lol, I really wish they would still be playing because in the last 4-5 years since they retired the scene is mostly based on 24/7 untalented newbies with no real skill. It's actually sad that GitzZz stopped playing 5 years ago and there is still no one in UT2K4 or UT99 that got close to his aim.
UT2K4 is just boring without any real competition or players to watch, quake is so much better.
I know it depends alot on the maps but i didnt really play any UT (played ut99 as a kid offline and played UT3 like 10 hours for a LAN Tournament) its quite fun but too aim dependant for me, especially on the dm6 of ut, deck. Subterrane/Gritt (i believe that is it) is quite a good map.
u have to play what the majority plays
and just in case u got me wrong, i meant that the most played map in quake3, is dm6.. and in ut it is deck, at least in ut99/ut3.
As far as I was amazed with gitz's aim, he himself said that the only thing he is scared of is brezel's sniper. Brezel sticked to UT a bit longer, and he did outshine everyone else in sniper department, especialy since, unlike gitz's stable tracking, he used flicker shots all the time. I remember him during Nations Cup VII (I think) in match against Netherlands on tempest where he litteraly run around map hitting flickers. Also nex dominated whole teams while on sniper position.
Also I think that what lowered competition are actualy settings that were forced by lower div players after many top ones left. Now we have to play with TIW cause some people couldnt stand being beaten by shaft when they were cought with sniper out, opponents dodged their spam or simply on respawn. This especialy includes TNSe, TIW author who created and popularized big theories just to get rid of shaft.
haven't played ut2k4 in 3 years odd now but i remember watching an 'aerowalk' only cup for it a while back, the map didn't really look too hot at all. It's great in terms of it offering something different, just a shame that this difference is a bit poo. All about de-ironic anyhoo.
The DM6 version was the only one that got close to being good. Still, what's the point in making maps that are like the ones in Q3 when the movement, weapons, fire options are totally different?
"Cause we all know that UT2004 is fast game, on some maps VERY FAST, looking on scores between 2 player on few maps could be more faster."
wait a sec... we all know UT2004 is a fast game..... and on some maps VERY FAST....
which 'we all' ?
"we all" on esreality are sure UT2004 is a slow-medium paced game. (where QW / CPM / PK are fast and ql / vq3 are med - fast...)
omg dird come supervise some quakelive CB cups, I mean the lack of coverage and careness on these cups is so depressing, appart maybe from the clan arena cup which is still ok thanks to visser and holyone doing a great job...
I really wonder why epic hasn't made an ut live ...
in the past they always copied the ideas of id as soon as they heard them, and tried to release their game before id.
Well despite that id didnt made first DM game, I agree they defined how modern DM works, but that way you can say that almost every single other FPP developer copied id.
Besides you said "in the past they always copied the ideas of id as soon as they heard them, and tried to release their game before id." which means they did it more than once, hence I would like exact examples.
About failing twice I would say they actualy did thrice (2k3, 2k4 and UT3) :P
I think the first one was Maze Wars whoever did it.
I once even heard that id created CTF and Epic copied it. Aside it was actualy 3rd party Quake mod, nobody remembers a simple FPP game on Atari called CTF.
Interesting read, it seems Apogee (later to become 3drealms) were the inventors of rocket jumping and jump pads , with 'rise of the triads' , they were alsot the first to include ctf in fps multiplayer, lol who would've thought.
They were not "inventors of rocket-jump". They just made a game in which you could aim rockets vertically (and I don't think it was the first one either). Horizontal rocket jumps were already used in Doom, and the general concept of rocket jumping is too obvious to have a single "inventor" (i.e. almost anyone can "invent" rocket jumping not knowing of it before). The same with jump-pads - it's not an "invention", it's a damn obvious thing but just never used before for some reasons.
it was still the first game where you could rocket jump around in all directions, they didnt invent the concept, like capture the flag they didnt invent that either. Just interesting that they were the first to inlcude it.
Yes I completly forgot about this game. This also reminds me that the first duel in which I jumped over enemy rocket was in Duke. We didnt think about shoting them in the floor back then, so it greatly reduced effectivenes of rl outdoors :P
In some ways yes, but it still was a shoting duel between players. Anyway it is undenialable that they definied modern dm. However it doesnt take anything from games that followed.
Similiary I think UT probably spawned domination (conquest) game type.
christ i remember sbs! he must of been playing ut2k4 for 6 years odd now then!? i remember he got caught using an aimbot or something- i guess that's what your comments about huh :D
I played UT2k4 for a few years. These 'high' scores would include such classic moments as Falkon vs Lauke, ESWC 2005, on Ironic. Score? 1:0, and went into overtime.
UT was always a lower point game than Quake, it's still fast, but what I'm reading here is just narcissism. Idiocy opinions because they know their game is fucking dead beyond belief.
I was there during that game and it was simply great. Very intense and fun to watch, especialy at GGL booth. I never was into UT2k4, but that match made my day back then.
Concur. Over here in NA, ut99 still gets ctf pickups daily, 2k4 was almost daily a month ago, though it's sliding. The top 3 tam servers are full in the evenings, with exiled server having full slots and specs for several hours.
I think UT could beat even that number cause traditionaly we only get team cups in CB, but during last season of polish league I think we had something past 110 signups. Poland may have most active UT scene, but still thats just a one country. 450 international signups (current QL CB season) if live version would be out? Certainly beatable.
Played both and UT3 isn't that much faster, it's just different scaling. Can't say much else in regards to your movement opinion since that doesn't really make much sense. Of course most people who don't like the movement don't seem to care enough to say why precisely, other than that it isn't quake movement.
UT movement is very simple and discrete - there are a small set of fixed maneuvers (dodging, double-jumping, etc) that are easy to learn and are the same for everyone (i.e. you have no control over how "good" (far) you will dodge, everyone dodges at the exact same speed and distance, so there is no room for skill improvement, there are no people that are "good at dodging"/"bad at dodging", everyone is the same). So basically after you learn these few tricks, there is nothing more to UT movement, you can do the same tricks as the best pros do, with the same exact result. Another problem is UT movement is jerky because of constant dodging. It's like - run half a meter..DODGE..run..DODGE..run..DODGE, etc. with movement speed changing frequently and very abruptly.
On the other hand, in Quake you accelerate very smoothly, and the movements are not fixed and set in stone for everyone, but depend on continuous parameters like angles, and the resulting movement speed is not constant for everyone, but faster or slower depending on how precise you are. Because of that, movement is actually a skill in Quake, you can actually say that this player moves good, and that player moves bad, etc.
Of course there will be differences in how players use the movement. I was talking about movement itself - i.e. what possibilities it gives. In UT - a few fixed jumps, all easily executed; in Quake - (virtually) infinite variation of moves, ranging from easy to extremely hard.
The jumps are mostly map-specific, and one could easily make some difficult jumps in maps the same way for UT.
Strafe jumping isn't hard, it's just unintuitive, so most people struggle with it for a short time. Carmack wanted to limit acceleration to 2 jumps, which is about the most you will get in any map before you have to change direction, or get to your destination. In order to maximize the efficiency of that distance, you need only be moderately skilled at strafe jumping itself. The skill, just like UT, is in the use of it.
The "smooth" acceleration of Quake is not an argument for or against the movement in UT, as it is completely preference. However, the movement in UT makes for MUCH more interesting, and faster paced, combat.
The jumps are jumps. They cannot be map-specific. E.g., you always dodge with the same speed and for the same distance, no matter on which map you are. Maps can be designed to utilize these jumps in sophisticated ways, but that's topic of map design, not of movement itself.
If strafe jumping wasn't hard we wouldn't have the whole defrag thing with thousands of maps, competition scene and movies devoted to it. And some people cannot even reliably do bridge-to-rail dm6 jump no matter how hard they try. If you think it's easy, please show me your demo where you do, like, 20 585ups circle jumps in a row (in vq3).
The smooth movement is certainly not an argument by itself and is a preference, but how do you think, how many people prefer jerky UT movement to smooth Quake?
I do not agree neither with that UT has faster paced combat, nor with that it's so specifically because of movement. I've seen many UT games and didn't find them fast. As for "MUCH more interesting", I cannot agree too. It's the same at best.
Actually, UT3 had quite a few maps with moderate difficulty jumps that were quite fun, which did require some skill to execute. Nothing fancy, but you could easily extend the concept to small landing zones, or very small points in air to wall jump off of.
Defrag has nothing to do with anything. No matter how good you get in defrag, your average duel map only supports around 2 jumps before you have to stop or change direction. In that time, you only need average strafe jumping skill to take advantage of it. Sure, being a defrag pro might score you another 5 units to your destination, but this is a marginal difference. I'm sure fanboys will try to argue that it isn't, but they're delusional. It's not so much your ability to perform perfect circle jumps, or perfect strafe jumps, but your ability to know where to do them from, and where to continue them to. This is exactly the same as UT.
Trying to use bridge2rail as an example does not work, since this type of situation is map-specific, and not exclusive to Quake. Additionally, it's on the map that Quake players want to see removed the most. ztn is popular now, which has nothing but extremely easy jumps.
As for what people like as far as movement - since far more people play and buy UT than Quake, you're fighting against your position. Stick to the real issues at hand.
If you don't think the combat is fast, you haven't played it. I speak mostly about UT99/UT3 at this point, as the combat is very fast paced. UT2k4, not so much, and UT3 moreso.
I'm not arguing against UT, since it's simply not my game and I realize that, but honestly, your argument about the movement being limited so much by the maps only applies to Vq3 (ql).
Q4 didn't have that issue, since you could maintain momentum around corners. Same story with CPM. And Quakeworld. Only the most dumbed down movement (vq3) of the quake series is low enough to even be compared to a double tap button (UT dodge).
And it still falls waaayyyyy short of actually being worthy comparison.
Actualy we have something thats called Bunny Track, it consist movement obstacles and traps, it is played in teams and some maps are impossible to beat by single player.
You are missing important part that denies possibility of direct comparision.
Dodge is what I call a combat type advanced movement method while strafe jump is transportation type advanced movement method. Does it takes much more skill to move around map in QL, yes it does. However dodges were never designed as mean to move around map. There is no skill needed to simply execude dodge, however efficient use in combat directly depends on reactions and insight. It is not as visible in UT2k4 cause large scale of maps and modified movement made it more chaotic and random, but in UT only the sharpest players can react with backward dodge to a close range rocket. In QL advanced movement ends where direct fight starts. Quake players will feel slow while trying to travel around map, but Unreal players will feel slow when trading shots.
didn't wanted to read all of those comments but i understand what you think...
maybe best options for that, when he asked me, to tell him was "i would like to skip that question" but still, i had to write something,,,
first of all i said "in my opinion" if you take a look my answer on next question "How so?" you'll see what i wrote...
And also you didn't get what i wanted to say... i didn't said ut2004 is faster than quake, and i know quake is MUCH faster... i meant for UT2004 games... ut3 -> ut99 movement, ut2k3 -> space movement xD
For players, who like to play aggressive style (example ScrMz, cause, when he plays everyone is saying "woooow how fast is he" or smth like that), to make game more exiciting, they can say that ut2004 is fast game, for those who are just walking around, shooting and running back it is obviouse for them to say "UT2004 IS FAST GAME?!?! rofl!!!!"
but ok, i won't judge any of you, it's your opinions :P