jump, the only reason would be for the air control offered by the double jump... which was not that much.
Instead of a double jump and/or the awkward double-tap to lunge, I'd prefer just having a higher jump to facilitate vertical mobility for the obstacles that needed the double jump height and let the wall-dodging be the new lunge with greater potential. That and let the kinds of initially equipped and on-field options that were in the previous titles - Hammer/Shield Jumping, Translocator, springboarding off of rising platforms and jump pads - be the dominant mobility options.
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