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Unreal Tournament 2004...

I've been playing the 2004 demo and enjoying it a great deal. Though I haven't done much online play, and I haven't tried Assault or Onslaught yet (guess I'd better start practising, eh?)

Anyhow, I'd be up for some Enworld server action once it gets organized. I may be able to host, though my computer has substantially less RAM than yours. Also, my broadband connection is usally getting eaten up by my MMORPG playing roomates (though it's much better now that we've switched from DSL to cable).

It's odd, 2003 really did nothing for me, but I loved the original UT game. 2004 seems to be closer to the original, but I really can't figure out what the differences are. I'm just enjoying it more- especially the Bombing Run map. Back when the first was out, we did almost nothing but Capture the Flag. I'm doing Bombing Run on this new one because I don't really like the CTF map.
 

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I haven't played the bombing run yet, whats it like? I have been stuck on deathmathc, team deathmatch and capture the flag mostly, with a little Onslaughtthrown in on occasion. I've been on deathmatch mainly to get a good feel for the controls in a stressful situation, so I have been playing in the 20-30 player games.
 

Playwise, Bombing Run is going to be similar to CTF, except everyone is going after the same ball instead of opposing flags. The goal is to grab the ball and get it through the opposing team's goal. It's pretty much basketball with heavy weaponry.

It tends to be a lot faster paced than CTF, since the ball changes hands constantly as the teams fight over it. Also, an indicator on the screen points you to the ball at all times, so you don't have to hunt all over for it like you might for an enemy flag carrier (or does CTF have indicators now as well? I haven't played it much in this version).

Anyhow, with CTF you want the team evenly divided between defense and offense, here you're better off just sticking everyone together since there's only one real target. If everyone chases the ball, then they'll be around when it's near the goal without having to worry about specific defense positions. This definately seems to work better for internet play, where people tend to go off and do what they want anyway.
 


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