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Peoii
Ultimate Fanboy

Joined: 19 May 2003
Posts: 572
Location: Post Falls, ID, USA, North America, Earth, Sol, Milky Way
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Posted:
Tue Feb 24, 2004 1:20 am |
There's no doubt to anyone in the community that UT2004, even in it's demo form, is a winner. It's hit the Unreal community like a storm, and I don't think it's energy will die off anytime soon, heck, we've already got people doing ladder tournaments with it! So what makes this version so much more special than the now old and clunky feeling UT2003? Well, the guys over at UT2k4.Net have attempted to answer this question in their article: The Unreal Tournament 2004 Demo: What Went Right? This rather in-depth comparison of the series releases makes a very good effort to show exactly what makes the latest segment in the series the savior of the franchise. Overall, a very well written article, and something I believe everyone should take the time to check out. |
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Kyllian
Novice Spammer

Joined: 03 Dec 2003
Posts: 75
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Posted:
Tue Feb 24, 2004 8:58 am |
Based on feedback at the Atari Forums, I can tell you two things many people think went wrong: player scale and skin visibility
It seems a majority of people in favor of larger scale believe increasing the models scale by 10% would not only look better, but would not cause any issues with current animations or movement
As for skin visibility, it seems more people would want simply more visible color(team-based gametypes) on the teams over distances as opposed to "neon glow-sticks" |
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Raven
UO Staff

Joined: 19 May 2003
Posts: 2235
Location: Clyde, Ohio
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Posted:
Tue Feb 24, 2004 9:05 am |
yah i noticed that the skin visibility is kinda poor over a distance too.
the increased size will help that to a point, but just making the colors brighter or giving a player position listing on the minimap in the corner might help a little.... |
_________________ nevaR ask Raven
Because he nevaR knows!
Http://www.guardiansofdeath.com |
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Kyllian
Novice Spammer

Joined: 03 Dec 2003
Posts: 75
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Posted:
Tue Feb 24, 2004 9:08 am |
Raven wrote: |
or giving a player position listing on the minimap in the corner might help a little.... |
Agreed, a indication of where your teammates are at can certainly help, especially on pubs |
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Raven
UO Staff

Joined: 19 May 2003
Posts: 2235
Location: Clyde, Ohio
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Posted:
Tue Feb 24, 2004 9:16 am |
id help with coordinating your assult too
that way you can see where your weakest and strongest..... |
_________________ nevaR ask Raven
Because he nevaR knows!
Http://www.guardiansofdeath.com |
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Cheetah
Ultimate Fanboy

Joined: 25 Aug 2003
Posts: 2831
Location: Halfway between the gutter and stars.
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Posted:
Tue Feb 24, 2004 11:19 am |
yeah, something like names or numbers in the mini-map is a great idea. tho it musnt take up to much space and all.
also, why not turn the option on in the menu for distance visebility, turn it on, and make it so you can see better at distances. and youll have no problemo. |
_________________ <CrashOverwrite> ask Raven cause he nevaR knows anything.
<Cheetah01> hes nevaR here either
<CrashOverwrite> true
<Rachel>  |
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