Showing posts with label Arena Shooters. Show all posts
Showing posts with label Arena Shooters. Show all posts

Thursday, July 9, 2026

id Software Got Butchered

id Software logo against the map Awoken from Quake Champions during the 30th Anniversary campaign

You've probably heard the news already, but this needs to be talked about. Microsoft has announced heavy layoffs in the video game branch earlier this week: 1600 people got fired immediately and 1600 are to leave later. They've tried to make it sound reasonable by talking about trimming down management, which is usually a good thing, but these changes also hit where it hurts.

One developer was hit particularly hard: id Software, the studio behind classics like Doom, Wolfenstein and Quake. An article from Kotaku shares insights into the extent of the cuts: 136 of 185 employees got fired, more than two thirds of the staff. This happened right after the launch of DOOM: Revelation, an expansion for DOOM: The Dark Ages, leaving the studio now crippled.

One of the affected people is Adam "SyncError" Pyle, who has been keeping their free-to-play multiplayer shooter Quake Champions alive for the last couple of years, with new maps, weapon skins, features, and lots of fixes. On his own admission, he did a lot of that in his free time, not because he had to, but because he deeply cared about the game and the franchise. He worked together closely with the community, who tested upcoming features and gave feedback.

If you have someone as passionate and talented as Adam Pyle working for your company, you don't let such people go. But Bethesda under ZeniMax Media under Microsoft apparently doesn't care about such talent – they only care about margin. And classic gaming franchises like Doom and Quake seemingly don't create enough of that these days, where it looks like their fate is sealed, unless Bethesda is planning to outsource them to other studios...

Of course, these aren't the first major layoffs in the industry in the recent years. There's a whole Wikipedia article about the topic, which lists pretty much every major publisher except one: Nintendo. The worst you hear about them lately is that they are killing one of their few mobile games...

I wouldn't even be surprised if some of the people who have worked for id Software now found their way to Retro Studios, helping out with the development of Metroid Prime 5. Both are located in Texas, in Richardson and Austin to be exact, which aren't that far from each other...

And just like Retro Studios spawned from Iguana Entertainment back in the day (the creators of the classic Turok games for the Nintendo 64), all this talent from id Software may open their own studio. If that happens, then that new studio will certainly have my interest, unlike Microsoft going forward.

Monday, June 22, 2026

30 Years of Quake

30 years ago, on June 22nd 1996, Quake was released. One day before the Nintendo 64 and Super Mario 64 in Japan, it was at the forefront of real-time 3D rendering, offering fully polygonal models and levels in three dimensions. It was the spawn of a new era in gaming in the late 90s, where such 3D graphics were the shiny new thing, but still so blocky that you had to make up for it somehow.

And games like Quake, or later Ocarina of Time, did with it their atmosphere, created by fantastic sound effects and a striking soundtrack, in this case provided by Nine Inch Nails. With many inspirations taken from Lovecraft, Quake created something unique, something that has left a legacy until today with a number of sequels.

Personally, I'm only half a fan of the series, where I've primarily played the multiplayer episodes: Quake III Arena, Quake Live and Quake Champions. But eSports is another category where Quake had excelled things – to this day it's one of the fastest first person shooters with one of the highest skill ceilings, where it's incredibly impressive to watch professional games of Quake, even though the Quake Pro League sadly ended in 2023.

But you have to give it to Bethesda for keeping things alive with Quake Champions nevertheless. It's currently running its 30th season, while the average player count on Steam is around 250... This is rivaling the numbers of Sony's mega-flop Concord from two years ago, but Quake Champions somehow manages to stay afloat, with one main developer behind the project – a level designer who also creates weapon and character skins, while constantly delivering new features and improvements for the game, working close with the game's tiny community. It's truly refreshing to see this in modern times.

And it seems like the plans are to slowly transition Quake Champions out of its live service model, like how it was done with Quake Live, to preserve it for the future, despite its small following. The latest Battle Passes have been offering players a second chance of obtaining certain cosmetics and weapon skins, some of which that weren't available for years.

image of all eight QuakeCon vanity weapons around the QuakeCon podium

For example, the current pass (which is entirely free) finally brings back all of the time-limited QuakeCon weapon skins, just in time for QuakeCon 2026 from August 6th to 9th – an event that has been "Quake" in name only, for several years now.

Still, if you're a fan of classic Arena Shooters, then you should give this a try, and now is a great time to do so. But if you're sticking to a Nintendo Switch, you can also play the remasters of the first two games by Nightdive Studios, with lots of additional content. Though, I personally would recommend to use something with a mouse and keyboard...

Thursday, December 12, 2024

Secret Level – Unreal Tournament: Xan (Episode Review)

Xan raising his arm to make the crow cheer

Movie and television adaptions of video or computer game franchises are getting better and better, where the best examples are probably the Super Mario Bros. Movie and the Fallout series from the recent years. Both show a lot of love for the source material, while being fun to watch for everyone, whether you are a fan of the games or not.

Therefore, we can look forward to the Legend of Zelda film with cautious optimism, while in the meantime there are some other good adaptions to watch. One of them is Secret Level, another anthology series from the creative minds behind Love, Death + Robots, where this time the stories are all based on different video and computer games. The first eight episodes were released this Tuesday, on December 10th, offering a wild and violent mix.

Especially the Pac-Man episode is something else, which makes you question how Bandai Namco could have agreed to that... (Update: as announced on the Game Awards, they have been actually working on a new Pac-Man spin-off in this style, called Shadow Labyrinth, so that explains it.)

However, I'm not here to review the series as a whole, instead I want to focus on Unreal Tournament, because the Unreal franchise has been close to my heart for about as long as Zelda. This franchise is pretty much dead, however, so it's bittersweet to get this special episode for around the 25th anniversary of Unreal Tournament. And I really enjoyed it overall.

It essentially serves a prequel, where it depicts the rise of Xan in the tournament, after causing an insurrection of mining robots. They really make you sympathize with the robots, despite the fact that their designs were made less human than they are in the games. The change does make sense, however, and feels reminiscent of the E.M.M.I. from Metroid Dread or similar robot designs, where the added agility of fully rotatable limbs and body parts come into play.

The focus is on the action, of course, but for an 16-minute-long episode it was a fantastic choice for the narrative. They have also done their homework, throwing out a ton of references, which will be recognized by fans and intrigue everyone else. They don't waste time with explaining anything and there is no direct narration, but nevertheless you get a very good understanding of how the 23rd century in the Unreal universe looks like and how much there is to all of it.

the Facing Worlds arena with red Izanagi banners around it

That being said, since the story is a prequel and meant to display a public execution of the robots, it lacks certain aspects of the games. There are no respawners, for example, so it's really a "Deathmatch" to the death. And instead of teleporting the combatants into arenas all over the galaxy, they have borrowed the Pokémon Stadium from Super Smash Bros. Melee, where a giant metallic construction transforms into whatever they want. In the episode we can see maps like Koos Barge, Morpheus and Facing Worlds, but it's all in the same dark grey aesthetic. I also got some Tron: Legacy vibes from it all, especially during the final match.

It's also never too violent, actually, where it's one of the few episodes from Secret Level with an age rating of 12, which is a bit ironic considering the source material and its over-the-top gore. But I don't personally mind, I never played Unreal Tournament for the splatter effects and it feels more tasteful that way. They focus on the cool weaponry instead of shocking the audience with overly brutal scenes.

However, another disappointment stems from the weapon usage. Well, there is plenty of it, as there should be, and the overall gunplay in the episode was thrilling. The Impact Hammer leaves an impact in the narrative, which was well done. The Ripper was used very cleverly as well, which was great to see, since it had been absent in most of the later Unreal games. There is some Enforcer and Minigun "pew pew" action for the masses. And if you like loud bangs, then the Flak Cannon, Rocket Launcher and Redeemer will have you covered. It was all very impressive.

However, while they get mentioned in Xan's scans, we never see any secondary fire modes, which always was one of the key aspects of the Unreal games, setting them apart from Doom, Quake, and many other shooters at the time. It was a novelty. But they never show the Shock Rifle and its infamous Shock Combo, which is a sin. The Bio Rifle is absent as well. And while there is an "elite squad" of fighters all equipped with the Link Gun in the episode, they don't ever use its beam link feature that would come with the secondary fire... even though it would have been the perfect opportunity to do so.

Maybe they didn't want to overwhelm the audience with too many aspects all at once, making it a bit more grounded and easier to follow the fast-paced action. Let's face it, the majority of people who will watch this series have probably never played Unreal Tournament before, maybe never even heard of it before, especially the younger audiences who grew up playing Fortnite. But that's not the best excuse, since all it would have taken is showing a second trigger on a gun to make it understandable.

It makes me personally hope for a second season of Secret Level, where they dive a little deeper into all this with an "Unreal Tournament: Malcolm" episode. This could give us proper arenas, respawners, and secondary fire modes, so that things would get more interesting when coming from the first episode.

By the way, the weapon and character designs mostly were taken out of the cancelled Unreal Tournament alpha from 2014. The exceptions are Xan, as already mentioned, but also the Ripper and the Minigun, because these weapons didn't have official new models. The Skaarj and Necris characters also were added to Fortnite recently by Epic Games, while Digital Extremes brought back their Unreal Tournament weapon skins in Warframe, which are all based on the cancelled alpha models as well. So, while it's a shame that the last Unreal game never became fully realized, it's bittersweet that parts of it live on in different forms...

And I will take joy in rewatching this episode again and again. It's a blast.

Friday, November 22, 2024

25th Anniversary of Unreal Tournament

Unreal Tournament 25

Not every gaming series thrives as much as The Legend of Zelda, where some are long in the past, but never truly forgotten. One of these series is Unreal, which had its 25th anniversary last year, but it's really the multiplayer-focused sequel that has defined the series for what it is best remembered for: old-school Arena Shooter action.

It doesn't feel that long since its 20th Anniversary, because not much has happened in the meantime, at least nothing positive. Instead, the series reached a new low in early 2023, where Epic Games shut down all master servers and took all the Unreal games from online stores (see the End of Unreal). But the hardcore fans kept the series alive with community servers and patches, where you can even find the games for free on the Internet Archive, which has the blessing from Epic Games, at least for first two.

But that's not all... Unreal Tournament is going to be featured as an episode in a new anthology series, from the creators of Love, Death & Robots, called Secret Level. It's coming to Amazon Prime on December 10th and you can find some great clips of what to expect, like this one or that one.

a revolutionary gaming anthology series: Secret Level - featuring Unreal Tournament

This is absolutely mind-blowing to me. I've been quite busy in the last couple of weeks, because I was moving, so I only had caught glimpses of this until today. And I actually assumed that this was some very ambitious fan project for the 25th Anniversary... but it's fully official! Keep in mind that this is for a franchise where the "biggest" new thing happening to it in the last five years were weapon models in Warframe, so it's quite unbelievable to see this. It feels unreal.

The premise seems to be a prequel to Unreal Tournament, where Xan Kriegor and its gang of Liandri mining robots were condemned to fight in the tournament. I'm not 100% sold on the stylistic choices, but I'm absolutely excited to see this nevertheless.

Curiously, "Secret Level" is also the name of the studio that made the Dreamcast version of Unreal Tournament, which brings me back to another project... one of mine, actually. With the 20th anniversary I've started working on an Ultimate Console Map Pack for the game, which features all console-exclusive maps in a faithful way. The project came to a halt, however, after it was about 95% done, but it's slowly getting back on track to get in the missing parts with some support from the community... I won't make any promises, but I really want to finish this at some point. And right now seems like a very good time to get back into the game.

Happy Birthday, Unreal Tournament!

Sunday, March 31, 2024

My Unreal Tournament 3 Map Collection

boxart of the game with various screenshots of custom maps floating around it

After documenting my Unreal Tournament 3 setup, it's now time to get into the meat of every Unreal game: the many maps. It's a big part of the reason why you can just keep playing Unreal Tournament, because with every map you can get a very different experience. All in all, I have over 150 custom maps installed. Together with the 60 official maps that's enough to entertain you forever... or at least for a while.

Most of these come from map packs, where I will list all the ones that I have. But I've already talked about the Community Bonus Packs (because they are more than just map packs) and the Domination mod, so I won't repeat that here and instead focus on what's left, which is exclusively low poly stuff. And I will also show off some standalone maps, but only some highlights.

All the praise goes to UnrealArchive.org, a website that dedicates itself to preserve custom contents for the entire Unreal series. Originally, they didn't have Unreal Tournament 3 in there, because it was a little bit more complicated, but they made it happen eventually. All download links in this post will direct you to the Unreal Archive.

Again, every community-made content goes under ..\Documents\My Games\Unreal Tournament 3\UTGame\ in Windows. Custom maps specifically go into \Published\CookedPC\CustomMaps. You can organize things there via subfolders, without the need of additional configurations, where it's generally a good idea to put map packs into their own folders and so on.


Low Poly Map Packs

HOLP Level Packs

HOLP1
HOLP2
HOLP3 Vol. 1
HOLP3 Vol. 2

HOLP stands for "Hardcore Oldskool Low Poly" and this what you download if you want your maps to look they are from the original Unreal Tournament. Well, that doesn't actually do them justice, it's mainly about building the maps via basic geometric shapes (the "brushes"), like in the old days. And some of these maps still look very pretty, where this style can lead to a very clean look, something that the stock UT3 maps won't offer.

When UT3 was still "new" those maps were absolutely essential, because they enabled you to play the game with the best possible performance. This doesn't really matter today anymore, but they are all so good from a gameplay perspective that you still want to give these map packs a good try.

 

COMP - Competitive Map Packs

COMP
COMP2

The COMP packs were made in the same vein as the HOLP series: low polygon counts, high amount of gameplay focus. All these maps were designed with competitive play in mind.

Impressively, the second pack was entirely made by the same guy, N00b_Zaibot. Many of his maps look a bit similar as a result, where I often can't tell on first glance what was what, but rest assured that the gameplay is excellent with all of these.


UOF LP Map Pack

Download

If that's still not enough low poly goodness for you, then the UOF LP map pack will have you covered. UOF stands for "Unreal Old Friends" and there are several other map packs from this line as well, where it might be worthwhile to check them all out. One of them even has Domination maps.

From those other packs I really DM-UOF-Aero, which is another good low poly map, and CTF-UOF2-Legacy, which is a fantastic CTF map, combining the ideas of Eternal Caves and Vertebrae with some beautiful outside scenery. But otherwise I'm not a big fan.


Standalone Maps

CBP3 Bonus Maps

Even if you have all five volumes of the Community Bonus Pack 3 installed, you don't necessarily have all CBP3 maps, because there were a couple of standalone releases. Here's what I could still find:

CTF-CBP3-Andhera
DM-CBP3-Daoist
DM-CBP3-Maidenlike
DM-CBP3-Radiant
DM-CBP3-Suraj

Andhera and Suraj are two more maps by nELsOn, who loved to create maps inspired by the original Unreal, which take place on the planet Na Pali. Raed and Saip are two of my absolute favorite CPB3 maps, so it's good to have more where they came from.

DM-CBP3-Daiost - a Japanese-themed temple with lots of beautiful scenery

Daoist and Maidenlike are lookers, two of the most beautiful maps that you will find for the game. I also love how Maidenlike gives you all four basegame power-ups (UDamage, Berserk, Invisibility and Invulnerability) all at once, that's just crazy. Makes you look and feel like a "Mutant" again from the UT2003/4 game mode of the same name. And it's gimmicks like this that can make a map stand out.

As for Radiant, there is a CTF version of the map in the packs, but you can also play it in other modes via this DM version. Given that you like Spider Mines. It's also a bit more gimmicky, but I've enjoyed it quite a bit back in the day.


HOLP4 (Inofficial Collection)

You can also find a variety of standalone maps in the low poly style from the authors of the HOLP packs, like the sharp-looking DM-Saturation for example:

DM-Saturation

There were even plans to make a HOLP4 in late 2010 / early 2011, but that never came to be. Still, I was able to collect twelve more of such maps to make my own inofficial version of HOLP4, which I'm going to share here for the first time ever:

HOLP4 (Inofficial) Download

Here is also a list of the individual maps found in this pack:


The Keepers

As already said, I won't be going through every single map that I have outside of the Community Bonus Packs and other map packs, even though it's actually not that many. But I wanted to list my absolute favorites, where I think that these maps should be in every UT3 collection:

CTF-Mako
DM-Aelon
DM-Crash
DM-Phera
WAR-Araja][-SE

Now, let me explain what makes each of them so great...

CTF-Mako

CTF-Mako is similar to CTF-1on1-Joust from UT2004, which means that you will spawn inside the enemies' base and can grab their flag immediately. So, this is essentially a duel map for Capture the Flag, but it also works well enough in 2v2, where this one is a bit larger than Joust used to be and gives you underwater routes.

The map offers a clean low poly style with high poly elements mixed in, where it offers both visual clarity and some eye candy, kind of like how some UT4 maps were designed (thinking mainly of Sector 23). Speaking of, the author Stevelois seems to be still quite active making maps for UT4, according to his blog, which makes me want to check out that game more.

DM-Aelon screenshot

DM-Aelon was made by XYZ 8000, also know as DeathoX 8, who has contributed quite a bit to the HOLP and COMP packs. All his (or her?) maps are recognizable by a signature style, where Aelon is no exception, but it also offers very beautiful visuals on top, instead of the low poly style from those packs.

The architecture is a typical DeathoX 8 map, it even has those single-block-elevators, but it's inside a cave, which looks all so natural and smooth. It's really the best of both worlds.

DM-Crash screenshot

Next we have DM-Crash, which is a remake of a 1on1 map from UT2003 and UT2004. You can actually find plenty of good remakes of maps from the original Unreal and Unreal Tournament. And I'm talking about proper remakes here with updated visuals, and not just some conversions. But with UT2004 it's a different story... There's Torlan, of course, but otherwise there aren't that many.

And this makes this remake of Crash stand out, especially since it perfectly captures the look and feel of the original, but with the possibilities of UT3/UE3. However, it may suffer a bit from the same problems as some of the base game maps, where it's visually too busy.

DM-Phera screenshot

DM-Phera is yet another Na Pali map by nELsOn, who I've already mentioned above, and it's probably my favorite from all those. It takes place on a clocktower of a Nali church, which got hit by a flood and is now surrounded by water. The top of the tower spawns a Redeemer and the bell will ring whenever that happens. There are also Nali Healing Fruits all over the map as a replacement for health pickups and overall this is a very tight map for lots of memorable action.

It uses one of the music tracks from the Community Bonus Packs, CBP3-Velocity, but the map also works great without music, because it has such a strong ambient atmosphere, using a variety of sounds from the original Unreal. If you love the atmosphere of that game, you will like this map for sure.

WAR-Araja screenshot, flying through some mountains in a Cicada

Last but definitely not least, we have another map taking place on the planet Na Pali and the only Warfare map in this list: WAR-Araja][-SE by minifloppy. You can also find ONS-Araja for UT2004 by the same author, where this is a remake of that and an impressive one at that.

The environments look really beautiful and I like the Nali crosses on top of the mountains, that's such a nice touch. And of course I adore the usage of sounds from Unreal, especially those howling wind sounds. This really takes me back. But it's not just nostalgia for Unreal what makes this so great, but also nostalgia for UT2004's Onslaught mode, where this map is a lot more extensive with its seven Power Nodes than what you will usually find in UT3.

The "Classic" link setup doesn't work as intended, however. It tries to remove the additional orb spawners, but the orb will still spawn there and just float in the air... But you can just use the "No Orb" mutator if you want things to be more like Onslaught.

Instead, I've replaced it with two link setups of my own, which I personally found more fun than the default one. There is no node editor in UT3, but you can still create your own link setup by providing a config file for the map in question. If you want to try my setup for this map, open the \Config\WAR-Araja][-SE file and replace its contents with the following:

Another thing worth pointing out about this map is how it makes great use of the Stealthbender vehicle from the Titan Pack, which is a very rare find. Only two official maps have it. In general, I'd wish there were more such large high quality maps, which embrace the variety of vehicles this game has, instead of always going for the same stuff...


Honorable Mentions

Here are some more good maps, which I wanted to share, but where I don't feel as passionate about them, probably because they are lacking in one aspect or another. So, they might be great visually, but not so memorable in gameplay. Or the other way around. Still, they are all worth checking out:

CTF-EpicBoy
CTF-Eternity
CTF-Eurus
CTF-Pistola
DM-Acquisition
DM-Eggshell
DM-Gardenia
DM-Liandri
DM-Malevolence-LP
DM-Purgatoria
DM-Rankin-2010
DM-Restrict
DM-Rustees
DM-Valon
DM-Ventilation
VCTF-HangingGardens
VCTF-HangingGardens-Nightfall
WAR-Bittersands
WAR-Flare
WAR-IslandHopSE

Friday, March 29, 2024

My Unreal Tournament 3 Setup

Unreal Tournament 3 boxart as wallpaper

Do you have a game that you just love to play and still play from time to time, even though no one else in the entire world seems to like it? Well, for me this is Unreal Tournament 3 – one of the less popular games in a series that was effectively killed a year ago. The original Unreal Tournament and Unreal Tournament 2004 are much more favored and still have an active community today, despite the hurdles, but UT3 is dead and has been for over ten years.

And while I also still like the other Unreal games, where I was a big fan of the series twenty years ago, UT3 is the one I keep revisiting the most, because it has the best weapon balance, my favorite game modes, and the cool Necris vehicles. Plus, it still looks pretty good, where today I'm finally able to fully enjoy the game in all its glory without any FPS drops, which wasn't possible when it first came out (and only added to its demise).

Now, you won't be able to purchase this game any longer, unless you're tracking down a physical copy. And while Epic Games had announced to bring it back as "Unreal Tournament 3 X", I'm not holding my breath for this any longer, because they probably decided at some point that it wasn't worth the effort.

So, instead I've returned to what remains of UT3, and I can't stop playing it, even though I'm only going for botmatches just for fun. And this is remarkable in itself. Well, you play video games for fun in your free time, of course, but that free time is valuable and usually there is always some incentive: to make progress, to see the credits, to clear challenges or achievements, to unlock goodies, to compete with other players, or to increase your rankings. There is none of that for me here, I only play it for the enjoyable "pew pew" action in a great variety of modes and maps. But I've also been busy fostering this variety.

With this post I want to document my efforts of turning my copy of Unreal Tournament 3 into what's the best Unreal Tournament experience for me personally, on the PC in the year 2024. I will go through the different mods and mutators that I use and explain why I use them. And I will list a variety of tweaks that I made myself, for the off chance that someone else out there is still interested in this game and facing some of the same issues.

Unless stated otherwise, any paths referenced in this post are found under ..\Documents\My Games\Unreal Tournament 3\UTGame\ in Windows 10/11.

 

Patch 2.1 & Titan Pack

Download

First, we should talk about the official stuff. If you have the Black Edition of the game (I think it was only available on Steam), then you already have these updates by default. If not, you should definitely install all this. It's even required for many of the community creations.

The Titan Pack is a free update that adds 19 new maps to the game, two more characters, two new gametypes, and the eponymous Titans mutator. This includes the three maps from the first Bonus Pack (making it obsolete), as well as all the content that used to be exclusive to the Xbox 360 version.

It's really what redeemed the game for me back in the day, after its sad state at launch. Greed even became one of my absolute favorite arena shooter game modes, where it's the perfect blend between Team Deathmatch and Capture the Flag. It's part of the reason why I still like to revisit Unreal Tournament 3.


MapMixer

Download

Right after the official patch 2.1 and the Titan Pack, this is probably the first thing that you want to install. MapMixer replaces large parts of the default UI with something much more sophisticated, where you can organize map lists, create custom gametypes, modify bots, and enhance your experience in other ways. It also adds an ingame UI, where you can change teams or rules on the fly.

First and foremost this mod will let you organize your maps better. It creates its own map database, where you can overwrite data like player counts or the map author directly in the game, but also other info via the UTMapMixer_MapDatabase.ini config file, even the map name. Well, you can edit the ini-files of your custom maps for this as well, but with MapMixer you can preserve the original values and simply use the layer on top to make things look pretty or consistent.

MapMixer Quick Match Team Deathmatch, Filter: Low Poly

My favorite feature is probably the map filters. It already comes with a couple of pre-defined filters, like one for official maps or the different map sizes, which is something that the original Unreal Tournament had. But you can also make your own based on different criteria. You can even add comments to maps and use them for filters.

For example, I tag any low poly map with "LP" and any remake of a classic map with "RM". The latter lets me have a "Classic Maps" filter, where Unreal Championship 2 gave me the idea for that one. And I do have a large collection of low poly maps, which focus on performance and gameplay, from the time where UT3 didn't run as well on my PC. Those create a stylistic rift in the game, but thanks to the filters I can just switch between "low poly" and "high poly" modes.

The custom gametypes are also a great idea, where you can take one of the existing gametypes and set a list of mutators that are enabled by default. So, you can make something like "Instagib CTF" from UT2004 to keep it separate. However, I found that the Translocator rule setting isn't working properly with these, where it always will use the base gametype's default. So, in the end I only came up with "Survival" from the Unreal Championship games (Duel with the Survival mutator) and "Onslaught" from UT2004 (Warfare stripped of most the additions), where the latter was just an experiment and I haven't kept it.

But custom gametypes also let you experience gametypes on maps from other modes, without the need for any scripting, where the best thing to try yourself is "Vehicle Deathmatch", which is the basic Deathmatch mode on VCTF and WAR maps. This works surprisingly well and even lets you access most vehicles around Power Nodes. Don't bother with creating a team-based variant, though, because only the vehicles in your base will be unlocked for you and you can spawn anywhere. I was unable to find the/an "Unlock Vehicles" mutator to solve this, but there is the Allow Hoverboard mutator to use the Hoverboard in any mode, which is nice to have for this.

Another custom gametype I've made is "Vehicle Greed", Greed restricted to the VCTF maps, which simply helps to separate rules and mutators from the normal Greed mode, so it's easier to switch between the different map sizes.

 

MapMixer: Broken Level Previews

Another problem that I had faced with MapMixer is that it tries to load the level previews as 2D textures, but some maps have wrapped those into materials for a slide show (like in UT2003/4) or other effects, or use a video file instead. They all work in the normal UI, but MapMixer will only give you black screens... Sadly, this got never fixed, but it only affects a small number of maps out there. And it's still possible to correct this yourself, but this a bit of a hassle...

CBP3 Daoist with a visible screenshot in MapMixer

First, you need to open \Config\UTMapMixer_MapDatabase.ini with an editor. All of your map data gets stored in there, but this can also be used to modify things, like the displayed name or even the preview. The latter is saved as sImageMarkup in the values. If it's "none", then you're out of luck, the map in question most likely doesn't have a screenshot in its package. But if it's something like "<Images:DM-Example.MAT.map-pic>", then you can potentially fix it.

You will need to open the custom map via the Unreal Editor, which comes with the game (start the UnrealFronted.exe in the install directory of Unreal Tournament 3). Then look for the map's package via the Generic Browser window. You should find the linked preview in there, so something named "map-pic" following the above example (it's different for every map). And usually you can find the basic preview image(s) in there as well. It's probably marked as something "NeverStreamed", but you can still link to this in your map database to fix the missing preview.

Copy the reference and insert it into sImageMarkup="<Images:x>" as the x. And voilà, now it's working! To potentially save yourself the trouble, here's a list of all alternate previews that I've detected so far for the maps in my collection:

The only map where I wasn't able to do this is DM-Cipe by Cr4zy, because this has only a video in it and nothing else... If you're really crazy about this, you could theoretically make your own package with screenshots in it and then use that in your map database. This way you could even fix maps that don't have any preview at all.

In any case, while it's unfortunate that MapMixer doesn't support other preview formats, doing this adds a lot of consistency to the map lists. I'm personally not a fan when maps try to stand out too much, e.g. by adding text with the level name to the screenshot, because I like for them to fit in with the rest.


MapMixer: Unique Previews for all Necris Maps

The above method can also be used to adjust some other previews, where it always has bothered me how some of the Necris variants of official maps come with a unique preview image, while others don't. The game does have fitting images somewhere in its files, however, and you can use those to create a better visual distinction in the menus:

  • WAR-Islander_Necris:
    UI_Objectives.WAR.T_Islander_25_0

  • WAR-Serenity_Necris:
    UI_FrontEnd_Art.MapPics.map-pic-war-serenityNecris
  • WAR-Torlan_Necris:
    UI_Objectives.WAR.T_Torlan_47_3

Curiously, WAR-Serenity_Necris even has an official screenshot among the files, but for some reason they had decided to not use it. But it was probably to keep it consistent at first, because these three maps were all part of the base game, while the other Necris maps then got added via the Titan Pack.


MapMixer: Additional Panel Backgrounds

The main menu of MapMixer uses different pictures for the background of the interface, which run in a slide show. It's the first thing you see after the (now unavailable) login. Half of these images come from the official map previews, while the other half comes from the singleplayer campaign. You can add to this whatever you want, however, where you could use the previews of some custom maps for example (see above).

MapMixer main menu with the Betrayal preview in the background

In my case, I wanted the preview images for the different gametypes, because you don't get to see those any longer when using MapMixer. If you want them as well, you only have to edit the \Config\UTMapMixerFrontEndUI.ini file and add the following lines to the [MapPreviews MapMixerUI_PanelStorage_SlideShow] section:

Note how both Onslaught and Titans got such artworks as well, even though these modes don't exist in the final game. Onslaught was turned into Warfare, and Titans ended up as a mutator that can be combined with most modes.

If you have the Domination mod installed (more on that later), there is even more to add:


Exposing the Singleplayer Maps

There are two variants of official maps that by default can only be played via the singleplayer campaign: VCTF-Containment_SP and WAR-Torlan_Leviathan. The former removes the containment field around the Darkwalker, so it can be used on the entire map for some fun. The latter is a trimmed-down version of WAR-Torlan, which pitches a Leviathan against four Vipers and potentially a Darkwalker. It's probably the worst version of the map, but the Leviathan is quite rare in the game...

free-roaming Darkwalker in VCTF-Containment

So, if you want to access these maps via the "Instant Action" botmatches, you can add them there via the magic of config files. All you have to do is create an ini file somewhere under \Published\CookedPC\CustomMaps with the following content:

You can name this file whatever you want, e.g. sp-maps.ini. I've actually turned this into two separate files named after the individual maps, just to follow the usual conventions for custom maps.

If you're using MapMixer, you may also want to add them to the list of official maps. First you will have to review and accept these two additions in the main menu. Then you can exit the game, open the \Config\UTMapMixer_MapDatabase.ini file and look for the entries of VCTF-Containment_SP and WAR-Torlan_Leviathan. Then change bOfficialMap=False to bOfficialMap=True for both of these. (Technically, you could use this trick to turn any map into an official one...)


Malcolm

Download

Other than the above two maps, you may be wondering about Malcolm, who was prominently featured as a playable character in the first previews of "Unreal Tournament 2007" and appears in the campaign as a key figure, but you never get to play as him yourself. And this custom character changes this.

Malcolm in th character creator

I don't know how much of it is actually "custom" and not just a clever exposure of what's already in the game, but it's pretty much perfect. The model, the icon, the voice lines, it all feels like this could have been official content. Well, the voice lines are taken from the campaign, so there is that, and of course the game must have a model of Malcolm somewhere in its files...

The only problem is that Malcolm doesn't really fit into any of the existing factions, so he comes with a "Thundercrash" faction just for himself. And this causes him to appear quite often in botmatches with random contenders, probably because it randomly chooses a faction first... I personally don't mind, because it only adds to his prominence, but with MapMixer you could also just put him to his Iron Guard buddies to keep his appearance rate lower.

 

Community Bonus Pack 3

Download (zip versions)

The Community Bonus Packs provide content add-ons in the spirit of the official Bonus Packs from past Unreal Tournament games, where it's not just maps, but also some additional characters, power-ups, and even the Domination game mode. There are five volumes in total.

While I wasn't the biggest fan of these compilations initially, these packs have grown on me quite a bit, where I gave most of their contents a second chance. That doesn't mean that I like everything now, but since there is no real need to keep anything for online usage, you can just curate the contents any way you see fit.

the new character Rankin on a remake of Alpu

For example, I think that the characters Rankin and Hyora from the volumes 3 and 5 are excellent additions, who fit the original game roster very well (I also adore the classic voice clips for Rankin). War Machine and KaT on the other hand appear quite different from the rest of the Liandri robots, where I personally don't like them as much, so I've removed them again.

It's similar with the power-ups, where the Concussion Field and Speed Boots from Vol. 3 are a lot of fun, while the weird Nightmare in Vol. 4 single-handedly ruins the map Yarith for me personally. Most of the maps in these packs are really good, but you will ultimately not love all of them...

That's why it's better to have the zip versions of these packs around, just so that you can manually remove whatever you don't want to keep in your game.


Domination

Download

Several gametypes from previous titles didn't return in Unreal Tournament 3, but you can find mods that bring some of those back. The best one is without a doubt Domination, which is my second-favorite gametype in the original Unreal Tournament. Similar to Greed, it's an objective-based team mode, which hits this sweet spot of being more interesting, without ever becoming too stressful. And it's really nice to have both of these gametypes in one game.

Two variants of this mod exist. There is the full version that also comes with the Double Domination mode from UT2003/4, support for multi-teams, over 20 maps, and more. And there is the lightweight version that is bundled with the Community Bonus Packs (see above), which only installs the classic Domination mode and nothing else.

Believe it or not, I actually prefer the latter. I never was a fan of Double Domination, so I don't necessarily need that mode, and I also disliked the majority of the maps that come with the mod. The main exceptions are the remakes of Cidom, Condemned, Gharden, and Lament. They are all really good and as close to official Domination maps as you can get with this. VDOM-Downtown is also interesting, because it's the only Domination map with vehicles out there and it's based on an official map.

Luckily, there is a way of getting whatever maps you want from the mod without installing it and/or messing with the main install directory. You can open the UT3DomFinal_WinSetup.msi installer file with 7zip and extract the map files, together with DLC_DomMapInfo.ini. Add the missing hyphen to the map files (after the "DOM") and then place all files under \Published\CookedPC\CustomMaps. You can give them a try to see what you like. Once you know which ones to keep, remove the rest and then open the ini-file with an editor to remove any map info of the ones that you don't want.

at the end of a Domination map, Titan Rankin on DOM-CBP3-Enslaved

Technically, the CBP3 version of the mod also comes with Double Domination, it's just deactivated. To enable it you only have to outcomment its section in the UTDom.ini file, found in the main install directory under \Unreal Tournament 3\UTGame\Config. It even works with the  CDOM CBP3 maps, even though they technically weren't supposed to. But since those maps weren't designed with Double Domination in mind, they aren't that much fun there.

Speaking of the CBP3 maps, they are really the highlight for Domination, especially the two from volume 3: CollisionCourse and Enslaved. What I like about these maps is that they aren't just Deathmatch levels with some control points in them, they really offer some unique concepts that are only possible with Domination.

CDOM-CBP3-Collision Course takes place on a space ship that's about to crash into the atmosphere of a planet. During the match the hull will begin to breach, making certain areas essentially inaccessible. This includes a control point on the bridge, which afterwards can only be reached with the nearby Shield Belt.

CDOM-CBP3-Enslaved on the other hand offers a really cool visual effect, where Necris tentacles get deployed and retracted based on which teams owns the control point. You can get something similar in Warfare with certain Power Nodes, but here the effect is instant and very impressive. Also, the Concussion Field power-up, which creates a bubble of death around you and seems to be exclusive to this map, is such a good fit for Domination.


Good / Essential Mutators

This is a list of custom mutators with their download link, which I either use very often or even keep activated pretty much all the time:

With Blossom you can individually disable all the different post processing effects that make the game look too much like Gears of War: bloom, blur, depth of field, and desaturation. Here is a comparison, before and after:

You can find an excellent article about this on the GreatEmerald blog. There are also alternatives, like the Color Control mutator, but it's highly recommended to use something like this to improve the game's visuals.

Arguably, the single most important entry in this list is the Dodge Jump mutator, which brings back the dodge jumping from UT2004. It's not as floaty, however, where it does feel really great in UT3 and adds a lot of interesting possibilities in many of the maps, all while still preserving the "in your face" nature of the first Unreal Tournament. With this mutator the movement really becomes excellent.

Let's move on to some mutators that are more gametype-specific. With No Deployables you can deactivate all pick-ups for deployables, like the Spider Mine traps that are found on some Deathmatch levels, e.g. Eden Inc or Ocean Relic. Those can be very over-powered and annoying, so this is a good option to have.

The Orb Fix is actually an official patch, if I recall correctly, which was meant to be an interim solution. But Epic Games never released another patch for the game, so this mutator was here to stay. Anyway, this fixes a bug, where the orb wouldn't show on the mini-map any longer after one round, so you want to be running this together with the Warfare mode.

Another nice mutator to have is Vampire, which brings back the mutator of the same name from past games. It lets you heal by damaging opponents, but only up to 100 health points, so it doesn't overstack. This can be quite fun in game modes like Capture the Flag or Greed, where you might be up against several enemies in a row that stand in your way.

Finally, we have UTComp, which gives you a number of competitive settings. I mainly use it for the hitsounds, because I really like having those, but you can also adjust skin colors, change crosshairs, have an advanced scoreboard, and more. But if you don't care about any of these things, feel free to skip it. It's probably the least "essential" in this list and it also was never finished, so there is still some beta version floating around.

 

Broken Mutators

There are also some other recommendations for essential mods and mutators that you will find elsewhere, but they didn't really work out for me, one way or another. Let me explain why. I will still link to those that I found quite useful, despite their flaws.

The most prominent one is probably foxMod, which is mainly for enhancing the AI, but it also adds splitscreen support to the PC version and other things. Well, I didn't need these other things and my experience with the "improved" AI wasn't the best. I usually play on the Masterful or Inhuman difficulties, depending on the mode, and without the mutator I often get very close matches, where the result may even be decided in the very last second. It's thrilling. But with foxMod the enemy team turns into a complete pushover, making the matches very one-sided and boring.

Your own team mates can also become useless or annoying. The biggest problem I faced where Cicada pilots trying to pick you up. While the idea is nice, they don't ever stop doing this, which becomes a problem if you want to do something else or even can't get in. One time I turned into a Titan and then a teammate came out of nowhere and kept lifting me up with the Cicada until I fell into an abyss... Good job!

The worst part, however, was that this mutator has a heavy impact on the performance, especially in the Warfare mode with many bots around. There are some adjustments you can make, but this didn't really help, and on top of this the mutator also made my game crash several times. So, in the end I uninstalled it and never looked back.

Next we have the Camera Control mutator, which lets you change the camera perspective for any of the vehicles, similar to how it used to be in UT2004. However, it doesn't work with turrets and it breaks the zoom function of some of the vehicles, like the Goliath and the Nemesis, where for me personally this was rather annoying. If you use the scroll wheel for the next and previous weapon commands, you also won't be able to scroll through the deployables when using the Nightshade or Stealthbender, where you have to use the direct weapon switch keys instead. It's still highly recommend to give this mutator a try nevertheless, because it lets you experience some of the vehicles in a whole new way.

One mutator that I also really liked and still have installed is Taunt Control, which lets you mute your bots with some settings. For example, you can adjust them to only give status updates, but to not taunt, because the ever-same lines can get annoying after a while. However, it doesn't work with custom characters who have their own voice lines, e.g. Malcolm and Rankin, which then causes the game to let these characters taunt excessively, which is even more annoying... But it would be in my list of essential mutators if it weren't for that. Sadly, I wasn't able to find a fix for this.

Another mutator that has its heart in the right place, but ended up flawed, is Destructible Deployables. The idea is that you can shoot down the Spider Mine traps, but it only works with the ones deployed by Nightshades and Stealthbenders, but not with the pick-up. And the former can now be pushed around, which causes a number of new issues...


To Be Continued

That's it for setting up the game with everything you may need or want. But a big part of Unreal Tournament always has been the many community maps out there, where I also want to go through my collection a bit and point out some map packs and highlights that you should get for sure. I will do this in a follow-up post.

Tuesday, January 24, 2023

End of Unreal

modernized Unreal logo

As of today, Epic Games has killed the master servers for all Unreal games, which means that they can't be played online any longer, at least not officially. In case of the abandoned pre-alpha of Unreal Tournament in Unreal Engine 4 you can't even start the game anymore, at least not officially. On top of all of this, the games were all pulled from the digital stores, like Steam or gog. You can still play them if you have purchased them before, but you won't be able to purchase them any longer.

The Unreal series has been one of my favorites, next to Zelda and Metroid, so it's sad to see this happening, though it was inevitable. It's even astonishing for how long they've kept up the support, where the original Unreal will be getting 25 years old in May. Meanwhile Nintendo is already closing the eShop on Nintendo 3DS and Wii U, where it's only a matter of time until you won't be able to play online with these last-gen systems...

Plus, with PC games it's much easier to keep them alive from the fan-side, where there are already community patches and alternative master servers to work with. Rest assured that there are still passionate people out there who are willing to keep such games alive. And it would be a shame if this wasn't the case, because there exists a ton of fantastic custom content for most Unreal games.

When I play one of the multiplayer Unreal games again, it's usually against bots just for fun, which means that the missing master servers don't really affect me personally. And luckily, I never really got into the pre-alpha of the latest Unreal Tournament, where this won't be a big loss for me either.

It's more saddening that "Unreal" is now first and foremost the name of an engine, though a very good one, while the Unreal series has sunken into insignificance. It's simply not a cash cow like Fortnite, where all developers who had been working on the new Unreal Tournament were removed from the project about six years ago and nothing has happened with the series ever since, except for some weapon skins in Warframe. I suppose this is how F-Zero fans must feel like.

Greed mode preview screenshot

It speaks for itself that I'm actually a bit excited about the announcement of Unreal Tournament 3 X, which will be a free-to-play version of Unreal Tournament 3, using Epic's new online infrastructure. Maybe this will breathe some life into the title, where people might give this a chance again or for the first time. I'd be happy to join in.

Unreal Tournament 3 is usually viewed as the weakest entry in the series, but I personally thought that it had the best weapon balance and felt like a good compromise between the classic Unreal Tournament and Unreal Tournament 2004 in terms of gameplay. And Greed is my absolute favorite game type in any Arena Shooter, where it's simply the most fun approach to the Capture the Flag formula. Only the art direction and story of UT3 were quite terrible, because it was heavily influenced by Gears of War, following its success. It just wasn't the best fit.

The Unreal Engine 5 looks quite amazing, though, where getting something in the Unreal universe made with this engine would be quite the dream for me, but a pipe dream at that. I will be happy with anything at this point, even if it's just a new version of Unreal Tournament 3.

Update: The decision might not be a purely financial one, but it probably has something to do with Epic's FTC settlement. This is about children's privacy concerns, where they need to make sure that children can't just play a game with an age rating not suitable for them uncensored and unfiltered. This explains why they are at least willing to bring back Unreal Tournament 3 under their new account system, but it probably was too much effort to implement this for all their older games.