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| View Poll Results: Pe ce server si la ce ora? | |||
| PROARENA ora: 18 00-20 00 | | 4 | 13.33% |
| PROARENA ora: 20 00-22 00 | | 8 | 26.67% |
| PROARENA ora: 22 00-0 00 | | 6 | 20.00% |
| PROARENA ora: dupa mizul noptzii | | 5 | 16.67% |
| ********* ora:18 00-20 00 | | 8 | 26.67% |
| ********* ora: 20 00-22 00 | | 12 | 40.00% |
| ********* ora: 22 00-0 00 | | 11 | 36.67% |
| ********* ora: dupa miezul noptzii | | 9 | 30.00% |
| WUNIX ora:18 00-20 00 | | 4 | 13.33% |
| WUNIX ora: 20 00-22 00 | | 8 | 26.67% |
| WUNIX ora: 22 00-0 00 | | 6 | 20.00% |
| WUNIX ora: dupa mizul noptzii | | 5 | 16.67% |
| Multiple Choice Poll. Voters: 30. You may not vote on this poll | |||
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| | LinkBack | Thread Tools |
| | #1 (permalink) | ||
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No Unreal Tournament 2004 until 2004 Epic and Atari push back their eagerly awaited PC shooter until next February. The good news is Unreal Tournament is still being targeted for a holiday release. The bad news is that holiday is Valentine's Day, 2004. Atari sent out a small release today confirming that the next installment in Epic games' shooter series won't be out until next February. While Epic had never made an official announcement that the game was to come out this year, Atari admitted that "the game was previously slated for release during the 2003 holiday season." O boy o boy!!!
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| | #2 (permalink) | ||
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Unreal Tournament 2004 Updated Hands-On Impressions We recently got to try out the latest version of Unreal Tournament 2004 at an Nvidia press event this week. It's been a little more than a month since we last saw the game, but the developer has made noticeable changes in the game, particularly in the onslaught mode. As you may recall from our last update, the onslaught mode adds vehicles and a new objective-based team game to Unreal Tournament 2004. The first thing we noticed was what appeared to be new vehicle effects. The manta hovercraft now produces a new "splash" effect created by lighting that appears from its twin engines when it hits the ground, and the Humvee-like truck and the scorpion buggy have headlights that project light on the ground in front of the vehicles. The scorpion has apparently been overhauled since the last time we saw it. It's still a single-person vehicle that looks like a dune buggy, but it now has a new arsenal. When we saw the game in September, it had a single, primary weapon: a grenade launcher. It appears that Epic is still working on the new primary weapon, which appears to be placeholder at this point, but the new secondary weapon seems pretty interesting. In keeping with the new game's theme of finding ways to brutally kill opponents with vehicles, the scorpion has two long blades that spring out from its sides that will instantly kill anyone in its path. The scorpion's speed ensures that you'll be able to use these blades to good use. We noticed a few other changes that seem to further balance out onslaught mode and make vehicles more enjoyable. Stationary turrets in onslaught seem much more powerful, and this is a good thing, because they were pretty weak in the version we played in September. Now they seem great for taking out players on foot and in vehicles. Turrets can be countered by tanks, which have an incredible range and pack quite a punch. Tanks can be destroyed easily by flying vehicles, which, in turn, can be countered by turrets. One thing that Epic had previously considered for its onslaught mode was how to handle usable vehicles that had been flipped over. The last time we played the game, Epic representatives had explained that they were considering either having a vehicle be destroyed immediately if it flipped over or possibly letting players manually flip overturned vehicles, like in Bungie's popular Xbox shooter Halo. Epic seems to have chosen the latter; we were able to flip over vehicles by walking up to them and pressing the "use" key. We definitely like this method better, because the onslaught maps seem huge and definitely don't seem suited for extended periods of walking. It should be noted that the vehicles aren't invulnerable. When you hop into a vehicle, a number that represents your vehicle's current condition appears at the bottom-left corner of the screen, and if your vehicle sustains enough damage to bring this number to zero, it will blow up. Just like the other game modes, onslaught can be played with bots. The AI seemed to work in only one map so far, but our computer-controlled opponents at least seemed competent. They gladly hop into vehicles (sometimes stealing them from under your nose) and enter the fray. They also attack and capture node points as you would expect a team of human players to do. We were excited to see Unreal Tournament 2004 again, simply because it seems quite enjoyable. But we were pleasantly surprised to see these additions, which make an already exciting game mode seem even better. Epic has been tight-lipped about the game's release date, so all we can do is wait for the game's final release. By Craig Beers
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| | #3 (permalink) | ||
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Astea sunt info-urile cele mai importante care le-am gasit pe net despre Ut2004 ....din cate am vazut (este un film pe gamezone) jocul arata bine si este axat pe teamplay. Seamana destul de mult cu tribes....cei care au jucat stiu!
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| | #12 (permalink) | ||
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eh......................e greu ! Ca sa iasa ceva, ar trebui ca producatorii sa faca ut2004 mult mai jucabil (vehicolele sunt un punct forte). Fata de 2003, ar trebui eliminate multe "scamatorii" optice (mi s-a intamplat de multe ori sa nu-mi vad adversarul datorita puzderiei de efecte)
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| | #18 (permalink) | ||
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acuma despre ut2k4: am inteles ca oamenii au micsorat duble jumpul ( eu zic sa il fi scos de tot, la fel ca si dodge jumpul care e o aberatie ) si au scos adrenalina ==> lucruri bune adika... unul dintre motivele pt care ut2k3 se joaca mai putin decat chiar si q3 care e vechi de 4 ani este faptul ca miscarea jucatorului pe harta nu e fluida... comparati q1,2,3 sau chiar ut1 cu ut2k3... in loc sa mergi dracu ca omu normal, sa mai faci si tu din cand in cand un dodge ceva si sa mai topai putin esti nevoit sa mergi numai in dodge jump, fiindca asa e mult mai rapid => miscarea pe harta devine ceva de genul: dodge jump ( viteza mare ) + alergat normal cu viteza mai mica( nu poti sa mai faci dodge imediat ) + alt dodge jump si tot asa... miscarea devine sacadata de nenumaratele dj-uri in loc sa fie fluida ca in joacele de mai sus... + ca pe langa toate astea mai ai si wall jump... jesus, se poate mai patetic si mai arcede decat atata? cum p mea vine asta wall jump ce esti in matrix sau unde? + ca din config poti sa iti faci un fel de dublu dodge jump sau ceva de genu asta ( strafe + jump + strafe + inca un jump ) ut2k3 e prea arcade pt binele sau si in 2k4 sper sa se indrepte treaba asta btw, dc nu joaca nimeni XMP ca eu mam plictisit sa joc pe net si sa nu gasesc nici un roman ?
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| | #19 (permalink) | ||
| Registered User Join Date: May 2000 Location: Deasupra tuturor... |
pmk, asta e doar parerea ta... crezi ca astia folosesc ttm la toate comp internat ca le place cum suna? inafara de modificate skinurile, ca sa se vada mai bine, nu modifica nimic... restu poti sa le scoti oricum din ut... iar miscarea din ut2003... nu vad care e probl... si in ut se facea dodge in prostie, nu alerga nimeni pe harta cu forward... tot cu forward + dodge se face... singura diferenta in ut2003 e ca distanta pe care sari e mai mare walljumpurile sunt discutabile... nici mie nu-mi prea plac.. dar oricum, nu se folosesc foarte des, doar in unele locuri... + iti trebuie ceva skill ca sa-ti iasa klumea ![]() sincer, dupa ut2003, nu cred ca pot sa mai mearga inapoi si sa scada nivelu de libertate la miscare... mult prea multa lumea s-a obisnuit asa | ||
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