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Posts tagged "Unreal Tournament"
Unreal Tournament, Viridian Tourney, by Alysson Larsen.

Unreal Tournament, Viridian Tourney, by Alysson Larsen.

Unreal Tournament 3, Rising Sun, by SqS.Hyden.
I cant count how many time I’ve played this. Epic frags, suicides and awesome DM.

Unreal Tournament 3, Rising Sun, by SqS.Hyden.

I cant count how many time I’ve played this. Epic frags, suicides and awesome DM.

Unreal Tournament, Deck 16 II, by churl.
My perspective is pretty bad, but it was fun to just sketch this off-the-cuff. “Deck 16” was easily the deepest and best-designed multiplayer map in the original Unreal, and although there were ongoing revisions in all the subsequent Unreal games, Unreal Tournament’s “Deck 16 II” was probably the pinnacle. Anything I’ve got right was baked in from hundreds of hours of playing on “Deck-only” servers, anything I’ve gotten wrong I blame on the ravages of time and booze. Not pictured (behind the ‘camera’) – Shock Rifle (bottom of elevator), Redeemer (above top of elevator), Ripper (bendy hallway) and another Sniper Rifle. 
[Josh says: I love that you did a perspective view of this.  Super immersive.  Come to think of it, I think I’d have an easier time recreating Quake levels as a few through-the-player’s-eyes shots of key rooms than as an overhead map.  Maybe I should give that a shot at some point.
I was a Quake franchise devotee during my first real engagement with FPS deathmatch stuff, so I regarded UT at the time as almost the enemy on an ideological basis, sort of a Nintendo vs. Sega playground argument ported over to college-age FPS shenanigans.  So I have only scattershot (heh) memories of the few UT maps I did play, with their conspicuous use of any colors other than grey or brown and their different look and feel for the weapon selection.  It’s like, flak cannon?  What?  WHERE’S THE QUAD DAMAGE!]

Unreal Tournament, Deck 16 II, by churl.

My perspective is pretty bad, but it was fun to just sketch this off-the-cuff. “Deck 16” was easily the deepest and best-designed multiplayer map in the original Unreal, and although there were ongoing revisions in all the subsequent Unreal games, Unreal Tournament’s “Deck 16 II” was probably the pinnacle. Anything I’ve got right was baked in from hundreds of hours of playing on “Deck-only” servers, anything I’ve gotten wrong I blame on the ravages of time and booze. Not pictured (behind the ‘camera’) – Shock Rifle (bottom of elevator), Redeemer (above top of elevator), Ripper (bendy hallway) and another Sniper Rifle. 

[Josh says: I love that you did a perspective view of this.  Super immersive.  Come to think of it, I think I’d have an easier time recreating Quake levels as a few through-the-player’s-eyes shots of key rooms than as an overhead map.  Maybe I should give that a shot at some point.

I was a Quake franchise devotee during my first real engagement with FPS deathmatch stuff, so I regarded UT at the time as almost the enemy on an ideological basis, sort of a Nintendo vs. Sega playground argument ported over to college-age FPS shenanigans.  So I have only scattershot (heh) memories of the few UT maps I did play, with their conspicuous use of any colors other than grey or brown and their different look and feel for the weapon selection.  It’s like, flak cannon?  What?  WHERE’S THE QUAD DAMAGE!]

Unreal Tournament, Facing Worlds, by Mr Bismarck.
My all time favourite CTF map (and a giant head, because I can’t draw  giant planets).  The hundreds and hundreds of hours spent on this map  is probably why I had such a high tolerance for time spent on 2Fort.
I would snipe for a while, then drop the Translocator and use the  Impact Hammer to smash it off the ramp on top of the tower.  If you  aimed it correctly you could tanslocate in behind the enemy snipers on  their tower or, in glorious moments of good fortune, your locator would  land on the lip of one of the enemy tower’s ridges.  From there you  could snipe the enemy in the back as they ran toward your base with  virtual impunity as some spots meant the only way they could shift you  was to run out to the middle ground, turn around and fire rockets back  at their own base.
I also got good with the plasma ball/shock rifle combo - exploding  people off into space - and firing Razorjacks into the enemy doorway so  they bounce around shredding campers was also a jape.
Perfect simplicity.

Unreal Tournament, Facing Worlds, by Mr Bismarck.

My all time favourite CTF map (and a giant head, because I can’t draw giant planets). The hundreds and hundreds of hours spent on this map is probably why I had such a high tolerance for time spent on 2Fort.

I would snipe for a while, then drop the Translocator and use the Impact Hammer to smash it off the ramp on top of the tower. If you aimed it correctly you could tanslocate in behind the enemy snipers on their tower or, in glorious moments of good fortune, your locator would land on the lip of one of the enemy tower’s ridges. From there you could snipe the enemy in the back as they ran toward your base with virtual impunity as some spots meant the only way they could shift you was to run out to the middle ground, turn around and fire rockets back at their own base.

I also got good with the plasma ball/shock rifle combo - exploding people off into space - and firing Razorjacks into the enemy doorway so they bounce around shredding campers was also a jape.

Perfect simplicity.

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