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The History of Unreal Technology Part Three: Unreal Tournament Welcome to the next installment of the History of Unreal Technology. This time we take a look at one of the most entertaining Multiplayer games of all time, Unreal Tournament. It is hard to believe that the game's 5th anniversary just passed us last month and the demo shortly before that. Speaking of the demo I remember that November afternoon in '99 taking a day off work to download and play it as soon as it would be ready. Little did I know that it would completely change the way I think about online gaming and pretty much alter the way I look at gaming forever . Unreal Tournament actually wasn't so much revolutionary as it was more of the right game at the right time. As most people know that Unreal's Multiplayer, which had potential, was pretty much a disaster. This is one of the reason's I feel that most gamers that weren't into Unreal weren't going to try out UT. To get into a little more detail on what Epic and Digital Extremes did and didn't want from the original game. To explore this we fire off this question to Cliff Bleszinski of Epic.
Cedric "Inoxx" Fiorentino was one of the first folks around the office that was suggesting we do a "botpack" expansion for Unreal. It was going to be advanced bot play, a single player focused around this. We had no idea that the game/project would evolve into the Tournament splinter of the franchise. Polge (Steve Polge of Epic) wanted to attempt this crazy thing called 'Assault'. So we started cranking on it and found that what we had was quite enjoyable.
A solid, working CTF. Many, many more maps built specifically for multiplayer goodness. More superweapons - i.e. the Redeemer. So while some of the games ideas were being made fun of the UT Team kept plugging away. Even those people who liked Unreal wondered if they could fix the Netcode issues that plagued the original. What most gamers didn't know is that they were not only working on the Netcode but tweaking the rest of the Graphics Engine itself. Once again Cliffy B.
The engine wasn't advanced much from Unreal to UT. We simply had a better understanding of not only the engine but also the game play we were building on top of. Instead of struggling with working technology on a day to day basis we were able to rely on a stable development platform in which we could foster a great iteractive design pipeline.
We were always collaborating on this series since Unreal 1 and continuing through UT2004.
Ideas for levels come from everywhere I go. The best thing for me is to go out into he 'real world' *gasp* and pay attention to everything around me. Because of the chaotic nature of nature, there is a wealth of inspiration out there that can fuel whatever art form you happen to practice. I slowly learned that I have a weak spot for large desolate areas, with only one little micro world as the focus. Lava Giant for instance is the only island in a sea of lava. Or Hall of Giants, it is being a huge artifact below many tons of rock. The earlier levels in Unreal started to show this as well. For example the Sunspire map was, at that time, the largest level ever made. It went well outside the boundaries of UnrealEd's (the game's map editor) building area. Come to think of it, it had a phallic quality to it. Also, the game Riven was a HUGE inspiration for me. It managed to create an atmosphere I have never seen duplicated in a game after it. For that alone I am incredibly grateful to the Cyan team that worked on it and I strive to get to that level of world making. From vast alien worlds: To those that were inspired by cartoon animation: With all of these wonderful places being possible to make now it made me wonder just how much could the engine do? Once again Pancho Eekels.
Frame rate. I was always too afraid of making it run too slow. Back then I did not know that you could do a lot with even the simplest of shapes and lighting. I also had a hard time with making the landscape more natural looking. Inexperience was my limitation when it came to mapping. But luckily it turned out to be good thanks to Tim Sweeney. He thought that my first attempt of the first outdoor level sucked and rightfully it did. So I had to start over again and i then made Nyleve Falls. Nyleve Falls in Unreal sparked so many discussions. It made a point that, yes even an fps shooter can have romantic overtones in where for just a moment you can be lost in a virtual world and stare at it in wonder. Then you can go blow everything up and kill the little Nalangaroos hopping around. Yes!
I had always joked about our own version of Capture the Cow. In hindsight I'm glad we didn't do it and allowed the community to come up with it. Undermining the seriousness of your franchise is not always a good thing. It's okay to have the occasional goofy "Pancake" and what not, but entire game modes designed around beef herding are probably not a good example of effort to outcome management. Once again many thanks for taking the time to stop by the site and reading our work, Tycho January 2, 2005
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